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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.cpp311
1 files changed, 152 insertions, 159 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 4f6d68de43..a8895f7bfc 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -29,8 +29,8 @@
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
+#include "global_config.h"
#include "os/os.h"
-
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
@@ -113,7 +113,7 @@ void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
- li->ubo_data.shadowpixel_size = 1.0 / p_light->shadow_buffer_size;
+ li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
li->ubo_data.light_height = p_light->height;
if (p_light->radius_cache == 0)
@@ -188,40 +188,74 @@ void RasterizerCanvasGLES3::canvas_end() {
state.using_texture_rect = false;
}
-RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture) {
+RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
- if (p_texture == state.current_tex) {
- return state.current_tex_ptr;
- }
+ RasterizerStorageGLES3::Texture *tex_return = NULL;
- if (p_texture.is_valid()) {
+ if (p_texture == state.current_tex) {
+ tex_return = state.current_tex_ptr;
+ } else if (p_texture.is_valid()) {
RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
if (!texture) {
state.current_tex = RID();
state.current_tex_ptr = NULL;
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- return NULL;
- }
- if (texture->render_target)
- texture->render_target->used_in_frame = true;
+ } else {
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
+ if (texture->render_target)
+ texture->render_target->used_in_frame = true;
- return texture;
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+ state.current_tex = p_texture;
+ state.current_tex_ptr = texture;
+
+ tex_return = texture;
+ }
} else {
+ glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
state.current_tex = RID();
state.current_tex_ptr = NULL;
}
- return NULL;
+ if (p_normal_map == state.current_normal) {
+ //do none
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
+
+ } else if (p_normal_map.is_valid()) {
+
+ RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
+
+ if (!normal_map) {
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
+
+ } else {
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ state.current_normal = p_normal_map;
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
+ }
+
+ } else {
+
+ state.current_normal = RID();
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
+ }
+
+ return tex_return;
}
void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
@@ -247,113 +281,56 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
state.using_texture_rect = p_enable;
}
-void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) {
-
- bool do_colors = false;
- Color m;
- if (p_singlecolor) {
- m = *p_colors;
- glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
- } else if (!p_colors) {
+void RasterizerCanvasGLES3::_draw_polygon(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) {
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- } else
- do_colors = true;
+ glBindVertexArray(data.polygon_buffer_pointer_array);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
+ uint32_t buffer_ofs = 0;
-#ifndef GLES_NO_CLIENT_ARRAYS
+ //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), p_vertices);
- if (do_colors) {
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(Vector2) * p_vertex_count;
+ //color
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
- } else {
+ if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
- }
-
- if (texture && p_uvs) {
-
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
-
- if (p_indices) {
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices);
+ 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 {
- glDrawArrays(GL_TRIANGLES, 0, p_vertex_count);
- }
-
-#else //WebGL specific impl.
- glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
- float *b = GlobalVertexBuffer;
- int ofs = 0;
- if (p_vertex_count > MAX_POLYGON_VERTICES) {
- print_line("Too many vertices to render");
- return;
- }
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
- for (int i = 0; i < p_vertex_count; i++) {
- b[ofs++] = p_vertices[i].x;
- b[ofs++] = p_vertices[i].y;
- }
-
- if (p_colors && do_colors) {
+ 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(float) * 4, ((float *)0) + ofs);
- for (int i = 0; i < p_vertex_count; i++) {
- b[ofs++] = p_colors[i].r;
- b[ofs++] = p_colors[i].g;
- b[ofs++] = p_colors[i].b;
- b[ofs++] = p_colors[i].a;
- }
-
- } else {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(Color) * p_vertex_count;
}
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(float) * 2, ((float *)0) + ofs);
- for (int i = 0; i < p_vertex_count; i++) {
- b[ofs++] = p_uvs[i].x;
- b[ofs++] = p_uvs[i].y;
- }
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
+ buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
- glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
-
//bind the indices buffer.
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
-
- static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!!
- ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
- static uint16_t _draw_poly_indices[_max_draw_poly_indices];
- for (int i = 0; i < p_vertex_count; i++) {
- _draw_poly_indices[i] = p_indices[i];
- //OS::get_singleton()->print("ind: %d ", p_indices[i]);
- };
-
- //copy the data to GPU.
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
//draw the triangles.
- glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
-
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-#endif
+ glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
storage->frame.canvas_draw_commands++;
+
+ glBindVertexArray(0);
}
void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
@@ -404,9 +381,9 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v
}
}
- glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
- glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
+ glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
glDrawArrays(prim[p_points], 0, p_points);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -429,7 +406,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
_set_texture_rect_mode(false);
- _bind_canvas_texture(RID());
+ _bind_canvas_texture(RID(), RID());
glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
@@ -460,7 +437,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
//set color
glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
if (texture) {
@@ -473,7 +450,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
}
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.pos * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
+ Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
@@ -489,8 +466,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, src_rect.pos.x, src_rect.pos.y, src_rect.size.x, src_rect.size.y);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
+
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
@@ -500,8 +479,9 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
} else {
- glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
- glVertexAttrib4f(2, 0, 0, 1, 1);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -517,11 +497,11 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
if (!texture) {
- glVertexAttrib4f(1, np->rect.pos.x, np->rect.pos.y, np->rect.size.x, np->rect.size.y);
+ glVertexAttrib4f(1, np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
glVertexAttrib4f(2, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
continue;
@@ -530,55 +510,56 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
-#define DSTRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(1, m_x, m_y, m_w, m_h)
-#define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y)
+#define DSTRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(m_x, m_y, m_w, m_h))
+#define SRCRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color((m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y))
//top left
- DSTRECT(np->rect.pos.x, np->rect.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x, np->source.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x, np->source.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom left
- DSTRECT(np->rect.pos.x, np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x, np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x, np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x, np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//left
- DSTRECT(np->rect.pos.x, np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x, np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x, np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x, np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//right
- DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (np->draw_center) {
//center
- DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.pos.x + np->margin[MARGIN_LEFT], np->source.pos.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
+ SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -595,7 +576,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
ERR_CONTINUE(primitive->points.size() < 1);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
@@ -618,13 +599,13 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
_set_texture_rect_mode(false);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture);
+ RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
- //_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
+ _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
} break;
case Item::Command::TYPE_CIRCLE: {
@@ -644,6 +625,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
indices[i * 3 + 1] = (i + 1) % numpoints;
indices[i * 3 + 2] = numpoints;
}
+
+ _bind_canvas_texture(RID(), RID());
+ _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
+
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
} break;
@@ -670,8 +655,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
- int x = current_clip->final_clip_rect.pos.x;
- int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
+ int x = current_clip->final_clip_rect.position.x;
+ int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
int w = current_clip->final_clip_rect.size.x;
int h = current_clip->final_clip_rect.size.y;
@@ -759,6 +744,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
state.current_tex = RID();
state.current_tex_ptr = NULL;
+ state.current_normal = RID();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -787,7 +773,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
+ glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
} else {
@@ -866,7 +852,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
for (int i = 0; i < tc; i++) {
- glActiveTexture(GL_TEXTURE1 + i);
+ glActiveTexture(GL_TEXTURE2 + i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
@@ -1108,7 +1094,7 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
if (reclip) {
glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
+ glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
}
p_item_list = p_item_list->next;
@@ -1165,7 +1151,6 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
state.canvas_shadow_shader.bind();
glViewport(0, 0, cls->size, cls->height);
@@ -1264,18 +1249,14 @@ void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, cons
}
}
*/
- glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
+ glBindVertexArray(cc->array_id);
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
- glDisableVertexAttribArray(VS::ARRAY_VERTEX);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ glBindVertexArray(0);
}
void RasterizerCanvasGLES3::reset_canvas() {
@@ -1299,9 +1280,6 @@ void RasterizerCanvasGLES3::reset_canvas() {
//glLineWidth(1.0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- for (int i = 0; i < VS::ARRAY_MAX; i++) {
- glDisableVertexAttribArray(i);
- }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
@@ -1327,9 +1305,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
state.vp = canvas_transform;
store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
- for (int i = 0; i < 4; i++) {
- state.canvas_item_ubo_data.time[i] = storage->frame.time[i];
- }
+ 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);
@@ -1340,8 +1316,10 @@ void RasterizerCanvasGLES3::reset_canvas() {
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
- glVertexAttrib4f(1, p_rect.pos.x, p_rect.pos.y, p_rect.size.x, p_rect.size.y);
- glVertexAttrib4f(2, p_src.pos.x, p_src.pos.y, p_src.size.x, p_src.size.y);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
+
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
@@ -1376,15 +1354,19 @@ void RasterizerCanvasGLES3::initialize() {
{
- glGenBuffers(1, &data.primitive_quad_buffer);
- glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
- glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size
+ uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128);
+ poly_size *= 1024; //kb
+ poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
+ glGenBuffers(1, &data.polygon_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
+ glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
glBindBuffer(GL_ARRAY_BUFFER, 0);
+ //quad arrays
for (int i = 0; i < 4; i++) {
- glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]);
- glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
- glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
+ glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
+ glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
+ glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
int uv_ofs = 0;
int color_ofs = 0;
@@ -1415,6 +1397,15 @@ void RasterizerCanvasGLES3::initialize() {
glBindVertexArray(0);
}
+
+ glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
+
+ uint32_t index_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_index_buffer_size_kb", 128);
+ index_size *= 1024; //kb
+ glGenBuffers(1, &data.polygon_index_buffer);
+ 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);
}
store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
@@ -1436,6 +1427,8 @@ void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
+
+ glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {