summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp2576
1 files changed, 1168 insertions, 1408 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 686910e1c6..270725ee63 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -29,17 +29,20 @@
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
-#include "drivers/gles3/rasterizer_platforms.h"
-#ifdef GLES3_BACKEND_ENABLED
+
+#ifdef GLES3_ENABLED
#include "core/os/os.h"
-#include "drivers/gles3/rasterizer_asserts.h"
#include "rasterizer_scene_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_default.h"
+#ifndef GLES_OVER_GL
+#define glClearDepth glClearDepthf
+#endif
+
//static const GLenum gl_primitive[] = {
// GL_POINTS,
// GL_LINES,
@@ -50,1660 +53,1417 @@
// GL_TRIANGLE_FAN
//};
-#if 0
-void RasterizerCanvasGLES3::_batch_upload_buffers() {
- // noop?
- if (!bdata.vertices.size())
- return;
+void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
+ p_mat4[0] = p_transform.elements[0][0];
+ p_mat4[1] = p_transform.elements[0][1];
+ p_mat4[2] = 0;
+ p_mat4[3] = 0;
+ p_mat4[4] = p_transform.elements[1][0];
+ p_mat4[5] = p_transform.elements[1][1];
+ p_mat4[6] = 0;
+ p_mat4[7] = 0;
+ p_mat4[8] = 0;
+ p_mat4[9] = 0;
+ p_mat4[10] = 1;
+ p_mat4[11] = 0;
+ p_mat4[12] = p_transform.elements[2][0];
+ p_mat4[13] = p_transform.elements[2][1];
+ p_mat4[14] = 0;
+ p_mat4[15] = 1;
+}
- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
+void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
+ p_mat2x4[0] = p_transform.elements[0][0];
+ p_mat2x4[1] = p_transform.elements[1][0];
+ p_mat2x4[2] = 0;
+ p_mat2x4[3] = p_transform.elements[2][0];
- // usage flag is a project setting
- GLenum buffer_usage_flag = GL_DYNAMIC_DRAW;
- if (bdata.buffer_mode_batch_upload_flag_stream) {
- buffer_usage_flag = GL_STREAM_DRAW;
- }
-
- // orphan the old (for now)
- if (bdata.buffer_mode_batch_upload_send_null) {
- glBufferData(GL_ARRAY_BUFFER, 0, 0, buffer_usage_flag); // GL_DYNAMIC_DRAW);
- }
+ p_mat2x4[4] = p_transform.elements[0][1];
+ p_mat2x4[5] = p_transform.elements[1][1];
+ p_mat2x4[6] = 0;
+ p_mat2x4[7] = p_transform.elements[2][1];
+}
- switch (bdata.fvf) {
- case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
- break;
- case RasterizerStorageCommon::FVF_REGULAR: // no change
- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertex) * bdata.vertices.size(), bdata.vertices.get_data(), buffer_usage_flag);
- break;
- case RasterizerStorageCommon::FVF_COLOR:
- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexColored) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
- break;
- case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLightAngled) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
- break;
- case RasterizerStorageCommon::FVF_MODULATED:
- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexModulated) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
- break;
- case RasterizerStorageCommon::FVF_LARGE:
- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLarge) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
- break;
- }
+void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
+ p_mat2x3[0] = p_transform.elements[0][0];
+ p_mat2x3[1] = p_transform.elements[0][1];
+ p_mat2x3[2] = p_transform.elements[1][0];
+ p_mat2x3[3] = p_transform.elements[1][1];
+ p_mat2x3[4] = p_transform.elements[2][0];
+ p_mat2x3[5] = p_transform.elements[2][1];
+}
- // might not be necessary
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
+ p_mat4[0] = p_transform.basis.elements[0][0];
+ p_mat4[1] = p_transform.basis.elements[1][0];
+ p_mat4[2] = p_transform.basis.elements[2][0];
+ p_mat4[3] = 0;
+ p_mat4[4] = p_transform.basis.elements[0][1];
+ p_mat4[5] = p_transform.basis.elements[1][1];
+ p_mat4[6] = p_transform.basis.elements[2][1];
+ p_mat4[7] = 0;
+ p_mat4[8] = p_transform.basis.elements[0][2];
+ p_mat4[9] = p_transform.basis.elements[1][2];
+ p_mat4[10] = p_transform.basis.elements[2][2];
+ p_mat4[11] = 0;
+ p_mat4[12] = p_transform.origin.x;
+ p_mat4[13] = p_transform.origin.y;
+ p_mat4[14] = p_transform.origin.z;
+ p_mat4[15] = 1;
}
-void RasterizerCanvasGLES3::_batch_render_lines(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material, bool p_anti_alias) {
- _set_texture_rect_mode(false);
+void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
+ storage->frame.current_rt = nullptr;
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
+ storage->_set_current_render_target(p_to_render_target);
- _bind_canvas_texture(RID(), RID());
+ Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
- glVertexAttrib4fv(RS::ARRAY_COLOR, (float *)&p_batch.color);
+ // TODO: Setup Directional Lights
-#ifdef GLES_OVER_GL
- if (p_anti_alias)
- glEnable(GL_LINE_SMOOTH);
-#endif
+ // TODO: Setup lights
- int sizeof_vert = sizeof(BatchVertex);
+ {
+ //update canvas state uniform buffer
+ StateBuffer state_buffer;
- // bind the index and vertex buffer
- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
+ Size2i ssize = storage->render_target_get_size(p_to_render_target);
- uint64_t pointer = 0;
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof_vert, (const void *)pointer);
+ Transform3D screen_transform;
+ screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
+ screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
+ _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
+ _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
- glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
+ Transform2D normal_transform = p_canvas_transform;
+ normal_transform.elements[0].normalize();
+ normal_transform.elements[1].normalize();
+ normal_transform.elements[2] = Vector2();
+ _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
- int64_t offset = p_batch.first_vert; // 6 inds per quad at 2 bytes each
+ state_buffer.canvas_modulate[0] = p_modulate.r;
+ state_buffer.canvas_modulate[1] = p_modulate.g;
+ state_buffer.canvas_modulate[2] = p_modulate.b;
+ state_buffer.canvas_modulate[3] = p_modulate.a;
- int num_elements = p_batch.num_commands * 2;
- glDrawArrays(GL_LINES, offset, num_elements);
+ Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
+ state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
+ state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- storage->info.render._2d_draw_call_count++;
+ state_buffer.time = storage->frame.time;
+ state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
- // may not be necessary .. state change optimization still TODO
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ state_buffer.directional_light_count = 0; //directional_light_count;
-#ifdef GLES_OVER_GL
- if (p_anti_alias)
- glDisable(GL_LINE_SMOOTH);
-#endif
-}
+ Vector2 canvas_scale = p_canvas_transform.get_scale();
-void RasterizerCanvasGLES3::_batch_render_generic(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material) {
- ERR_FAIL_COND(p_batch.num_commands <= 0);
-
- const bool &use_light_angles = bdata.use_light_angles;
- const bool &use_modulate = bdata.use_modulate;
- const bool &use_large_verts = bdata.use_large_verts;
- const bool &colored_verts = bdata.use_colored_vertices | use_light_angles | use_modulate | use_large_verts;
-
- int sizeof_vert;
-
- switch (bdata.fvf) {
- default:
- sizeof_vert = 0; // prevent compiler warning - this should never happen
- break;
- case RasterizerStorageCommon::FVF_UNBATCHED: {
- sizeof_vert = 0; // prevent compiler warning - this should never happen
- return;
- } break;
- case RasterizerStorageCommon::FVF_REGULAR: // no change
- sizeof_vert = sizeof(BatchVertex);
- break;
- case RasterizerStorageCommon::FVF_COLOR:
- sizeof_vert = sizeof(BatchVertexColored);
- break;
- case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
- sizeof_vert = sizeof(BatchVertexLightAngled);
- break;
- case RasterizerStorageCommon::FVF_MODULATED:
- sizeof_vert = sizeof(BatchVertexModulated);
- break;
- case RasterizerStorageCommon::FVF_LARGE:
- sizeof_vert = sizeof(BatchVertexLarge);
- break;
- }
+ state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
+ state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
- // make sure to set all conditionals BEFORE binding the shader
- _set_texture_rect_mode(false, use_light_angles, use_modulate, use_large_verts);
+ state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
+ state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
- // batch tex
- const BatchTex &tex = bdata.batch_textures[p_batch.batch_texture_id];
- //VSG::rasterizer->gl_check_for_error();
+ Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
+ Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
- // force repeat is set if non power of 2 texture, and repeat is needed if hardware doesn't support npot
- if (tex.tile_mode == BatchTex::TILE_FORCE_REPEAT) {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_FORCE_REPEAT, true);
- }
+ state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
+ state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
+ state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
+ state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
+ //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
+ state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_state_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
- _bind_canvas_texture(tex.RID_texture, tex.RID_normal);
-
- // bind the index and vertex buffer
- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
+ {
+ state.default_filter = p_default_filter;
+ state.default_repeat = p_default_repeat;
+ }
- uint64_t pointer = 0;
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof_vert, (const void *)pointer);
+ state.current_tex = RID();
+ state.current_tex_ptr = NULL;
+ state.current_normal = RID();
+ state.current_specular = RID();
+ state.canvas_texscreen_used = false;
- // always send UVs, even within a texture specified because a shader can still use UVs
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
- glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (2 * 4)));
+ r_sdf_used = false;
+ int item_count = 0;
- // color
- if (!colored_verts) {
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
- glVertexAttrib4fv(RS::ARRAY_COLOR, p_batch.color.get_data());
- } else {
- glEnableVertexAttribArray(RS::ARRAY_COLOR);
- glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (4 * 4)));
- }
-
- if (use_light_angles) {
- glEnableVertexAttribArray(RS::ARRAY_TANGENT);
- glVertexAttribPointer(RS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (8 * 4)));
- }
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ Item *ci = p_item_list;
+ while (ci) {
+ // just add all items for now
+ items[item_count++] = ci;
+
+ if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
+ //then reset
+ item_count = 0;
+ }
- if (use_modulate) {
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV2);
- glVertexAttribPointer(RS::ARRAY_TEX_UV2, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (9 * 4)));
+ ci = ci->next;
}
+}
- if (use_large_verts) {
- glEnableVertexAttribArray(RS::ARRAY_BONES);
- glVertexAttribPointer(RS::ARRAY_BONES, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (13 * 4)));
- glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
- glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (15 * 4)));
- }
+void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
+ Item *current_clip = nullptr;
- // We only want to set the GL wrapping mode if the texture is not already tiled (i.e. set in Import).
- // This is an optimization left over from the legacy renderer.
- // If we DID set tiling in the API, and reverted to clamped, then the next draw using this texture
- // may use clamped mode incorrectly.
- bool tex_is_already_tiled = tex.flags & RasterizerStorageGLES3::TEXTURE_FLAG_REPEAT;
-
- if (tex.tile_mode == BatchTex::TILE_NORMAL) {
- // if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat
- if (!tex_is_already_tiled) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- }
- }
+ Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
- // we need to convert explicitly from pod Vec2 to Vector2 ...
- // could use a cast but this might be unsafe in future
- Vector2 tps;
- tex.tex_pixel_size.to(tps);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, tps);
-
- switch (p_batch.type) {
- default: {
- // prevent compiler warning
- } break;
- case RasterizerStorageCommon::BT_RECT: {
- int64_t offset = p_batch.first_vert * 3;
-
- int num_elements = p_batch.num_commands * 6;
- glDrawElements(GL_TRIANGLES, num_elements, GL_UNSIGNED_SHORT, (void *)offset);
- } break;
- case RasterizerStorageCommon::BT_POLY: {
- int64_t offset = p_batch.first_vert;
-
- int num_elements = p_batch.num_commands;
- glDrawArrays(GL_TRIANGLES, offset, num_elements);
- } break;
- }
+ RID framebuffer;
+ Vector<Color> clear_colors;
- storage->info.render._2d_draw_call_count++;
-
- switch (tex.tile_mode) {
- case BatchTex::TILE_FORCE_REPEAT: {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_FORCE_REPEAT, false);
- } break;
- case BatchTex::TILE_NORMAL: {
- // if the texture is imported as tiled, no need to revert GL state
- if (!tex_is_already_tiled) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- } break;
- default: {
- } break;
- }
+ canvas_begin();
- // could these have ifs?
- glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
- glDisableVertexAttribArray(RS::ARRAY_TANGENT);
- glDisableVertexAttribArray(RS::ARRAY_TEX_UV2);
- glDisableVertexAttribArray(RS::ARRAY_BONES);
- glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
+ RID prev_material;
+ uint32_t index = 0;
- // may not be necessary .. state change optimization still TODO
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
-}
-#endif
-void RasterizerCanvasGLES3::render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material) {
- int num_batches = bdata.batches.size();
+ for (int i = 0; i < p_item_count; i++) {
+ Item *ci = items[i];
- for (int batch_num = 0; batch_num < num_batches; batch_num++) {
- const Batch &batch = bdata.batches[batch_num];
+ RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
+ RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material);
- switch (batch.type) {
- case RasterizerStorageCommon::BT_RECT: {
- //_batch_render_generic(batch, p_material);
- } break;
- case RasterizerStorageCommon::BT_POLY: {
- //_batch_render_generic(batch, p_material);
- } break;
- case RasterizerStorageCommon::BT_LINE: {
- //_batch_render_lines(batch, p_material, false);
- } break;
- case RasterizerStorageCommon::BT_LINE_AA: {
- //_batch_render_lines(batch, p_material, true);
- } break;
- default: {
- int end_command = batch.first_command + batch.num_commands;
+ if (material.is_null() && ci->canvas_group != nullptr) {
+ material = default_canvas_group_material;
+ }
- for (int i = batch.first_command; i < end_command; i++) {
- Item::Command *command = p_commands[i];
+ if (material != prev_material) {
+ RasterizerStorageGLES3::Shader *shader_ptr = NULL;
- switch (command->type) {
-#if 0
- case Item::Command::TYPE_LINE: {
- Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
+ if (material_ptr) {
+ shader_ptr = material_ptr->shader;
- _set_texture_rect_mode(false);
+ if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
+ shader_ptr = NULL; // not a canvas item shader, don't use.
+ }
+ }
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
+ if (shader_ptr) {
+ if (true) { //check that shader has changed
+ if (shader_ptr->canvas_item.uses_time) {
+ RenderingServerDefault::redraw_request();
+ }
+ //state.canvas_shader.version_bind_shader(shader_ptr->version, CanvasShaderGLES3::MODE_QUAD);
+ state.current_shader_version = shader_ptr->version;
+ }
- _bind_canvas_texture(RID(), RID());
+ int tc = material_ptr->textures.size();
+ Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
+
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_ptr->texture_uniforms.ptrw();
+
+ for (int ti = 0; ti < tc; i++) {
+ glActiveTexture(GL_TEXTURE0 + ti);
+
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(textures[ti].second);
+
+ if (!t) {
+ switch (texture_uniforms[i].hint) {
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
+ case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
+ } break;
+ case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+ } break;
+ default: {
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+ } break;
+ }
+
+ continue;
+ }
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
- glVertexAttrib4fv(RS::ARRAY_COLOR, line->color.components);
+ //Set texture filter and repeat texture_uniforms[i].filter texture_uniforms[i].repeat
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
+ if (t->redraw_if_visible) {
+ RenderingServerDefault::redraw_request();
+ }
- if (line->width <= 1) {
- Vector2 verts[2] = {
- Vector2(line->from.x, line->from.y),
- Vector2(line->to.x, line->to.y)
- };
+ t = t->get_ptr();
-#ifdef GLES_OVER_GL
- if (line->antialiased)
- glEnable(GL_LINE_SMOOTH);
+#ifdef TOOLS_ENABLED
+ if (t->detect_normal && texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
+ t->detect_normal(t->detect_normal_ud);
+ }
#endif
- _draw_gui_primitive(2, verts, NULL, NULL);
+ if (t->render_target)
+ t->render_target->used_in_frame = true;
-#ifdef GLES_OVER_GL
- if (line->antialiased)
- glDisable(GL_LINE_SMOOTH);
-#endif
- } else {
- Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
-
- Vector2 verts[4] = {
- line->from - t,
- line->from + t,
- line->to + t,
- line->to - t
- };
-
- _draw_gui_primitive(4, verts, NULL, NULL);
-#ifdef GLES_OVER_GL
- if (line->antialiased) {
- glEnable(GL_LINE_SMOOTH);
- for (int j = 0; j < 4; j++) {
- Vector2 vertsl[2] = {
- verts[j],
- verts[(j + 1) % 4],
- };
- _draw_gui_primitive(2, vertsl, NULL, NULL);
- }
- glDisable(GL_LINE_SMOOTH);
- }
-#endif
- }
- } break;
-#endif
- case Item::Command::TYPE_PRIMITIVE: {
- Item::CommandPrimitive *pr = static_cast<Item::CommandPrimitive *>(command);
-
- switch (pr->point_count) {
- case 2: {
- _legacy_draw_line(pr, p_material);
- } break;
- default: {
- _legacy_draw_primitive(pr, p_material);
- } break;
- }
-
- } break;
-
- case Item::Command::TYPE_RECT: {
- Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
- _bind_quad_buffer();
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
- glVertexAttrib4fv(RS::ARRAY_COLOR, r->modulate.components);
-
- bool can_tile = true;
-
- // we will take account of render target textures which need to be drawn upside down
- // quirk of opengl
- bool upside_down = r->flags & CANVAS_RECT_FLIP_V;
-
- // very inefficient, improve this
- if (r->texture.is_valid()) {
- RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(r->texture);
-
- if (texture) {
- if (texture->is_upside_down())
- upside_down = true;
- }
- }
-
- if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
- // workaround for when setting tiling does not work due to hardware limitation
-
- RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(r->texture);
-
- if (texture) {
- texture = texture->get_ptr();
-
- if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_FORCE_REPEAT, true);
- can_tile = false;
- }
- }
- }
-
- // On some widespread Nvidia cards, the normal draw method can produce some
- // flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
- // See GH-9913.
- // To work it around, we use a simpler draw method which does not flicker, but gives
- // a non negligible performance hit, so it's opt-in (GH-24466).
- if (use_nvidia_rect_workaround) {
- // are we using normal maps, if so we want to use light angle
- bool send_light_angles = false;
-
- // only need to use light angles when normal mapping
- // otherwise we can use the default shader
- if (state.current_normal != RID()) {
- send_light_angles = true;
- }
-
- _set_texture_rect_mode(false, send_light_angles);
-
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
-
- Vector2 points[4] = {
- r->rect.position,
- r->rect.position + Vector2(r->rect.size.x, 0.0),
- r->rect.position + r->rect.size,
- r->rect.position + Vector2(0.0, r->rect.size.y),
- };
-
- if (r->rect.size.x < 0) {
- SWAP(points[0], points[1]);
- SWAP(points[2], points[3]);
- }
- if (r->rect.size.y < 0) {
- SWAP(points[0], points[3]);
- SWAP(points[1], points[2]);
- }
-
- // FTODO
- //RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(r->texture, RID());
-
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
-
- Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
-
- Vector2 uvs[4] = {
- src_rect.position,
- src_rect.position + Vector2(src_rect.size.x, 0.0),
- src_rect.position + src_rect.size,
- src_rect.position + Vector2(0.0, src_rect.size.y),
- };
-
- // for encoding in light angle
- bool flip_h = false;
- bool flip_v = false;
-
- if (r->flags & CANVAS_RECT_TRANSPOSE) {
- SWAP(uvs[1], uvs[3]);
- }
-
- if (r->flags & CANVAS_RECT_FLIP_H) {
- SWAP(uvs[0], uvs[1]);
- SWAP(uvs[2], uvs[3]);
- flip_h = true;
- flip_v = !flip_v;
- }
- if (upside_down) {
- SWAP(uvs[0], uvs[3]);
- SWAP(uvs[1], uvs[2]);
- flip_v = !flip_v;
- }
-
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
-
- bool untile = false;
-
- if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & RasterizerStorageGLES3::TEXTURE_FLAG_REPEAT)) {
- texture->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- untile = true;
- }
-
- if (send_light_angles) {
- // for single rects, there is no need to fully utilize the light angle,
- // we only need it to encode flips (horz and vert). But the shader can be reused with
- // batching in which case the angle encodes the transform as well as
- // the flips.
- // Note transpose is NYI. I don't think it worked either with the non-nvidia method.
-
- // if horizontal flip, angle is 180
- float angle = 0.0f;
- if (flip_h)
- angle = Math_PI;
-
- // add 1 (to take care of zero floating point error with sign)
- angle += 1.0f;
-
- // flip if necessary
- if (flip_v)
- angle *= -1.0f;
-
- // light angle must be sent for each vert, instead as a single uniform in the uniform draw method
- // this has the benefit of enabling batching with light angles.
- float light_angles[4] = { angle, angle, angle, angle };
-
- _draw_gui_primitive(4, points, NULL, uvs, light_angles);
- } else {
- _draw_gui_primitive(4, points, NULL, uvs);
- }
-
- if (untile) {
- texture->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- }
- } else {
- static const Vector2 uvs[4] = {
- Vector2(0.0, 0.0),
- Vector2(0.0, 1.0),
- Vector2(1.0, 1.0),
- Vector2(1.0, 0.0),
- };
-
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2());
- _draw_gui_primitive(4, points, NULL, uvs);
- }
-
- } else {
- // This branch is better for performance, but can produce flicker on Nvidia, see above comment.
-
- _set_texture_rect_mode(true);
-
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- _bind_quad_buffer();
-
- // FTODO
- //RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
- RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(r->texture, RID());
-
- if (!tex) {
- Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
-
- if (dst_rect.size.width < 0) {
- dst_rect.position.x += dst_rect.size.width;
- dst_rect.size.width *= -1;
- }
- if (dst_rect.size.height < 0) {
- dst_rect.position.y += dst_rect.size.height;
- dst_rect.size.height *= -1;
- }
-
- state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
-
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- storage->info.render._2d_draw_call_count++;
- } else {
- bool untile = false;
-
- if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & RasterizerStorageGLES3::TEXTURE_FLAG_REPEAT)) {
- tex->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- untile = true;
- }
-
- Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
- Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
-
- Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
-
- if (dst_rect.size.width < 0) {
- dst_rect.position.x += dst_rect.size.width;
- dst_rect.size.width *= -1;
- }
- if (dst_rect.size.height < 0) {
- dst_rect.position.y += dst_rect.size.height;
- dst_rect.size.height *= -1;
- }
-
- if (r->flags & CANVAS_RECT_FLIP_H) {
- src_rect.size.x *= -1;
- }
-
- if (upside_down) {
- src_rect.size.y *= -1;
- }
+ glBindTexture(t->target, t->tex_id);
+ }
- if (r->flags & CANVAS_RECT_TRANSPOSE) {
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
- }
+ } else {
+ //state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
+ state.current_shader_version = state.canvas_shader_default_version;
+ }
+ prev_material = material;
+ }
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ _render_item(p_to_render_target, ci, canvas_transform_inverse, current_clip, p_lights, index);
+ }
+ // Render last command
+ state.end_batch = true;
+ _render_batch(index);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_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));
+ canvas_end();
+}
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- storage->info.render._2d_draw_call_count++;
+void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, uint32_t &r_index) {
+ RS::CanvasItemTextureFilter current_filter = state.default_filter;
+ RS::CanvasItemTextureRepeat current_repeat = state.default_repeat;
- if (untile) {
- tex->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- }
- }
+ if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
+ current_filter = p_item->texture_filter;
+ }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
+ if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
+ current_repeat = p_item->texture_repeat;
+ }
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_FORCE_REPEAT, false);
+ Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
+ Transform2D draw_transform; // Used by transform command
- } break;
- case Item::Command::TYPE_NINEPATCH: {
- Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
+ Color base_color = p_item->final_modulate;
- _set_texture_rect_mode(false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- _bind_quad_buffer();
+ uint32_t base_flags = 0;
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
- glVertexAttrib4fv(RS::ARRAY_COLOR, np->color.components);
+ RID last_texture;
+ Size2 texpixel_size;
- // FTODO
- //RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
- RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(np->texture, RID());
+ bool skipping = false;
- if (!tex) {
- // FIXME: Handle textureless ninepatch gracefully
- WARN_PRINT("NinePatch without texture not supported yet in OpenGL backend, skipping.");
- continue;
- }
- if (tex->width == 0 || tex->height == 0) {
- WARN_PRINT("Cannot set empty texture to NinePatch.");
- continue;
- }
+ const Item::Command *c = p_item->commands;
+ while (c) {
+ if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
+ c = c->next;
+ continue;
+ }
- Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
+
+ for (int i = 0; i < 4; i++) {
+ state.instance_data_array[r_index].modulation[i] = 0.0;
+ state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
+ state.instance_data_array[r_index].src_rect[i] = 0.0;
+ state.instance_data_array[r_index].dst_rect[i] = 0.0;
+ state.instance_data_array[r_index].lights[i] = uint32_t(0);
+ }
+ state.instance_data_array[r_index].flags = base_flags;
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
- // state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
+ state.instance_data_array[r_index].pad[0] = 0.0;
+ state.instance_data_array[r_index].pad[1] = 0.0;
- Rect2 source = np->source;
- if (source.size.x == 0 && source.size.y == 0) {
- source.size.x = tex->width;
- source.size.y = tex->height;
- }
+ state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
- float screen_scale = 1.0;
+ switch (c->type) {
+ case Item::Command::TYPE_RECT: {
+ const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
- if ((bdata.settings_ninepatch_mode == 1) && (source.size.x != 0) && (source.size.y != 0)) {
- screen_scale = MIN(np->rect.size.x / source.size.x, np->rect.size.y / source.size.y);
- screen_scale = MIN(1.0, screen_scale);
- }
+ if (rect->flags & CANVAS_RECT_TILE) {
+ current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
+ }
- // prepare vertex buffer
+ if (rect->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) {
+ state.end_batch = true;
+ _render_batch(r_index);
- // this buffer contains [ POS POS UV UV ] *
+ state.current_primitive_points = 0;
+ state.current_command = Item::Command::TYPE_RECT;
+ }
+ _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
+ state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
- float buffer[16 * 2 + 16 * 2];
+ Rect2 src_rect;
+ Rect2 dst_rect;
- {
- // first row
+ if (rect->texture != RID()) {
+ src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
+ dst_rect = Rect2(rect->rect.position, rect->rect.size);
- buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
+ if (dst_rect.size.width < 0) {
+ dst_rect.position.x += dst_rect.size.width;
+ dst_rect.size.width *= -1;
+ }
+ if (dst_rect.size.height < 0) {
+ dst_rect.position.y += dst_rect.size.height;
+ dst_rect.size.height *= -1;
+ }
- buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
+ if (rect->flags & CANVAS_RECT_FLIP_H) {
+ src_rect.size.x *= -1;
+ }
- buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
- buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
+ if (rect->flags & CANVAS_RECT_FLIP_V) {
+ src_rect.size.y *= -1;
+ }
- buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
+ if (rect->flags & CANVAS_RECT_TRANSPOSE) {
+ dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
+ }
- buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
- buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
+ if (rect->flags & CANVAS_RECT_CLIP_UV) {
+ state.instance_data_array[r_index].flags |= FLAGS_CLIP_RECT_UV;
+ }
- buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
+ } else {
+ dst_rect = Rect2(rect->rect.position, rect->rect.size);
- buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
+ if (dst_rect.size.width < 0) {
+ dst_rect.position.x += dst_rect.size.width;
+ dst_rect.size.width *= -1;
+ }
+ if (dst_rect.size.height < 0) {
+ dst_rect.position.y += dst_rect.size.height;
+ dst_rect.size.height *= -1;
+ }
- buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
+ src_rect = Rect2(0, 0, 1, 1);
+ }
- // second row
+ if (rect->flags & CANVAS_RECT_MSDF) {
+ state.instance_data_array[r_index].flags |= FLAGS_USE_MSDF;
+ state.instance_data_array[r_index].msdf[0] = rect->px_range; // Pixel range.
+ state.instance_data_array[r_index].msdf[1] = rect->outline; // Outline size.
+ state.instance_data_array[r_index].msdf[2] = 0.f; // Reserved.
+ state.instance_data_array[r_index].msdf[3] = 0.f; // Reserved.
+ }
- buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[SIDE_TOP] * screen_scale;
+ state.instance_data_array[r_index].modulation[0] = rect->modulate.r * base_color.r;
+ state.instance_data_array[r_index].modulation[1] = rect->modulate.g * base_color.g;
+ state.instance_data_array[r_index].modulation[2] = rect->modulate.b * base_color.b;
+ state.instance_data_array[r_index].modulation[3] = rect->modulate.a * base_color.a;
+
+ state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
+ state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
+ state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
+ state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
+
+ state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
+ state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
+ state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
+ state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
+ //_render_batch(r_index);
+ r_index++;
+ if (r_index >= state.max_instances_per_batch - 1) {
+ //r_index--;
+ state.end_batch = true;
+ _render_batch(r_index);
+ }
+ } break;
- buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
+ case Item::Command::TYPE_NINEPATCH: {
+ /*
+ const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
- buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
- buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[SIDE_TOP] * screen_scale;
+ //bind pipeline
+ {
+ RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
+ }
- buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
+ //bind textures
- buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
- buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[SIDE_TOP] * screen_scale;
+ _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, index, last_texture, texpixel_size);
- buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
+ Rect2 src_rect;
+ Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
- buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[SIDE_TOP] * screen_scale;
+ if (np->texture == RID()) {
+ texpixel_size = Size2(1, 1);
+ src_rect = Rect2(0, 0, 1, 1);
- buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
+ } else {
+ if (np->source != Rect2()) {
+ src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height;
- // third row
+ } else {
+ src_rect = Rect2(0, 0, 1, 1);
+ }
+ }
- buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[SIDE_BOTTOM] * screen_scale;
+ state.instance_data_array[r_index].modulation[0] = np->color.r * base_color.r;
+ state.instance_data_array[r_index].modulation[1] = np->color.g * base_color.g;
+ state.instance_data_array[r_index].modulation[2] = np->color.b * base_color.b;
+ state.instance_data_array[r_index].modulation[3] = np->color.a * base_color.a;
- buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[SIDE_BOTTOM]) * texpixel_size.y;
+ state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
+ state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
+ state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
+ state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
- buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
- buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[SIDE_BOTTOM] * screen_scale;
+ state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
+ state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
+ state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
+ state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
- buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[SIDE_BOTTOM]) * texpixel_size.y;
+ state.instance_data_array[r_index].flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
+ state.instance_data_array[r_index].flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
- buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
- buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[SIDE_BOTTOM] * screen_scale;
+ if (np->draw_center) {
+ state.instance_data_array[r_index].flags |= FLAGS_NINEPACH_DRAW_CENTER;
+ }
- buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[SIDE_BOTTOM]) * texpixel_size.y;
+ state.instance_data_array[r_index].ninepatch_margins[0] = np->margin[SIDE_LEFT];
+ state.instance_data_array[r_index].ninepatch_margins[1] = np->margin[SIDE_TOP];
+ state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
+ state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
- buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[SIDE_BOTTOM] * screen_scale;
+ RD::get_singleton()->draw_list_set_state.instance_data_array[r_index](p_draw_list, &state.instance_data_array[r_index], sizeof(PushConstant));
+ RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
+ RD::get_singleton()->draw_list_draw(p_draw_list, true);
- buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[SIDE_BOTTOM]) * texpixel_size.y;
+ // Restore if overridden.
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
+*/
+ } break;
- // fourth row
+ case Item::Command::TYPE_POLYGON: {
+ const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
- buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
+ PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
+ ERR_CONTINUE(!pb);
- buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
+ if (polygon->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) {
+ state.end_batch = true;
+ _render_batch(r_index);
- buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
- buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
+ state.current_primitive_points = 0;
+ state.current_command = Item::Command::TYPE_POLYGON;
+ }
+ _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
+ state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
+
+ state.current_primitive = polygon->primitive;
+ state.instance_data_array[r_index].modulation[0] = base_color.r;
+ state.instance_data_array[r_index].modulation[1] = base_color.g;
+ state.instance_data_array[r_index].modulation[2] = base_color.b;
+ state.instance_data_array[r_index].modulation[3] = base_color.a;
+
+ for (int j = 0; j < 4; j++) {
+ state.instance_data_array[r_index].src_rect[j] = 0;
+ state.instance_data_array[r_index].dst_rect[j] = 0;
+ state.instance_data_array[r_index].ninepatch_margins[j] = 0;
+ }
- buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
+ // If the previous operation is not done yet, allocated a new buffer
+ GLint syncStatus;
+ glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+ if (syncStatus == GL_UNSIGNALED) {
+ _allocate_instance_data_buffer();
+ } else {
+ glDeleteSync(state.fences[state.current_buffer]);
+ }
- buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
- buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
+ glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
+#ifdef JAVASCRIPT_ENABLED
+ //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW);
+#else
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, &state.instance_data_array[0], sizeof(InstanceData));
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
+ glBindVertexArray(pb->vertex_array);
- buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
+ static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
- buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
+ if (pb->index_buffer != 0) {
+ glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, 0);
+ } else {
+ glDrawArrays(prim[polygon->primitive], 0, pb->count);
+ }
+ glBindVertexArray(0);
+ state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
- }
+ state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
+ } break;
- glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, _buffer_upload_usage_flag);
+ case Item::Command::TYPE_PRIMITIVE: {
+ const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
+ if (last_texture != default_canvas_texture || state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) {
+ state.end_batch = true;
+ _render_batch(r_index);
+ state.current_primitive_points = primitive->point_count;
+ state.current_command = Item::Command::TYPE_PRIMITIVE;
+ }
+ _bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size);
+ state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
+
+ for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x;
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j].y;
+ Color col = primitive->colors[j] * base_color;
+ state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
+ state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
+ }
+ r_index++;
+ if (primitive->point_count == 4) {
+ // Reset base data
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
+
+ state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
+
+ for (uint32_t j = 0; j < 3; j++) {
+ //second half of triangle
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
+ Color col = primitive->colors[j + 1] * base_color;
+ state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
+ state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
+ }
+ r_index++;
+ }
+ if (r_index >= state.max_instances_per_batch - 1) {
+ //r_index--;
+ state.end_batch = true;
+ _render_batch(r_index);
+ }
+ } break;
- //glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
+ case Item::Command::TYPE_MESH:
+ case Item::Command::TYPE_MULTIMESH:
+ case Item::Command::TYPE_PARTICLES: {
+ /*
+ RID mesh;
+ RID mesh_instance;
+ RID texture;
+ Color modulate(1, 1, 1, 1);
+ int instance_count = 1;
+
+ if (c->type == Item::Command::TYPE_MESH) {
+ const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
+ mesh = m->mesh;
+ mesh_instance = m->mesh_instance;
+ texture = m->texture;
+ modulate = m->modulate;
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
+ } else if (c->type == Item::Command::TYPE_MULTIMESH) {
+ const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
+ RID multimesh = mm->multimesh;
+ mesh = storage->multimesh_get_mesh(multimesh);
+ texture = mm->texture;
+
+ if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
+ break;
+ }
- //glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
- glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
+ instance_count = storage->multimesh_get_instances_to_draw(multimesh);
- //glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_SHORT, NULL);
+ if (instance_count == 0) {
+ break;
+ }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- storage->info.render._2d_draw_call_count++;
+ state.instance_data_array[r_index].flags |= 1; //multimesh, trails disabled
+ if (storage->multimesh_uses_colors(multimesh)) {
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
+ }
+ if (storage->multimesh_uses_custom_data(multimesh)) {
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
+ }
+ }
- } break;
-#if 0
- case Item::Command::TYPE_CIRCLE: {
- Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
+ // TODO: implement particles here
- _set_texture_rect_mode(false);
+ if (mesh.is_null()) {
+ break;
+ }
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
+ if (texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) {
+ state.end_batch = true;
+ _render_batch(r_index);
+ state.current_primitive_points = 0;
+ state.current_command = c->type;
+ }
- static const int num_points = 32;
+ _bind_canvas_texture(texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
- Vector2 points[num_points + 1];
- points[num_points] = circle->pos;
+ uint32_t surf_count = storage->mesh_get_surface_count(mesh);
- int indices[num_points * 3];
+ state.instance_data_array[r_index].modulation[0] = base_color.r * modulate.r;
+ state.instance_data_array[r_index].modulation[1] = base_color.g * modulate.g;
+ state.instance_data_array[r_index].modulation[2] = base_color.b * modulate.b;
+ state.instance_data_array[r_index].modulation[3] = base_color.a * modulate.a;
- for (int j = 0; j < num_points; j++) {
- points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius;
- indices[j * 3 + 0] = j;
- indices[j * 3 + 1] = (j + 1) % num_points;
- indices[j * 3 + 2] = num_points;
- }
+ for (int j = 0; j < 4; j++) {
+ state.instance_data_array[r_index].src_rect[j] = 0;
+ state.instance_data_array[r_index].dst_rect[j] = 0;
+ state.instance_data_array[r_index].ninepatch_margins[j] = 0;
+ }
- _bind_canvas_texture(RID(), RID());
+ for (uint32_t j = 0; j < surf_count; j++) {
+ RS::SurfaceData *surface = storage->mesh_get_surface(mesh, j);
- _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
- } break;
-#endif
- case Item::Command::TYPE_POLYGON: {
- Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
- //const PolyData &pd = _polydata[polygon->polygon.polygon_id];
-
- switch (polygon->primitive) {
- case RS::PRIMITIVE_TRIANGLES: {
- _legacy_draw_poly_triangles(polygon, p_material);
- } break;
- default:
- break;
- }
-
- } break;
-#if 0
- case Item::Command::TYPE_MESH: {
- Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
-
- _set_texture_rect_mode(false);
-
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
-
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->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);
- }
+ RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
+ ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
- RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.get_or_null(mesh->mesh);
- if (mesh_data) {
- 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
-
- glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
- }
-
- for (int k = 0; k < RS::ARRAY_MAX - 1; k++) {
- if (s->attribs[k].enabled) {
- glEnableVertexAttribArray(k);
- glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
- } else {
- glDisableVertexAttribArray(k);
- switch (k) {
- case RS::ARRAY_NORMAL: {
- glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
- } break;
- case RS::ARRAY_COLOR: {
- glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
-
- } break;
- default: {
- }
- }
- }
- }
-
- if (s->index_array_len > 0) {
- glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- } else {
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- }
- }
-
- for (int j = 1; j < RS::ARRAY_MAX - 1; j++) {
- glDisableVertexAttribArray(j);
- }
- }
-
- storage->info.render._2d_draw_call_count++;
- } break;
- case Item::Command::TYPE_MULTIMESH: {
- Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
-
- RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.get_or_null(mmesh->multimesh);
-
- if (!multi_mesh)
- break;
-
- RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.get_or_null(multi_mesh->mesh);
-
- if (!mesh_data)
- break;
-
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
- _set_texture_rect_mode(false);
-
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
-
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->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);
- }
-
- //reset shader and force rebind
-
- int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
-
- if (amount == -1) {
- amount = multi_mesh->size;
- }
-
- int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
-
- int color_ofs = multi_mesh->xform_floats;
- int custom_data_ofs = color_ofs + multi_mesh->color_floats;
-
- // drawing
-
- const float *base_buffer = multi_mesh->data.ptr();
-
- 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
-
- //bind buffers for mesh surface
- glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
-
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
- }
-
- for (int k = 0; k < RS::ARRAY_MAX - 1; k++) {
- if (s->attribs[k].enabled) {
- glEnableVertexAttribArray(k);
- glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
- } else {
- glDisableVertexAttribArray(k);
- switch (k) {
- case RS::ARRAY_NORMAL: {
- glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
- } break;
- case RS::ARRAY_COLOR: {
- glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
-
- } break;
- default: {
- }
- }
- }
- }
-
- for (int k = 0; k < amount; k++) {
- const float *buffer = base_buffer + k * stride;
-
- {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
- if (multi_mesh->transform_format == RS::MULTIMESH_TRANSFORM_3D) {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
- } else {
- glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
- }
- }
-
- if (multi_mesh->color_floats) {
- if (multi_mesh->color_format == RS::MULTIMESH_COLOR_8BIT) {
- uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
- glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
- } else {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
- }
- } else {
- glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, 1.0, 1.0, 1.0, 1.0);
- }
-
- if (multi_mesh->custom_data_floats) {
- if (multi_mesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) {
- uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
- glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
- } else {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
- }
- }
-
- if (s->index_array_len > 0) {
- glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- } else {
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- }
- }
- }
-
- // LIGHT ANGLE PR replaced USE_INSTANCE_CUSTOM line with below .. think it was a typo,
- // but just in case, made this note.
- //_set_texture_rect_mode(false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
-
- storage->info.render._2d_draw_call_count++;
- } break;
- case Item::Command::TYPE_POLYLINE: {
- Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
-
- _set_texture_rect_mode(false);
-
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
-
- _bind_canvas_texture(RID(), RID());
-
- if (pline->triangles.size()) {
- _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
-#ifdef GLES_OVER_GL
- glEnable(GL_LINE_SMOOTH);
- if (pline->multiline) {
- //needs to be different
- } else {
- _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
- }
- glDisable(GL_LINE_SMOOTH);
-#endif
- } else {
-#ifdef GLES_OVER_GL
- if (pline->antialiased)
- glEnable(GL_LINE_SMOOTH);
-#endif
+ glBindVertexArray(surface->vertex_array);
+ static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
- if (pline->multiline) {
- int todo = pline->lines.size() / 2;
- int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
- int offset = 0;
-
- while (todo) {
- int to_draw = MIN(max_per_call, todo);
- _draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
- todo -= to_draw;
- offset += to_draw * 2;
- }
- } else {
- _draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
- }
-
-#ifdef GLES_OVER_GL
- if (pline->antialiased)
- glDisable(GL_LINE_SMOOTH);
-#endif
- }
- } break;
-
- case Item::Command::TYPE_PRIMITIVE: {
- Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
- _set_texture_rect_mode(false);
-
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
-
- ERR_CONTINUE(primitive->points.size() < 1);
-
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->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);
- }
-
- // we need a temporary because this must be nulled out
- // if only a single color specified
- const Color *colors = primitive->colors.ptr();
- if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
- Color c = primitive->colors[0];
- glVertexAttrib4f(RS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
- colors = nullptr;
- } else if (primitive->colors.empty()) {
- glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
- }
-#ifdef RASTERIZER_EXTRA_CHECKS
- else {
- RAST_DEV_DEBUG_ASSERT(primitive->colors.size() == primitive->points.size());
- }
-
- if (primitive->uvs.ptr()) {
- RAST_DEV_DEBUG_ASSERT(primitive->uvs.size() == primitive->points.size());
- }
-#endif
+ // Draw directly, no need to batch
+ }
+ */
+ } break;
+ case Item::Command::TYPE_TRANSFORM: {
+ const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
+ draw_transform = transform->xform;
+ } break;
- _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), colors, primitive->uvs.ptr());
- } break;
-#endif
- case Item::Command::TYPE_TRANSFORM: {
- Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
- state.uniforms.extra_matrix = transform->xform;
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.uniforms.extra_matrix);
- } break;
-
- case Item::Command::TYPE_PARTICLES: {
- } break;
- case Item::Command::TYPE_CLIP_IGNORE: {
- Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
- if (p_current_clip) {
- if (ci->ignore != r_reclip) {
- if (ci->ignore) {
- glDisable(GL_SCISSOR_TEST);
- r_reclip = true;
- } else {
- glEnable(GL_SCISSOR_TEST);
-
- int x = p_current_clip->final_clip_rect.position.x;
- int y = storage->frame.current_rt->height - (p_current_clip->final_clip_rect.position.y + p_current_clip->final_clip_rect.size.y);
- int w = p_current_clip->final_clip_rect.size.x;
- int h = p_current_clip->final_clip_rect.size.y;
-
- // FTODO
- // if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP])
- // y = p_current_clip->final_clip_rect.position.y;
-
- glScissor(x, y, w, h);
-
- r_reclip = false;
- }
- }
- }
-
- } break;
- default: {
- // FIXME: Proper error handling if relevant
- //print_line("other");
- } break;
+ case Item::Command::TYPE_CLIP_IGNORE: {
+ /*
+ const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
+ if (current_clip) {
+ if (ci->ignore != reclip) {
+ if (ci->ignore) {
+ RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
+ reclip = true;
+ } else {
+ RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
+ reclip = false;
+ }
}
}
+ */
+ } break;
+ case Item::Command::TYPE_ANIMATION_SLICE: {
+ /*
+ const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
+ double current_time = RendererCompositorRD::singleton->get_total_time();
+ double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
+ skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
+
+ RenderingServerDefault::redraw_request(); // animation visible means redraw request
+ */
+ } break;
+ }
- } // default
- break;
+ c = c->next;
+ }
+}
+
+void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
+ if (state.end_batch && r_index > 0) {
+ // If the previous operation is not done yet, allocate a new buffer
+ GLint syncStatus;
+ glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
+ if (syncStatus == GL_UNSIGNALED) {
+ _allocate_instance_data_buffer();
+ } else {
+ glDeleteSync(state.fences[state.current_buffer]);
}
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
+#ifdef JAVASCRIPT_ENABLED
+ //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW);
+#else
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * r_index, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, state.instance_data_array, sizeof(InstanceData) * r_index);
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
+ glBindVertexArray(data.canvas_quad_array);
+ if (state.current_primitive_points == 0) {
+ glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, r_index);
+ } else {
+ static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
+ glDrawArraysInstanced(prim[state.current_primitive_points], 0, state.current_primitive_points, r_index);
+ }
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
+ state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
+ state.end_batch = false;
+ //copy the new data into the base of the batch
+ for (int i = 0; i < 4; i++) {
+ state.instance_data_array[0].modulation[i] = state.instance_data_array[r_index].modulation[i];
+ state.instance_data_array[0].ninepatch_margins[i] = state.instance_data_array[r_index].ninepatch_margins[i];
+ state.instance_data_array[0].src_rect[i] = state.instance_data_array[r_index].src_rect[i];
+ state.instance_data_array[0].dst_rect[i] = state.instance_data_array[r_index].dst_rect[i];
+ state.instance_data_array[0].lights[i] = state.instance_data_array[r_index].lights[i];
+ }
+ state.instance_data_array[0].flags = state.instance_data_array[r_index].flags;
+ state.instance_data_array[0].color_texture_pixel_size[0] = state.instance_data_array[r_index].color_texture_pixel_size[0];
+ state.instance_data_array[0].color_texture_pixel_size[1] = state.instance_data_array[r_index].color_texture_pixel_size[1];
+
+ state.instance_data_array[0].pad[0] = state.instance_data_array[r_index].pad[0];
+ state.instance_data_array[0].pad[1] = state.instance_data_array[r_index].pad[1];
+ for (int i = 0; i < 6; i++) {
+ state.instance_data_array[0].world[i] = state.instance_data_array[r_index].world[i];
+ }
+
+ r_index = 0;
}
}
-void RasterizerCanvasGLES3::canvas_end() {
- batch_canvas_end();
- RasterizerCanvasBaseGLES3::canvas_end();
+// TODO maybe dont use
+void RasterizerCanvasGLES3::_end_batch(uint32_t &r_index) {
+ for (int i = 0; i < 4; i++) {
+ state.instance_data_array[r_index].modulation[i] = 0.0;
+ state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
+ state.instance_data_array[r_index].src_rect[i] = 0.0;
+ state.instance_data_array[r_index].dst_rect[i] = 0.0;
+ }
+ state.instance_data_array[r_index].flags = uint32_t(0);
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
+
+ state.instance_data_array[r_index].pad[0] = 0.0;
+ state.instance_data_array[r_index].pad[1] = 0.0;
+
+ state.instance_data_array[r_index].lights[0] = uint32_t(0);
+ state.instance_data_array[r_index].lights[1] = uint32_t(0);
+ state.instance_data_array[r_index].lights[2] = uint32_t(0);
+ state.instance_data_array[r_index].lights[3] = uint32_t(0);
}
-void RasterizerCanvasGLES3::canvas_begin() {
- batch_canvas_begin();
- RasterizerCanvasBaseGLES3::canvas_begin();
+RID RasterizerCanvasGLES3::light_create() {
+ return RID();
}
-void RasterizerCanvasGLES3::canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
- batch_canvas_render_items_begin(p_modulate, p_light, p_base_transform);
+void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
}
-void RasterizerCanvasGLES3::canvas_render_items_end() {
- batch_canvas_render_items_end();
+void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
}
-void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
- storage->frame.current_rt = nullptr;
+void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
+}
- // first set the current render target
- storage->_set_current_render_target(p_to_render_target);
+void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
+}
- // binds the render target (framebuffer)
- canvas_begin();
+void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
+}
- canvas_render_items_begin(p_modulate, p_light_list, p_canvas_transform);
- canvas_render_items_internal(p_item_list, 0, p_modulate, p_light_list, p_canvas_transform);
- canvas_render_items_end();
+RID RasterizerCanvasGLES3::occluder_polygon_create() {
+ return RID();
+}
- canvas_end();
+void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
+}
- // not sure why these are needed to get frame to render?
- storage->_set_current_render_target(RID());
- // storage->frame.current_rt = nullptr;
- // canvas_begin();
- // canvas_end();
+void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
}
-void RasterizerCanvasGLES3::canvas_render_items_internal(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
- batch_canvas_render_items(p_item_list, p_z, p_modulate, p_light, p_base_transform);
+void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
+}
- //glClearColor(Math::randf(), 0, 1, 1);
+bool RasterizerCanvasGLES3::free(RID p_rid) {
+ return true;
}
-void RasterizerCanvasGLES3::canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
- // parameters are easier to pass around in a structure
- RenderItemState ris;
- ris.item_group_z = p_z;
- ris.item_group_modulate = p_modulate;
- ris.item_group_light = p_light;
- ris.item_group_base_transform = p_base_transform;
+void RasterizerCanvasGLES3::update() {
+}
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
+void RasterizerCanvasGLES3::canvas_begin() {
+ state.using_transparent_rt = false;
- state.current_tex = RID();
- state.current_tex_ptr = NULL;
- state.current_normal = RID();
- state.canvas_texscreen_used = false;
+ if (storage->frame.current_rt) {
+ storage->bind_framebuffer(storage->frame.current_rt->fbo);
+ state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
+ }
+
+ if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) {
+ const Color &col = storage->frame.current_rt->clear_color;
+ glClearColor(col.r, col.g, col.b, col.a);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ storage->frame.current_rt->clear_requested = false;
+ }
+
+ reset_canvas();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+}
- while (p_item_list) {
- Item *ci = p_item_list;
- _legacy_canvas_render_item(ci, ris);
- p_item_list = p_item_list->next;
+void RasterizerCanvasGLES3::canvas_end() {
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size) {
+ if (p_texture == RID()) {
+ p_texture = default_canvas_texture;
}
- if (ris.current_clip) {
- glDisable(GL_SCISSOR_TEST);
+ if (r_last_texture == p_texture) {
+ return; //nothing to do, its the same
}
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
-}
+ state.end_batch = true;
+ _render_batch(r_index);
-// Legacy non-batched implementation for regression testing.
-// Should be removed after testing phase to avoid duplicate codepaths.
-void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris) {
- storage->info.render._2d_item_count++;
+ RasterizerStorageGLES3::CanvasTexture *ct = nullptr;
- // defaults
- state.current_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
- state.current_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(p_texture);
+
+ if (t) {
+ //regular texture
+ if (!t->canvas_texture) {
+ t->canvas_texture = memnew(RasterizerStorageGLES3::CanvasTexture);
+ t->canvas_texture->diffuse = p_texture;
+ }
- if (p_ci->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- state.current_filter = p_ci->texture_filter;
+ ct = t->canvas_texture;
+ } else {
+ ct = storage->canvas_texture_owner.get_or_null(p_texture);
}
- if (p_ci->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- state.current_repeat = p_ci->texture_repeat;
+ if (!ct) {
+ // Invalid Texture RID.
+ _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index, r_last_texture, r_texpixel_size);
+ return;
}
- if (r_ris.current_clip != p_ci->final_clip_owner) {
- r_ris.current_clip = p_ci->final_clip_owner;
-
- if (r_ris.current_clip) {
- glEnable(GL_SCISSOR_TEST);
- int y = storage->_dims.rt_height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
- // int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
- // FTODO
- // if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP])
- // y = r_ris.current_clip->final_clip_rect.position.y;
- glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
-
- // debug VFLIP
- // if ((r_ris.current_clip->final_clip_rect.position.x == 223)
- // && (y == 54)
- // && (r_ris.current_clip->final_clip_rect.size.width == 1383))
- // {
- // glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
- // }
+ RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
+ ERR_FAIL_COND(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
+ RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
+ ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
+
+ RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(ct->diffuse);
+
+ if (!texture) {
+ state.current_tex = RID();
+ state.current_tex_ptr = NULL;
+ ct->size_cache = Size2i(1, 1);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
+
+ } else {
+ texture = texture->get_ptr();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
+
+ state.current_tex = ct->diffuse;
+ state.current_tex_ptr = texture;
+ ct->size_cache = Size2i(texture->width, texture->height);
+
+ texture->GLSetFilter(GL_TEXTURE_2D, filter);
+ texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
}
- // TODO: copy back buffer
+ RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.get_or_null(ct->normal_map);
- if (p_ci->copy_back_buffer) {
- if (p_ci->copy_back_buffer->full) {
- _copy_texscreen(Rect2());
- } else {
- _copy_texscreen(p_ci->copy_back_buffer->rect);
- }
+ if (!normal_map) {
+ state.current_normal = RID();
+ ct->use_normal_cache = false;
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+
+ } else {
+ normal_map = normal_map->get_ptr();
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
+ state.current_normal = ct->normal_map;
+ ct->use_normal_cache = true;
+ texture->GLSetFilter(GL_TEXTURE_2D, filter);
+ texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
}
-#if 0
- RasterizerStorageGLES3::Skeleton *skeleton = NULL;
+ RasterizerStorageGLES3::Texture *specular_map = storage->texture_owner.get_or_null(ct->specular);
- {
- //skeleton handling
- if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
- skeleton = storage->skeleton_owner.get(p_ci->skeleton);
- if (!skeleton->use_2d) {
- skeleton = NULL;
- } else {
- state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
- state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
- state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
- }
- }
+ if (!specular_map) {
+ state.current_specular = RID();
+ ct->use_specular_cache = false;
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- bool use_skeleton = skeleton != NULL;
- if (r_ris.prev_use_skeleton != use_skeleton) {
- r_ris.rebind_shader = true;
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
- r_ris.prev_use_skeleton = use_skeleton;
- }
+ } else {
+ specular_map = specular_map->get_ptr();
+
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
+ glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
+ state.current_specular = ct->specular;
+ ct->use_specular_cache = true;
+ texture->GLSetFilter(GL_TEXTURE_2D, filter);
+ texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
+ }
- if (skeleton) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
- glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
- state.using_skeleton = true;
- } else {
- state.using_skeleton = false;
- }
+ if (ct->use_specular_cache) {
+ state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
+ } else {
+ state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
-#endif
- Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
+ if (ct->use_normal_cache) {
+ state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
+ } else {
+ state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
+ }
- RID material = material_owner->material;
- RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material);
+ state.instance_data_array[r_index].specular_shininess = uint32_t(CLAMP(ct->specular_color.a * 255.0, 0, 255)) << 24;
+ state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.b * 255.0, 0, 255)) << 16;
+ state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
+ state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
- if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
- RasterizerStorageGLES3::Shader *shader_ptr = NULL;
+ r_texpixel_size.x = 1.0 / float(ct->size_cache.x);
+ r_texpixel_size.y = 1.0 / float(ct->size_cache.y);
- if (material_ptr) {
- shader_ptr = material_ptr->shader;
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x;
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y;
- if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
- shader_ptr = NULL; // not a canvas item shader, don't use.
- }
- }
+ r_last_texture = p_texture;
+}
- if (shader_ptr) {
- if (shader_ptr->canvas_item.uses_screen_texture) {
- if (!state.canvas_texscreen_used) {
- //copy if not copied before
- _copy_texscreen(Rect2());
+void RasterizerCanvasGLES3::_set_uniforms() {
+}
- // blend mode will have been enabled so make sure we disable it again later on
- //last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
- }
+void RasterizerCanvasGLES3::reset_canvas() {
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glEnable(GL_BLEND);
- if (storage->frame.current_rt->copy_screen_effect.color) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
- }
+ // Default to Mix.
+ glBlendEquation(GL_FUNC_ADD);
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+}
+
+void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
+}
+
+void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
+}
+
+void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
+}
+
+RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
+ // We interleave the vertex data into one big VBO to improve cache coherence
+ uint32_t vertex_count = p_points.size();
+ uint32_t stride = 2;
+ if ((uint32_t)p_colors.size() == vertex_count) {
+ stride += 4;
+ }
+ if ((uint32_t)p_uvs.size() == vertex_count) {
+ stride += 2;
+ }
+ if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
+ stride += 4;
+ }
+
+ PolygonBuffers pb;
+ glGenBuffers(1, &pb.vertex_buffer);
+ glGenVertexArrays(1, &pb.vertex_array);
+ glBindVertexArray(pb.vertex_array);
+ pb.count = vertex_count;
+ pb.index_buffer = 0;
+
+ uint32_t buffer_size = stride * p_points.size();
+
+ Vector<uint8_t> polygon_buffer;
+ polygon_buffer.resize(buffer_size * sizeof(float));
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
+ const uint8_t *r = polygon_buffer.ptr();
+ float *fptr = (float *)r;
+ uint32_t *uptr = (uint32_t *)r;
+ uint32_t base_offset = 0;
+ {
+ // Always uses vertex positions
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
+ const Vector2 *points_ptr = p_points.ptr();
+
+ for (uint32_t i = 0; i < vertex_count; i++) {
+ fptr[base_offset + i * stride + 0] = points_ptr[i].x;
+ fptr[base_offset + i * stride + 1] = points_ptr[i].y;
}
- if (shader_ptr != r_ris.shader_cache) {
- if (shader_ptr->canvas_item.uses_time) {
- RenderingServerDefault::redraw_request();
- }
+ base_offset += 2;
+ }
- state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
- state.canvas_shader.bind();
+ // Next add colors
+ if (p_colors.size() == 1) {
+ glDisableVertexAttribArray(RS::ARRAY_COLOR);
+ Color m = p_colors[0];
+ glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
+ } else if ((uint32_t)p_colors.size() == vertex_count) {
+ glEnableVertexAttribArray(RS::ARRAY_COLOR);
+ glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
+
+ const Color *color_ptr = p_colors.ptr();
+
+ for (uint32_t i = 0; i < vertex_count; i++) {
+ fptr[base_offset + i * stride + 0] = color_ptr[i].r;
+ fptr[base_offset + i * stride + 1] = color_ptr[i].g;
+ fptr[base_offset + i * stride + 2] = color_ptr[i].b;
+ fptr[base_offset + i * stride + 3] = color_ptr[i].a;
}
+ base_offset += 4;
+ } else {
+ glDisableVertexAttribArray(RS::ARRAY_COLOR);
+ glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
+ }
- int tc = material_ptr->textures.size();
- Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
-
- ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
-
- for (int i = 0; i < tc; i++) {
- glActiveTexture(GL_TEXTURE0 + i);
-
- RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(textures[i].second);
-
- if (!t) {
- switch (texture_hints[i]) {
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
- case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
- } break;
- case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
- } break;
- default: {
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- } break;
- }
+ if ((uint32_t)p_uvs.size() == vertex_count) {
+ glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
+ glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
- continue;
- }
+ const Vector2 *uv_ptr = p_uvs.ptr();
- if (t->redraw_if_visible) {
- RenderingServerDefault::redraw_request();
- }
+ for (uint32_t i = 0; i < vertex_count; i++) {
+ fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
+ fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
+ }
- t = t->get_ptr();
+ base_offset += 2;
+ } else {
+ glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
+ }
-#ifdef TOOLS_ENABLED
- if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
- t->detect_normal(t->detect_normal_ud);
- }
-#endif
- if (t->render_target)
- t->render_target->used_in_frame = true;
+ if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
+ glEnableVertexAttribArray(RS::ARRAY_BONES);
+ glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
- glBindTexture(t->target, t->tex_id);
+ const int *bone_ptr = p_bones.ptr();
+
+ for (uint32_t i = 0; i < vertex_count; i++) {
+ uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
+
+ bone16w[0] = bone_ptr[i * 4 + 0];
+ bone16w[1] = bone_ptr[i * 4 + 1];
+ bone16w[2] = bone_ptr[i * 4 + 2];
+ bone16w[3] = bone_ptr[i * 4 + 3];
}
+ base_offset += 2;
} else {
- state.canvas_shader.set_custom_shader(0);
- state.canvas_shader.bind();
+ glDisableVertexAttribArray(RS::ARRAY_BONES);
}
- state.canvas_shader.use_material((void *)material_ptr);
- r_ris.shader_cache = shader_ptr;
+ if ((uint32_t)p_weights.size() == vertex_count * 4) {
+ glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
+ glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
- r_ris.canvas_last_material = material;
+ const float *weight_ptr = p_weights.ptr();
- r_ris.rebind_shader = false;
- }
+ for (uint32_t i = 0; i < vertex_count; i++) {
+ uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
- int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
- bool unshaded = r_ris.shader_cache && (r_ris.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;
+ weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
+ weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
+ weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
+ weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
+ }
- if (r_ris.last_blend_mode != blend_mode) {
- switch (blend_mode) {
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
- }
+ base_offset += 2;
+ } else {
+ glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
+ }
- } break;
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
- } else {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
- }
+ ERR_FAIL_COND_V(base_offset != stride, 0);
+ glBufferData(GL_ARRAY_BUFFER, vertex_count * stride * sizeof(float), polygon_buffer.ptr(), GL_STATIC_DRAW);
+ }
- } break;
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
- } else {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
- }
- } break;
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
- } else {
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
- }
- } break;
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
- }
- } break;
+ if (p_indices.size()) {
+ //create indices, as indices were requested
+ Vector<uint8_t> index_buffer;
+ index_buffer.resize(p_indices.size() * sizeof(int32_t));
+ {
+ uint8_t *w = index_buffer.ptrw();
+ memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
}
+ glGenBuffers(1, &pb.index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
+ pb.count = p_indices.size();
}
- state.uniforms.final_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- state.uniforms.modelview_matrix = p_ci->final_transform;
- state.uniforms.extra_matrix = Transform2D();
+ PolygonID id = polygon_buffers.last_id++;
- _set_uniforms();
+ polygon_buffers.polygons[id] = pb;
- if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked))
- _legacy_canvas_item_render_commands(p_ci, NULL, reclip, material_ptr);
+ return id;
+}
+void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
+ PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
+ ERR_FAIL_COND(!pb_ptr);
- r_ris.rebind_shader = true; // hacked in for now.
+ PolygonBuffers &pb = *pb_ptr;
- if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
- Light *light = r_ris.item_group_light;
- bool light_used = false;
- RS::CanvasLightBlendMode bmode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
- state.uniforms.final_modulate = p_ci->final_modulate; // remove the canvas modulate
+ if (pb.index_buffer != 0) {
+ glDeleteBuffers(1, &pb.index_buffer);
+ }
- while (light) {
- if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
- //intersects this light
+ glDeleteVertexArrays(1, &pb.vertex_array);
+ glDeleteBuffers(1, &pb.vertex_buffer);
- if (!light_used || bmode != light->blend_mode) {
- bmode = light->blend_mode;
+ polygon_buffers.polygons.erase(p_polygon);
+}
- switch (bmode) {
- case RS::CANVAS_LIGHT_BLEND_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+// Creates a new uniform buffer and uses it right away
+// This expands the instance buffer continually
+// In theory allocations can reach as high as number_of_draw_calls * 3 frames
+// because OpenGL can start rendering subsequent frames before finishing the current one
+void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
+ GLuint new_buffer;
+ glGenBuffers(1, &new_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
+ state.current_buffer = (state.current_buffer + 1);
+ state.canvas_instance_data_buffers.insert(state.current_buffer, new_buffer);
+ state.fences.insert(state.current_buffer, GLsync());
+ state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
- } break;
- case RS::CANVAS_LIGHT_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case RS::CANVAS_LIGHT_BLEND_MODE_MIX: {
- // case RS::CANVAS_LIGHT_MODE_MASK: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+void RasterizerCanvasGLES3::initialize() {
+ // quad buffer
+ {
+ glGenBuffers(1, &data.canvas_quad_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
- } break;
- }
- }
+ const float qv[8] = {
+ 0, 0,
+ 0, 1,
+ 1, 1,
+ 1, 0
+ };
- if (!light_used) {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
- light_used = true;
- }
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
- // FTODO
- //bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
- bool has_shadow = light->use_shadow && p_ci->light_mask & light->item_shadow_mask;
-
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
- if (has_shadow) {
- // FTODO
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_NONE);
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF3);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF5);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF7);
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF9);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF13);
- }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
- state.canvas_shader.bind();
- state.using_light = light;
- state.using_shadow = has_shadow;
+ glGenVertexArrays(1, &data.canvas_quad_array);
+ glBindVertexArray(data.canvas_quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
+ glEnableVertexAttribArray(0);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ }
- //always re-set uniforms, since light parameters changed
- _set_uniforms();
- state.canvas_shader.use_material((void *)material_ptr);
+ {
+ //particle quad buffers
+
+ glGenBuffers(1, &data.particle_quad_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
+ {
+ //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
+ const float qv[16] = {
+ -0.5, -0.5,
+ 0.0, 0.0,
+ -0.5, 0.5,
+ 0.0, 1.0,
+ 0.5, 0.5,
+ 1.0, 1.0,
+ 0.5, -0.5,
+ 1.0, 0.0
+ };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
+ }
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
- RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(light->texture);
- if (!t) {
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- } else {
- t = t->get_ptr();
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+
+ glGenVertexArrays(1, &data.particle_quad_array);
+ glBindVertexArray(data.particle_quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
+ glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
+ glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ }
- glBindTexture(t->target, t->tex_id);
- }
+ // ninepatch buffers
+ {
+ // array buffer
+ glGenBuffers(1, &data.ninepatch_vertices);
+ glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
- glActiveTexture(GL_TEXTURE0);
- _legacy_canvas_item_render_commands(p_ci, NULL, reclip, material_ptr); //redraw using light
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
- state.using_light = NULL;
- }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
- light = light->next_ptr;
- }
+ // element buffer
+ glGenBuffers(1, &data.ninepatch_elements);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
- if (light_used) {
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
+#define _EIDX(y, x) (y * 4 + x)
+ uint8_t elems[3 * 2 * 9] = {
+ // first row
- state.canvas_shader.bind();
+ _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
+ _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
- r_ris.last_blend_mode = -1;
+ _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
+ _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
-#if 0
- //this is set again, so it should not be needed anyway?
- state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
+ _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
+ _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
+ // second row
- glBlendEquation(GL_FUNC_ADD);
+ _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
+ _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
- if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
+ // the center one would be here, but we'll put it at the end
+ // so it's easier to disable the center and be able to use
+ // one draw call for both
- //@TODO RESET canvas_blend_mode
-#endif
- }
+ _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
+ _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
+
+ // third row
+
+ _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
+ _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
+
+ _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
+ _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
+
+ _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
+ _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
+
+ // center field
+
+ _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
+ _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
+ };
+#undef _EIDX
+
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
- if (reclip) {
- glEnable(GL_SCISSOR_TEST);
- int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
- // FTODO
- // if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP])
- // y = r_ris.current_clip->final_clip_rect.position.y;
- glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
+ //state.canvas_shadow_shader.init();
+
+ int uniform_max_size;
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &uniform_max_size);
+ if (uniform_max_size < 65536) {
+ state.max_lights_per_render = 64;
+ state.max_instances_per_batch = 128;
+ } else {
+ state.max_lights_per_render = 256;
+ state.max_instances_per_batch = 512;
}
-}
-void RasterizerCanvasGLES3::gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const {
- glEnable(GL_SCISSOR_TEST);
- glScissor(p_x, p_y, p_width, p_height);
-}
+ // Reserve 64 Uniform Buffers for instance data
+ state.canvas_instance_data_buffers.resize(64);
+ state.fences.resize(64);
+ glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
+ for (int i = 0; i < 64; i++) {
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
+ }
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
-void RasterizerCanvasGLES3::gl_disable_scissor() const {
- glDisable(GL_SCISSOR_TEST);
-}
+ state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_batch);
-void RasterizerCanvasGLES3::initialize() {
- RasterizerCanvasBaseGLES3::initialize();
+ glGenBuffers(1, &state.canvas_state_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
- batch_initialize();
+ String global_defines;
+ global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
+ global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n";
+ global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
- // just reserve some space (may not be needed as we are orphaning, but hey ho)
- glGenBuffers(1, &bdata.gl_vertex_buffer);
+ state.canvas_shader.initialize(global_defines);
+ state.canvas_shader_default_version = state.canvas_shader.version_create();
+ state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
- if (bdata.vertex_buffer_size_bytes) {
- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, bdata.vertex_buffer_size_bytes, NULL, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
+ //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
- // pre fill index buffer, the indices never need to change so can be static
- glGenBuffers(1, &bdata.gl_index_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
-
- Vector<uint16_t> indices;
- indices.resize(bdata.index_buffer_size_units);
-
- for (unsigned int q = 0; q < bdata.max_quads; q++) {
- int i_pos = q * 6; // 6 inds per quad
- int q_pos = q * 4; // 4 verts per quad
- indices.set(i_pos, q_pos);
- indices.set(i_pos + 1, q_pos + 1);
- indices.set(i_pos + 2, q_pos + 2);
- indices.set(i_pos + 3, q_pos);
- indices.set(i_pos + 4, q_pos + 2);
- indices.set(i_pos + 5, q_pos + 3);
-
- // we can only use 16 bit indices in OpenGL!
-#ifdef DEBUG_ENABLED
- CRASH_COND((q_pos + 3) > 65535);
-#endif
- }
+ //state.canvas_shader.bind();
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bdata.index_buffer_size_bytes, &indices[0], GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ //state.lens_shader.init();
+
+ //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
- } // only if there is a vertex buffer (batching is on)
+ {
+ default_canvas_group_shader = storage->shader_allocate();
+ storage->shader_initialize(default_canvas_group_shader);
+
+ storage->shader_set_code(default_canvas_group_shader, R"(
+// Default CanvasGroup shader.
+
+shader_type canvas_item;
+
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+
+ if (c.a > 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+}
+)");
+ default_canvas_group_material = storage->material_allocate();
+ storage->material_initialize(default_canvas_group_material);
+
+ storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
+ }
+
+ default_canvas_texture = storage->canvas_texture_allocate();
+ storage->canvas_texture_initialize(default_canvas_texture);
+
+ state.using_light = NULL;
+ state.using_transparent_rt = false;
+ state.using_skeleton = false;
+ state.current_shader_version = state.canvas_shader_default_version;
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
- batch_constructor();
+}
+RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
+ state.canvas_shader.version_free(state.canvas_shader_default_version);
+ storage->free(default_canvas_group_material);
+ storage->free(default_canvas_group_shader);
+ storage->free(default_canvas_texture);
+}
+
+void RasterizerCanvasGLES3::finalize() {
+ glDeleteBuffers(1, &data.canvas_quad_vertices);
+ glDeleteVertexArrays(1, &data.canvas_quad_array);
+
+ glDeleteBuffers(1, &data.canvas_quad_vertices);
+ glDeleteVertexArrays(1, &data.canvas_quad_array);
}
-#endif // GLES3_BACKEND_ENABLED
+#endif // GLES3_ENABLED