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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.cpp143
1 files changed, 131 insertions, 12 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index edffe852a2..b7b31c66aa 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -128,7 +128,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
@@ -326,6 +326,11 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBindVertexArray(data.polygon_buffer_pointer_array);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+#ifndef GLES_OVER_GL
+ // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
+ glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
+#endif
+
uint32_t buffer_ofs = 0;
//vertex
@@ -396,6 +401,10 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
//bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+#ifndef GLES_OVER_GL
+ // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
+#endif
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
//draw the triangles.
@@ -410,6 +419,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
}
glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
@@ -417,6 +427,11 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
glBindVertexArray(data.polygon_buffer_pointer_array);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+#ifndef GLES_OVER_GL
+ // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
+ glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
+#endif
+
uint32_t buffer_ofs = 0;
//vertex
@@ -457,6 +472,80 @@ void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count
storage->frame.canvas_draw_commands++;
glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+void RasterizerCanvasGLES3::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
+
+ glBindVertexArray(data.polygon_buffer_pointer_array);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+
+#ifndef GLES_OVER_GL
+ // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
+ glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
+#endif
+
+ uint32_t buffer_ofs = 0;
+
+ //vertex
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs += sizeof(Vector2) * p_vertex_count;
+ //color
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
+#endif
+
+ if (p_singlecolor) {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ Color m = *p_colors;
+ glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+ } else if (!p_colors) {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
+ } else {
+
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs += sizeof(Color) * p_vertex_count;
+ }
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
+#endif
+
+ if (p_uvs) {
+
+ glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
+ buffer_ofs += sizeof(Vector2) * p_vertex_count;
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
+#endif
+
+ //bind the indices buffer.
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+#ifndef GLES_OVER_GL
+ // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
+#endif
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
+
+ //draw the triangles.
+ glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
+
+ storage->frame.canvas_draw_commands++;
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
@@ -508,6 +597,11 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v
}
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+#ifndef GLES_OVER_GL
+ // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
+ glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
+#endif
+ //TODO the below call may need to be replaced with: glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), &b[0]);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
glDrawArrays(prim[p_points], 0, p_points);
@@ -807,7 +901,11 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
#ifdef GLES_OVER_GL
if (polygon->antialiased) {
glEnable(GL_LINE_SMOOTH);
- _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+ if (polygon->antialiasing_use_indices) {
+ _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+ } else {
+ _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
+ }
glDisable(GL_LINE_SMOOTH);
}
#endif
@@ -914,6 +1012,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
switch (multi_mesh->color_format) {
+ case VS::MULTIMESH_COLOR_MAX:
case VS::MULTIMESH_COLOR_NONE: {
glDisableVertexAttribArray(11);
glVertexAttrib4f(11, 1, 1, 1, 1);
@@ -935,6 +1034,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
switch (multi_mesh->custom_data_format) {
+ case VS::MULTIMESH_CUSTOM_DATA_MAX:
case VS::MULTIMESH_CUSTOM_DATA_NONE: {
glDisableVertexAttribArray(12);
glVertexAttrib4f(12, 1, 1, 1, 1);
@@ -1319,11 +1419,9 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
}
if (skeleton) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D, skeleton->texture);
state.using_skeleton = true;
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
} else {
state.using_skeleton = false;
}
@@ -1510,6 +1608,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
state.final_transform = ci->final_transform;
state.extra_matrix = Transform2D();
+ if (state.using_skeleton) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
+ }
+
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
@@ -1580,7 +1683,6 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
bool light_rebind = state.canvas_shader.bind();
if (light_rebind) {
-
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
@@ -1589,6 +1691,10 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
}
+ if (state.using_skeleton) {
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
+ }
}
glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
@@ -1785,7 +1891,7 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
while (instance) {
- RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
+ RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
@@ -1793,9 +1899,20 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
}
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
- if (cull != instance->cull_cache) {
- cull = instance->cull_cache;
+ VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
+
+ if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
+ (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
+ transformed_cull_cache =
+ transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
+ VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
+ VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
+ }
+
+ if (cull != transformed_cull_cache) {
+
+ cull = transformed_cull_cache;
switch (cull) {
case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
@@ -1882,7 +1999,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
state.canvas_item_ubo_data.time = storage->frame.time[0];
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.canvas_texscreen_used = false;
@@ -2109,6 +2226,8 @@ void RasterizerCanvasGLES3::initialize() {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ data.polygon_index_buffer_size = index_size;
}
store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);