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path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp117
1 files changed, 116 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 643d50797e..33e9e5f772 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -832,6 +832,120 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
}
}
} break;
+ case Item::Command::TYPE_MULTIMESH: {
+
+ Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
+
+ RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
+
+ if (!multi_mesh)
+ break;
+
+ RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
+
+ if (!mesh_data)
+ break;
+
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
+ //reset shader and force rebind
+ state.using_texture_rect = true;
+ _set_texture_rect_mode(false);
+
+ if (texture) {
+ Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ }
+
+ int amount = MAX(multi_mesh->size, multi_mesh->visible_instances);
+
+ for (int j = 0; j < mesh_data->surfaces.size(); j++) {
+ RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
+ // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
+ glBindVertexArray(s->instancing_array_id);
+
+ glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
+
+ int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
+ glEnableVertexAttribArray(8);
+ glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
+ glVertexAttribDivisor(8, 1);
+ glEnableVertexAttribArray(9);
+ glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 4 * 4);
+ glVertexAttribDivisor(9, 1);
+
+ int color_ofs;
+
+ if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
+ glEnableVertexAttribArray(10);
+ glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 8 * 4);
+ glVertexAttribDivisor(10, 1);
+ color_ofs = 12 * 4;
+ } else {
+ glDisableVertexAttribArray(10);
+ glVertexAttrib4f(10, 0, 0, 1, 0);
+ color_ofs = 8 * 4;
+ }
+
+ int custom_data_ofs = color_ofs;
+
+ switch (multi_mesh->color_format) {
+
+ case VS::MULTIMESH_COLOR_NONE: {
+ glDisableVertexAttribArray(11);
+ glVertexAttrib4f(11, 1, 1, 1, 1);
+ } break;
+ case VS::MULTIMESH_COLOR_8BIT: {
+ glEnableVertexAttribArray(11);
+ glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribDivisor(11, 1);
+ custom_data_ofs += 4;
+
+ } break;
+ case VS::MULTIMESH_COLOR_FLOAT: {
+ glEnableVertexAttribArray(11);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
+ glVertexAttribDivisor(11, 1);
+ custom_data_ofs += 4 * 4;
+ } break;
+ }
+
+ switch (multi_mesh->custom_data_format) {
+
+ case VS::MULTIMESH_CUSTOM_DATA_NONE: {
+ glDisableVertexAttribArray(12);
+ glVertexAttrib4f(12, 1, 1, 1, 1);
+ } break;
+ case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
+ glEnableVertexAttribArray(12);
+ glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribDivisor(12, 1);
+
+ } break;
+ case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
+ glEnableVertexAttribArray(12);
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + custom_data_ofs);
+ glVertexAttribDivisor(12, 1);
+ } break;
+ }
+
+ if (s->index_array_len) {
+ glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
+ } else {
+ glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
+ }
+
+ glBindVertexArray(0);
+ }
+
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
+ state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
+ state.using_texture_rect = true;
+ _set_texture_rect_mode(false);
+
+ } break;
case Item::Command::TYPE_PARTICLES: {
Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
@@ -1304,7 +1418,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
}
- bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
+ bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
bool reclip = false;
if (last_blend_mode != blend_mode) {
@@ -1477,6 +1591,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
+ t = t->get_ptr();
glBindTexture(t->target, t->tex_id);
}