diff options
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 2144 |
1 files changed, 0 insertions, 2144 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp deleted file mode 100644 index edffe852a2..0000000000 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ /dev/null @@ -1,2144 +0,0 @@ -/*************************************************************************/ -/* rasterizer_canvas_gles3.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "rasterizer_canvas_gles3.h" - -#include "core/os/os.h" -#include "core/project_settings.h" -#include "rasterizer_scene_gles3.h" -#include "servers/visual/visual_server_raster.h" - -#ifndef GLES_OVER_GL -#define glClearDepth glClearDepthf -#endif - -static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) { - - p_array[0] = p_mtx.elements[0][0]; - p_array[1] = p_mtx.elements[0][1]; - p_array[2] = 0; - p_array[3] = 0; - p_array[4] = p_mtx.elements[1][0]; - p_array[5] = p_mtx.elements[1][1]; - p_array[6] = 0; - p_array[7] = 0; - p_array[8] = 0; - p_array[9] = 0; - p_array[10] = 1; - p_array[11] = 0; - p_array[12] = p_mtx.elements[2][0]; - p_array[13] = p_mtx.elements[2][1]; - p_array[14] = 0; - p_array[15] = 1; -} - -static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) { - p_array[0] = p_mtx.basis.elements[0][0]; - p_array[1] = p_mtx.basis.elements[1][0]; - p_array[2] = p_mtx.basis.elements[2][0]; - p_array[3] = 0; - p_array[4] = p_mtx.basis.elements[0][1]; - p_array[5] = p_mtx.basis.elements[1][1]; - p_array[6] = p_mtx.basis.elements[2][1]; - p_array[7] = 0; - p_array[8] = p_mtx.basis.elements[0][2]; - p_array[9] = p_mtx.basis.elements[1][2]; - p_array[10] = p_mtx.basis.elements[2][2]; - p_array[11] = 0; - p_array[12] = p_mtx.origin.x; - p_array[13] = p_mtx.origin.y; - p_array[14] = p_mtx.origin.z; - p_array[15] = 1; -} - -static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - - p_array[i * 4 + j] = p_mtx.matrix[i][j]; - } - } -} - -RID RasterizerCanvasGLES3::light_internal_create() { - - LightInternal *li = memnew(LightInternal); - - glGenBuffers(1, &li->ubo); - glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - return light_internal_owner.make_rid(li); -} - -void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) { - - LightInternal *li = light_internal_owner.getornull(p_rid); - ERR_FAIL_COND(!li); - - store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix); - store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix); - store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix); - - for (int i = 0; i < 4; i++) { - - li->ubo_data.color[i] = p_light->color[i] * p_light->energy; - li->ubo_data.shadow_color[i] = p_light->shadow_color[i]; - } - - li->ubo_data.light_pos[0] = p_light->light_shader_pos.x; - li->ubo_data.light_pos[1] = p_light->light_shader_pos.y; - li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth); - li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0; - li->ubo_data.light_height = p_light->height; - if (p_light->radius_cache == 0) - li->ubo_data.shadow_gradient = 0; - else - li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1); - - li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1); - - glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data); - glBindBuffer(GL_UNIFORM_BUFFER, 0); -} - -void RasterizerCanvasGLES3::light_internal_free(RID p_rid) { - - LightInternal *li = light_internal_owner.getornull(p_rid); - ERR_FAIL_COND(!li); - - glDeleteBuffers(1, &li->ubo); - light_internal_owner.free(p_rid); - memdelete(li); -} - -void RasterizerCanvasGLES3::canvas_begin() { - - if (storage->frame.current_rt && storage->frame.clear_request) { - // a clear request may be pending, so do it - bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; - - glClearColor(storage->frame.clear_request_color.r, - storage->frame.clear_request_color.g, - storage->frame.clear_request_color.b, - transparent ? storage->frame.clear_request_color.a : 1.0); - glClear(GL_COLOR_BUFFER_BIT); - storage->frame.clear_request = false; - glColorMask(1, 1, 1, transparent ? 1 : 0); - } - - reset_canvas(); - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true); - 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); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false); - - state.canvas_shader.set_custom_shader(0); - state.canvas_shader.bind(); - state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D()); - state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D()); - if (storage->frame.current_rt) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); - } - - //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp); - //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform()); - //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform()); - - glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo); - glBindVertexArray(data.canvas_quad_array); - state.using_texture_rect = true; - state.using_ninepatch = false; - state.using_skeleton = false; -} - -void RasterizerCanvasGLES3::canvas_end() { - - glBindVertexArray(0); - glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0); - glColorMask(1, 1, 1, 1); - - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - - state.using_texture_rect = false; - state.using_ninepatch = false; -} - -RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) { - - RasterizerStorageGLES3::Texture *tex_return = NULL; - - if (p_texture == state.current_tex && !p_force) { - tex_return = state.current_tex_ptr; - } else if (p_texture.is_valid()) { - - RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture); - - if (!texture) { - state.current_tex = RID(); - state.current_tex_ptr = NULL; - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - - } else { - - if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies - VisualServerRaster::redraw_request(); - } - - texture = texture->get_ptr(); - - if (texture->render_target) - texture->render_target->used_in_frame = true; - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texture->tex_id); - state.current_tex = p_texture; - state.current_tex_ptr = texture; - - tex_return = texture; - } - - } else { - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - state.current_tex = RID(); - state.current_tex_ptr = NULL; - } - - if (p_normal_map == state.current_normal && !p_force) { - //do none - state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid()); - - } else if (p_normal_map.is_valid()) { - - RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map); - - if (!normal_map) { - state.current_normal = RID(); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); - state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false); - - } else { - - if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies - VisualServerRaster::redraw_request(); - } - - normal_map = normal_map->get_ptr(); - - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); - state.current_normal = p_normal_map; - state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true); - } - - } else { - - state.current_normal = RID(); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); - state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false); - } - - return tex_return; -} - -void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) { - - if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch) - return; - - if (p_enable) { - glBindVertexArray(data.canvas_quad_array); - - } else { - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable); - state.canvas_shader.bind(); - state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); - state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); - if (state.using_skeleton) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); - } - if (storage->frame.current_rt) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); - } - state.using_texture_rect = p_enable; - state.using_ninepatch = p_ninepatch; -} - -void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) { - - glBindVertexArray(data.polygon_buffer_pointer_array); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - - uint32_t buffer_ofs = 0; - - //vertex - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(Vector2) * p_vertex_count; - //color -#ifdef DEBUG_ENABLED - ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); -#endif - - if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else { - - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(Color) * p_vertex_count; - } - -#ifdef DEBUG_ENABLED - ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); -#endif - - if (p_uvs) { - - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(Vector2) * p_vertex_count; - - } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } - -#ifdef DEBUG_ENABLED - ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); -#endif - - if (p_bones && p_weights) { - - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones); - glEnableVertexAttribArray(VS::ARRAY_BONES); - //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs); - glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(int) * 4 * p_vertex_count; - - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights); - glEnableVertexAttribArray(VS::ARRAY_WEIGHTS); - glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(float) * 4 * p_vertex_count; - - } else if (state.using_skeleton) { - glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0); - glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0); - } - -#ifdef DEBUG_ENABLED - ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size); -#endif - - //bind the indices buffer. - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); - - //draw the triangles. - glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); - - storage->frame.canvas_draw_commands++; - - if (p_bones && p_weights) { - //not used so often, so disable when used - glDisableVertexAttribArray(VS::ARRAY_BONES); - glDisableVertexAttribArray(VS::ARRAY_WEIGHTS); - } - - glBindVertexArray(0); -} - -void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { - - glBindVertexArray(data.polygon_buffer_pointer_array); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - - uint32_t buffer_ofs = 0; - - //vertex - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(Vector2) * p_vertex_count; - //color - - if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else { - - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(Color) * p_vertex_count; - } - - if (p_uvs) { - - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); - buffer_ofs += sizeof(Vector2) * p_vertex_count; - - } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } - - glDrawArrays(p_primitive, 0, p_vertex_count); - - storage->frame.canvas_draw_commands++; - - glBindVertexArray(0); -} - -void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { - - static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; - - //#define GLES_USE_PRIMITIVE_BUFFER - - int version = 0; - int color_ofs = 0; - int uv_ofs = 0; - int stride = 2; - - if (p_colors) { //color - version |= 1; - color_ofs = stride; - stride += 4; - } - - if (p_uvs) { //uv - version |= 2; - uv_ofs = stride; - stride += 2; - } - - float b[(2 + 2 + 4) * 4]; - - for (int i = 0; i < p_points; i++) { - b[stride * i + 0] = p_vertices[i].x; - b[stride * i + 1] = p_vertices[i].y; - } - - if (p_colors) { - - for (int i = 0; i < p_points; i++) { - b[stride * i + color_ofs + 0] = p_colors[i].r; - b[stride * i + color_ofs + 1] = p_colors[i].g; - b[stride * i + color_ofs + 2] = p_colors[i].b; - b[stride * i + color_ofs + 3] = p_colors[i].a; - } - } - - if (p_uvs) { - - for (int i = 0; i < p_points; i++) { - b[stride * i + uv_ofs + 0] = p_uvs[i].x; - b[stride * i + uv_ofs + 1] = p_uvs[i].y; - } - } - - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]); - glBindVertexArray(data.polygon_buffer_quad_arrays[version]); - glDrawArrays(prim[p_points], 0, p_points); - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - - storage->frame.canvas_draw_commands++; -} - -static const GLenum gl_primitive[] = { - GL_POINTS, - GL_LINES, - GL_LINE_STRIP, - GL_LINE_LOOP, - GL_TRIANGLES, - GL_TRIANGLE_STRIP, - GL_TRIANGLE_FAN -}; - -void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) { - - int cc = p_item->commands.size(); - Item::Command **commands = p_item->commands.ptrw(); - - for (int i = 0; i < cc; i++) { - - Item::Command *c = commands[i]; - - switch (c->type) { - case Item::Command::TYPE_LINE: { - - Item::CommandLine *line = static_cast<Item::CommandLine *>(c); - _set_texture_rect_mode(false); - - _bind_canvas_texture(RID(), RID()); - - glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a); - - if (line->width <= 1) { - Vector2 verts[2] = { - Vector2(line->from.x, line->from.y), - Vector2(line->to.x, line->to.y) - }; - -#ifdef GLES_OVER_GL - if (line->antialiased) - glEnable(GL_LINE_SMOOTH); -#endif - //glLineWidth(line->width); - _draw_gui_primitive(2, verts, NULL, NULL); - -#ifdef GLES_OVER_GL - if (line->antialiased) - glDisable(GL_LINE_SMOOTH); -#endif - } else { - //thicker line - - 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, - }; - - //glLineWidth(line->width); - _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; - case Item::Command::TYPE_POLYLINE: { - - Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c); - _set_texture_rect_mode(false); - - _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 - - 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_RECT: { - - Item::CommandRect *rect = static_cast<Item::CommandRect *>(c); - - _set_texture_rect_mode(true); - - //set color - glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a); - - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map); - - if (texture) { - - bool untile = false; - - if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - untile = true; - } - - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); - Rect2 dst_rect = Rect2(rect->rect.position, rect->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 (rect->flags & CANVAS_RECT_FLIP_H) { - src_rect.size.x *= -1; - } - - if (rect->flags & CANVAS_RECT_FLIP_V) { - src_rect.size.y *= -1; - } - - if (rect->flags & CANVAS_RECT_TRANSPOSE) { - dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform - } - - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - - 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)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV); - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - if (untile) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - - } else { - Rect2 dst_rect = Rect2(rect->rect.position, rect->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)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - } - - storage->frame.canvas_draw_commands++; - - } break; - - case Item::Command::TYPE_NINEPATCH: { - - Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c); - - _set_texture_rect_mode(true, true); - - glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a); - - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map); - - Size2 texpixel_size; - - if (!texture) { - - texpixel_size = Size2(1, 1); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1)); - - } else { - - if (np->source != Rect2()) { - texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height)); - } else { - texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1)); - } - } - - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false); - state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center); - state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM])); - state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y)); - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - storage->frame.canvas_draw_commands++; - } break; - - case Item::Command::TYPE_PRIMITIVE: { - - Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c); - _set_texture_rect_mode(false); - - 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); - } - if (primitive->colors.size() == 1 && primitive->points.size() > 1) { - - Color col = primitive->colors[0]; - glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a); - - } else if (primitive->colors.empty()) { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } - - _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr()); - - } break; - case Item::Command::TYPE_POLYGON: { - - Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c); - _set_texture_rect_mode(false); - - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); - - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - } - - _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr()); -#ifdef GLES_OVER_GL - if (polygon->antialiased) { - glEnable(GL_LINE_SMOOTH); - _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); - glDisable(GL_LINE_SMOOTH); - } -#endif - - } break; - case Item::Command::TYPE_MESH: { - - Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c); - _set_texture_rect_mode(false); - - 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); - } - - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform); - - RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(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 - glBindVertexArray(s->array_id); - - glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a); - - if (s->index_array_len) { - 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); - } - - glBindVertexArray(0); - } - } - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); - - } break; - case Item::Command::TYPE_MULTIMESH: { - - Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c); - - RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh); - - if (!multi_mesh) - break; - - RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh); - - if (!mesh_data) - break; - - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map); - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); - //reset shader and force rebind - state.using_texture_rect = true; - _set_texture_rect_mode(false); - - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - } - - int amount = MIN(multi_mesh->size, multi_mesh->visible_instances); - - if (amount == -1) { - amount = multi_mesh->size; - } - - for (int j = 0; j < mesh_data->surfaces.size(); j++) { - RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j]; - // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing - glBindVertexArray(s->instancing_array_id); - - glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer - - int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4; - glEnableVertexAttribArray(8); - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4)); - glVertexAttribDivisor(9, 1); - - int color_ofs; - - if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) { - glEnableVertexAttribArray(10); - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4)); - glVertexAttribDivisor(10, 1); - color_ofs = 12 * 4; - } else { - glDisableVertexAttribArray(10); - glVertexAttrib4f(10, 0, 0, 1, 0); - color_ofs = 8 * 4; - } - - int custom_data_ofs = color_ofs; - - switch (multi_mesh->color_format) { - - case VS::MULTIMESH_COLOR_NONE: { - glDisableVertexAttribArray(11); - glVertexAttrib4f(11, 1, 1, 1, 1); - } break; - case VS::MULTIMESH_COLOR_8BIT: { - glEnableVertexAttribArray(11); - glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); - glVertexAttribDivisor(11, 1); - custom_data_ofs += 4; - - } break; - case VS::MULTIMESH_COLOR_FLOAT: { - glEnableVertexAttribArray(11); - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); - glVertexAttribDivisor(11, 1); - custom_data_ofs += 4 * 4; - } break; - } - - switch (multi_mesh->custom_data_format) { - - case VS::MULTIMESH_CUSTOM_DATA_NONE: { - glDisableVertexAttribArray(12); - glVertexAttrib4f(12, 1, 1, 1, 1); - } break; - case VS::MULTIMESH_CUSTOM_DATA_8BIT: { - glEnableVertexAttribArray(12); - glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); - glVertexAttribDivisor(12, 1); - - } break; - case VS::MULTIMESH_CUSTOM_DATA_FLOAT: { - glEnableVertexAttribArray(12); - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); - glVertexAttribDivisor(12, 1); - } break; - } - - if (s->index_array_len) { - glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); - } else { - glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); - } - - glBindVertexArray(0); - } - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); - state.using_texture_rect = true; - _set_texture_rect_mode(false); - - } break; - case Item::Command::TYPE_PARTICLES: { - - Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c); - - RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles); - if (!particles) - break; - - if (particles->inactive && !particles->emitting) - break; - - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white - - VisualServerRaster::redraw_request(); - - storage->particles_request_process(particles_cmd->particles); - //enable instancing - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); - //reset shader and force rebind - state.using_texture_rect = true; - _set_texture_rect_mode(false); - - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->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); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0)); - } - - if (!particles->use_local_coords) { - - Transform2D inv_xf; - inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y)); - inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y)); - inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y)); - inv_xf.affine_invert(); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf); - } - - glBindVertexArray(data.particle_quad_array); //use particle quad array - glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer - - int stride = sizeof(float) * 4 * 6; - - int amount = particles->amount; - - if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) { - - glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); - - glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount); - } else { - //split - int split = int(Math::ceil(particles->phase * particles->amount)); - - if (amount - split > 0) { - glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0)); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); - - glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split); - } - - if (split > 0) { - glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); - - glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split); - } - } - - glBindVertexArray(0); - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); - state.using_texture_rect = true; - _set_texture_rect_mode(false); - - } break; - case Item::Command::TYPE_CIRCLE: { - - _set_texture_rect_mode(false); - - Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c); - static const int numpoints = 32; - Vector2 points[numpoints + 1]; - points[numpoints] = circle->pos; - int indices[numpoints * 3]; - - for (int j = 0; j < numpoints; j++) { - - points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius; - indices[j * 3 + 0] = j; - indices[j * 3 + 1] = (j + 1) % numpoints; - indices[j * 3 + 2] = numpoints; - } - - _bind_canvas_texture(RID(), RID()); - _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL); - - //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); - //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); - } break; - case Item::Command::TYPE_TRANSFORM: { - - Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c); - state.extra_matrix = transform->xform; - state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); - - } break; - case Item::Command::TYPE_CLIP_IGNORE: { - - Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c); - if (current_clip) { - - if (ci->ignore != reclip) { - if (ci->ignore) { - - glDisable(GL_SCISSOR_TEST); - reclip = true; - } else { - - glEnable(GL_SCISSOR_TEST); - //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)), - //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); - int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) - y = current_clip->final_clip_rect.position.y; - - glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y); - - reclip = false; - } - } - } - - } break; - } - } -} - -void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) { - - ERR_FAIL_COND_MSG(storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0, "Can't use screen texture copying in a render target configured without copy buffers."); - - glDisable(GL_BLEND); - - state.canvas_texscreen_used = true; - //blur diffuse into effect mipmaps using separatable convolution - //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); - - Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height); - - Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y); - - if (p_rect != Rect2()) { - - scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true); - } - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); - - storage->shaders.copy.bind(); - storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section); - - scene_render->_copy_screen(); - - for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { - - int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; - int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; - glViewport(0, 0, vp_w, vp_h); - //horizontal pass - scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); - scene_render->state.effect_blur_shader.bind(); - scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); - scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); - scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); - - scene_render->_copy_screen(); - - scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); - - //vertical pass - scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); - scene_render->state.effect_blur_shader.bind(); - scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); - scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); - scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger - - scene_render->_copy_screen(); - - scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); - } - - scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false); - storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false); - - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front - glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); - - // back to canvas, force rebind - state.using_texture_rect = true; - _set_texture_rect_mode(false); - - _bind_canvas_texture(state.current_tex, state.current_normal, true); - - glEnable(GL_BLEND); -} - -void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform) { - - Item *current_clip = NULL; - RasterizerStorageGLES3::Shader *shader_cache = NULL; - - bool rebind_shader = true; - - glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - state.current_tex = RID(); - state.current_tex_ptr = NULL; - state.current_normal = RID(); - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - - int last_blend_mode = -1; - - RID canvas_last_material; - - bool prev_distance_field = false; - bool prev_use_skeleton = false; - - while (p_item_list) { - - Item *ci = p_item_list; - - if (prev_distance_field != ci->distance_field) { - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field); - prev_distance_field = ci->distance_field; - rebind_shader = true; - } - - if (current_clip != ci->final_clip_owner) { - - current_clip = ci->final_clip_owner; - - //setup clip - if (current_clip) { - - glEnable(GL_SCISSOR_TEST); - int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) - y = current_clip->final_clip_rect.position.y; - - glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y); - - } else { - - glDisable(GL_SCISSOR_TEST); - } - } - - if (ci->copy_back_buffer) { - - if (ci->copy_back_buffer->full) { - - _copy_texscreen(Rect2()); - } else { - _copy_texscreen(ci->copy_back_buffer->rect); - } - } - - RasterizerStorageGLES3::Skeleton *skeleton = NULL; - - { - //skeleton handling - if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) { - skeleton = storage->skeleton_owner.get(ci->skeleton); - if (!skeleton->use_2d) { - skeleton = NULL; - } else { - state.skeleton_transform = p_transform * skeleton->base_transform_2d; - state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse(); - } - } - - bool use_skeleton = skeleton != NULL; - if (prev_use_skeleton != use_skeleton) { - rebind_shader = true; - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton); - prev_use_skeleton = use_skeleton; - } - - if (skeleton) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - glBindTexture(GL_TEXTURE_2D, skeleton->texture); - state.using_skeleton = true; - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); - } else { - state.using_skeleton = false; - } - } - - //begin rect - Item *material_owner = ci->material_owner ? ci->material_owner : ci; - - RID material = material_owner->material; - - if (material != canvas_last_material || rebind_shader) { - - RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material); - RasterizerStorageGLES3::Shader *shader_ptr = NULL; - - if (material_ptr) { - - shader_ptr = material_ptr->shader; - - if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) { - shader_ptr = NULL; //do not use non canvasitem shader - } - } - - if (shader_ptr) { - - if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) { - //copy if not copied before - _copy_texscreen(Rect2()); - - // 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; - } - - if (shader_ptr != shader_cache || rebind_shader) { - - if (shader_ptr->canvas_item.uses_time) { - VisualServerRaster::redraw_request(); - } - - state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); - state.canvas_shader.bind(); - } - - if (material_ptr->ubo_id) { - glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id); - } - - int tc = material_ptr->textures.size(); - 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_TEXTURE2 + i); - - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]); - 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_ANISO: { - 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; - } - - //check hints - - continue; - } - - if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies - VisualServerRaster::redraw_request(); - } - - t = t->get_ptr(); - - if (storage->config.srgb_decode_supported && t->using_srgb) { - //no srgb in 2D - glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT); - t->using_srgb = false; - } - - glBindTexture(t->target, t->tex_id); - } - - } else { - state.canvas_shader.set_custom_shader(0); - state.canvas_shader.bind(); - } - - shader_cache = shader_ptr; - - canvas_last_material = material; - rebind_shader = false; - } - - int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX; - if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) { - blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX; - } - bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA)); - bool reclip = false; - - if (last_blend_mode != blend_mode) { - if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) { - // re-enable it - glEnable(GL_BLEND); - } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) { - // disable it - glDisable(GL_BLEND); - } - - switch (blend_mode) { - - case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: { - - // nothing to do here - - } break; - case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: { - - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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); - } - - } break; - case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: { - - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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_SUB: { - - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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[RasterizerStorage::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[RasterizerStorage::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; - } - - last_blend_mode = blend_mode; - } - - 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); - - state.final_transform = ci->final_transform; - state.extra_matrix = Transform2D(); - - state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); - state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); - if (storage->frame.current_rt) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); - } - if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked)) - _canvas_item_render_commands(ci, current_clip, reclip); - - if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) { - - Light *light = p_light; - bool light_used = false; - VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD; - state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate - - while (light) { - - if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) { - - //intersects this light - - if (!light_used || mode != light->mode) { - - mode = light->mode; - - switch (mode) { - - case VS::CANVAS_LIGHT_MODE_ADD: { - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - - } break; - case VS::CANVAS_LIGHT_MODE_SUB: { - glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); - } break; - case VS::CANVAS_LIGHT_MODE_MIX: - case VS::CANVAS_LIGHT_MODE_MASK: { - glBlendEquation(GL_FUNC_ADD); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - } break; - } - } - - if (!light_used) { - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true); - light_used = true; - } - - bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask; - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow); - if (has_shadow) { - state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0); - state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE); - state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3); - state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5); - state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7); - state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9); - state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13); - } - - bool light_rebind = state.canvas_shader.bind(); - - if (light_rebind) { - - state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); - state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D()); - if (storage->frame.current_rt) { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); - } - } - - glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo); - - if (has_shadow) { - - RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); - glBindTexture(GL_TEXTURE_2D, cls->distance); - - /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache); - canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); - canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/ - } - - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1); - RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture); - if (!t) { - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - } else { - t = t->get_ptr(); - - glBindTexture(t->target, t->tex_id); - } - - glActiveTexture(GL_TEXTURE0); - _canvas_item_render_commands(ci, current_clip, reclip); //redraw using light - } - - light = light->next_ptr; - } - - 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); - - state.canvas_shader.bind(); - - last_blend_mode = -1; - - /* - //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 ); - - - 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); - - glBlendEquation(GL_FUNC_ADD); - - if (storage->frame.current_rt->flags[RasterizerStorage::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); - } - - //@TODO RESET canvas_blend_mode - */ - } - } - - if (reclip) { - - glEnable(GL_SCISSOR_TEST); - int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); - if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) - y = current_clip->final_clip_rect.position.y; - glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); - } - - p_item_list = p_item_list->next; - } - - if (current_clip) { - glDisable(GL_SCISSOR_TEST); - } - //disable states that may have been used - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false); -} - -void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) { - - Light *light = p_lights_with_shadow; - - canvas_begin(); //reset - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - int h = 10; - int w = storage->frame.current_rt->width; - int ofs = h; - glDisable(GL_BLEND); - - while (light) { - if (light->shadow_buffer.is_valid()) { - - RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer); - if (sb) { - glBindTexture(GL_TEXTURE_2D, sb->distance); - draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1)); - ofs += h * 2; - } - } - - light = light->shadows_next_ptr; - } - - canvas_end(); -} - -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) { - - RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer); - ERR_FAIL_COND(!cls); - - glDisable(GL_BLEND); - glDisable(GL_SCISSOR_TEST); - glDisable(GL_DITHER); - glDisable(GL_CULL_FACE); - glDepthFunc(GL_LEQUAL); - glEnable(GL_DEPTH_TEST); - glDepthMask(true); - - glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); - - state.canvas_shadow_shader.bind(); - - glViewport(0, 0, cls->size, cls->height); - glClearDepth(1.0f); - glClearColor(1, 1, 1, 1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; - - for (int i = 0; i < 4; i++) { - - //make sure it remains orthogonal, makes easy to read angle later - - Transform light; - light.origin[0] = p_light_xform[2][0]; - light.origin[1] = p_light_xform[2][1]; - light.basis[0][0] = p_light_xform[0][0]; - light.basis[0][1] = p_light_xform[1][0]; - light.basis[1][0] = p_light_xform[0][1]; - light.basis[1][1] = p_light_xform[1][1]; - - //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); - - //p_near=1; - CameraMatrix projection; - { - real_t fov = 90; - real_t nearp = p_near; - real_t farp = p_far; - real_t aspect = 1.0; - - real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5)); - real_t ymin = -ymax; - real_t xmin = ymin * aspect; - real_t xmax = ymax * aspect; - - projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); - } - - Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0)); - projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); - - state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection); - state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light); - state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far); - - if (i == 0) - *p_xform_cache = projection; - - glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4); - - LightOccluderInstance *instance = p_occluders; - - while (instance) { - - RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer); - if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) { - - instance = instance->next; - continue; - } - - state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache); - if (cull != instance->cull_cache) { - - cull = instance->cull_cache; - switch (cull) { - case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { - - glDisable(GL_CULL_FACE); - - } break; - case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { - - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); - } break; - case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { - - glEnable(GL_CULL_FACE); - glCullFace(GL_BACK); - - } break; - } - } - - glBindVertexArray(cc->array_id); - glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0); - - instance = instance->next; - } - } - - glBindVertexArray(0); -} -void RasterizerCanvasGLES3::reset_canvas() { - - if (storage->frame.current_rt) { - glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); - glColorMask(1, 1, 1, 1); //don't touch alpha - } - - glBindVertexArray(0); - glDisable(GL_CULL_FACE); - glDisable(GL_DEPTH_TEST); - glDisable(GL_SCISSOR_TEST); - glDisable(GL_DITHER); - glEnable(GL_BLEND); - glBlendEquation(GL_FUNC_ADD); - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::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); - } - //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); - //glLineWidth(1.0); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - - //use for reading from screen - if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) { - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); - glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); - } - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - - Transform canvas_transform; - - if (storage->frame.current_rt) { - - float csy = 1.0; - if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { - csy = -1.0; - } - canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f); - canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f)); - } else { - Vector2 ssize = OS::get_singleton()->get_window_size(); - canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); - canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f)); - } - - state.vp = canvas_transform; - - store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix); - state.canvas_item_ubo_data.time = storage->frame.time[0]; - - glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - state.canvas_texscreen_used = false; -} - -void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { - - state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false); - - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); -} - -void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) { - Vector2 half_size; - if (storage->frame.current_rt) { - half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height); - } else { - half_size = OS::get_singleton()->get_window_size(); - } - half_size *= 0.5; - Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y); - Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y); - - float aspect_ratio = p_rect.size.x / p_rect.size.y; - - // setup our lens shader - state.lens_shader.bind(); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample); - state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio); - - glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo); - glBindVertexArray(data.canvas_quad_array); - - // and draw - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - - glBindVertexArray(0); - glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0); -} - -void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) { - - Vector2 window_size = OS::get_singleton()->get_window_size(); - int window_h = window_size.height; - int window_w = window_size.width; - - glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); - glViewport(0, 0, window_size.width, window_size.height); - canvas_begin(); - - if (black_image[MARGIN_LEFT].is_valid()) { - _bind_canvas_texture(black_image[MARGIN_LEFT], RID()); - Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT])); - draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y)); - } else if (black_margin[MARGIN_LEFT]) { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); - - draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1)); - } - - if (black_image[MARGIN_RIGHT].is_valid()) { - _bind_canvas_texture(black_image[MARGIN_RIGHT], RID()); - Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT])); - draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y)); - } else if (black_margin[MARGIN_RIGHT]) { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); - - draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1)); - } - - if (black_image[MARGIN_TOP].is_valid()) { - _bind_canvas_texture(black_image[MARGIN_TOP], RID()); - - Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP])); - draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y)); - - } else if (black_margin[MARGIN_TOP]) { - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); - - draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1)); - } - - if (black_image[MARGIN_BOTTOM].is_valid()) { - - _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID()); - - Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM])); - draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y)); - - } else if (black_margin[MARGIN_BOTTOM]) { - - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); - - draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1)); - } -} - -void RasterizerCanvasGLES3::initialize() { - - { - //quad buffers - - glGenBuffers(1, &data.canvas_quad_vertices); - glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - { - const float qv[8] = { - 0, 0, - 0, 1, - 1, 1, - 1, 0 - }; - - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW); - } - - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - - 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, 0); - glEnableVertexAttribArray(0); - glBindVertexArray(0); - glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind - } - { - //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); - } - - 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(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::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 - } - { - - uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater")); - poly_size *= 1024; //kb - poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); - glGenBuffers(1, &data.polygon_buffer); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size - glBindBuffer(GL_ARRAY_BUFFER, 0); - data.polygon_buffer_size = poly_size; - - //quad arrays - for (int i = 0; i < 4; i++) { - glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]); - glBindVertexArray(data.polygon_buffer_quad_arrays[i]); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - - int uv_ofs = 0; - int color_ofs = 0; - int stride = 2 * 4; - - if (i & 1) { //color - color_ofs = stride; - stride += 4 * 4; - } - - if (i & 2) { //uv - uv_ofs = stride; - stride += 2 * 4; - } - - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL); - - if (i & 1) { - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); - } - - if (i & 2) { - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs)); - } - - glBindVertexArray(0); - } - - glGenVertexArrays(1, &data.polygon_buffer_pointer_array); - - uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater")); - index_size *= 1024; //kb - glGenBuffers(1, &data.polygon_index_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - } - - store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix); - - glGenBuffers(1, &state.canvas_item_ubo); - glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); - glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - - state.canvas_shader.init(); - state.canvas_shader.set_base_material_tex_index(2); - state.canvas_shadow_shader.init(); - state.lens_shader.init(); - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); - state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); - - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false)); -} - -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); - - glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array); -} - -RasterizerCanvasGLES3::RasterizerCanvasGLES3() { -} |