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-rw-r--r--drivers/gles2/rasterizer_gles2.cpp531
-rw-r--r--drivers/gles2/rasterizer_gles2.h12
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp7
-rw-r--r--drivers/gles2/shaders/canvas.glsl62
4 files changed, 412 insertions, 200 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
index d1e55f2488..382f4aa2e3 100644
--- a/drivers/gles2/rasterizer_gles2.cpp
+++ b/drivers/gles2/rasterizer_gles2.cpp
@@ -6409,7 +6409,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
@@ -7824,8 +7824,10 @@ void RasterizerGLES2::canvas_begin() {
//material_shader.unbind();
canvas_shader.unbind();
canvas_shader.set_custom_shader(0);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
canvas_shader.bind();
canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
+ canvas_use_modulate=false;
_set_color_attrib(Color(1,1,1));
canvas_transform=Transform();
canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
@@ -7840,7 +7842,6 @@ void RasterizerGLES2::canvas_begin() {
canvas_opacity=1.0;
canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
-
canvas_texscreen_used=false;
uses_texpixel_size=false;
canvas_last_shader=RID();
@@ -7876,7 +7877,7 @@ void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
@@ -8325,13 +8326,265 @@ void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
//canvas_transform = Variant(p_transform);
}
+void RasterizerGLES2::_canvas_normal_set_flip(const Vector2& p_flip) {
+
+ if (p_flip==normal_flip)
+ return;
+ normal_flip=p_flip;
+ canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,normal_flip);
+}
+
+
+template<bool use_normalmap>
+void RasterizerGLES2::_canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip) {
+
+ int cc=p_item->commands.size();
+ CanvasItem::Command **commands = p_item->commands.ptr();
+
+
+ for(int i=0;i<cc;i++) {
+
+ CanvasItem::Command *c=commands[i];
+
+ switch(c->type) {
+ case CanvasItem::Command::TYPE_LINE: {
+
+ CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c);
+ canvas_draw_line(line->from,line->to,line->color,line->width);
+ } break;
+ case CanvasItem::Command::TYPE_RECT: {
+
+ CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c);
+// canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate);
+#if 0
+ int flags=0;
+
+ if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
+ flags|=Rasterizer::CANVAS_RECT_REGION;
+ }
+ if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
+ flags|=Rasterizer::CANVAS_RECT_TILE;
+ }
+ if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {
+
+ flags|=Rasterizer::CANVAS_RECT_FLIP_H;
+ }
+ if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {
+
+ flags|=Rasterizer::CANVAS_RECT_FLIP_V;
+ }
+#else
+
+ int flags=rect->flags;
+#endif
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2((flags&CANVAS_RECT_FLIP_H)?-1:1,(flags&CANVAS_RECT_FLIP_V)?-1:1));
+ canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate);
+
+ } break;
+ case CanvasItem::Command::TYPE_STYLE: {
+
+ CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c);
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ canvas_draw_style_box(style->rect,style->texture,style->margin,style->draw_center,style->color);
+
+ } break;
+ case CanvasItem::Command::TYPE_PRIMITIVE: {
+
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c);
+ canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width);
+ } break;
+ case CanvasItem::Command::TYPE_POLYGON: {
+
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c);
+ canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
+
+ } break;
+
+ case CanvasItem::Command::TYPE_POLYGON_PTR: {
+
+ if (use_normalmap)
+ _canvas_normal_set_flip(Vector2(1,1));
+ CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c);
+ canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false);
+ } break;
+ case CanvasItem::Command::TYPE_CIRCLE: {
+
+ CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c);
+ static const int numpoints=32;
+ Vector2 points[numpoints+1];
+ points[numpoints]=circle->pos;
+ int indices[numpoints*3];
+
+ for(int i=0;i<numpoints;i++) {
+
+ points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
+ indices[i*3+0]=i;
+ indices[i*3+1]=(i+1)%numpoints;
+ indices[i*3+2]=numpoints;
+ }
+ canvas_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 CanvasItem::Command::TYPE_TRANSFORM: {
+
+ CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c);
+ canvas_set_transform(transform->xform);
+ } break;
+ case CanvasItem::Command::TYPE_BLEND_MODE: {
+
+ CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c);
+ canvas_set_blend_mode(bm->blend_mode);
+
+ } break;
+ case CanvasItem::Command::TYPE_CLIP_IGNORE: {
+
+ CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::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);
+ reclip=false;
+ }
+ }
+ }
+
+
+
+ } break;
+ }
+ }
+
+}
+
+void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItem *shader_owner,Shader* shader) {
+
+ if (canvas_shader.bind())
+ rebind_texpixel_size=true;
+
+ if (shader_owner->shader_version!=shader->version) {
+ //todo optimize uniforms
+ shader_owner->shader_version=shader->version;
+ }
-void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
+ if (shader->has_texscreen && framebuffer.active) {
+
+ int x = viewport.x;
+ int y = window_size.height-(viewport.height+viewport.y);
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-1);
+ glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+ if (framebuffer.scale==1 && !canvas_texscreen_used) {
+#ifdef GLEW_ENABLED
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+#endif
+ glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
+// if (current_clip) {
+// // print_line(" a clip ");
+// }
+
+ canvas_texscreen_used=true;
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+
+ }
+
+ if (shader->has_screen_uv) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
+ }
+
+ if (shader->uses_time) {
+ canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
+ draw_next_frame=true;
+ }
+ //if uses TIME - draw_next_frame=true
+
+ uses_texpixel_size=shader->uses_texpixel_size;
+
+}
+
+void RasterizerGLES2::_canvas_item_setup_shader_uniforms(CanvasItem *shader_owner,Shader* shader) {
+
+ //this can be optimized..
+ int tex_id=1;
+ int idx=0;
+ for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
+
+ Map<StringName,Variant>::Element *F=shader_owner->shader_param.find(E->key());
+
+ if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {
+
+ RID rid;
+ if (F) {
+ rid=F->get();
+ }
+
+ if (!rid.is_valid()) {
+
+ Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
+ if (DT) {
+ rid=DT->get();
+ }
+ }
+
+ if (rid.is_valid()) {
+
+ int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
+
+ glActiveTexture(GL_TEXTURE0+tex_id);
+ Texture *t=texture_owner.get(rid);
+ if (!t)
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ else
+ glBindTexture(t->target,t->tex_id);
+
+ glUniform1i(loc,tex_id);
+ tex_id++;
+ }
+ } else {
+ Variant &v=F?F->get():E->get().default_value;
+ canvas_shader.set_custom_uniform(idx,v);
+ }
+
+ idx++;
+ }
+
+ if (tex_id>1) {
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+}
+
+void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light) {
CanvasItem *current_clip=NULL;
Shader *shader_cache=NULL;
+
+ bool rebind_shader=true;
+
canvas_opacity=1.0;
+ canvas_use_modulate=p_modulate!=Color(1,1,1,1);
+ canvas_modulate=p_modulate;
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+
while(p_item_list) {
CanvasItem *ci=p_item_list;
@@ -8343,6 +8596,12 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
memdelete(ci->vp_render);
ci->vp_render=NULL;
canvas_last_shader=RID();
+ canvas_use_modulate=p_modulate!=Color(1,1,1,1);
+ canvas_modulate=p_modulate;
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+ rebind_shader=true;
+
+
}
if (current_clip!=ci->final_clip_owner) {
@@ -8365,7 +8624,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
//begin rect
CanvasItem *shader_owner = ci->shader_owner?ci->shader_owner:ci;
- if (shader_owner->shader!=canvas_last_shader) {
+ if (shader_owner->shader!=canvas_last_shader || rebind_shader) {
Shader *shader = NULL;
if (shader_owner->shader.is_valid()) {
@@ -8379,52 +8638,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
if (shader) {
canvas_shader.set_custom_shader(shader->custom_code_id);
- if (canvas_shader.bind())
- rebind_texpixel_size=true;
-
- if (shader_owner->shader_version!=shader->version) {
- //todo optimize uniforms
- shader_owner->shader_version=shader->version;
- }
-
- if (shader->has_texscreen && framebuffer.active) {
-
- int x = viewport.x;
- int y = window_size.height-(viewport.height+viewport.y);
-
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
- canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
- glActiveTexture(GL_TEXTURE0+max_texture_units-1);
- glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
- if (framebuffer.scale==1 && !canvas_texscreen_used) {
-#ifdef GLEW_ENABLED
- glReadBuffer(GL_COLOR_ATTACHMENT0);
-#endif
- glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
- if (current_clip) {
- // print_line(" a clip ");
- }
-
- canvas_texscreen_used=true;
- }
-
- glActiveTexture(GL_TEXTURE0);
-
- }
-
- if (shader->has_screen_uv) {
- canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
- }
-
- if (shader->uses_time) {
- canvas_shader.set_uniform(CanvasShaderGLES2::TIME,Math::fmod(last_time,300.0));
- draw_next_frame=true;
- }
- //if uses TIME - draw_next_frame=true
-
- uses_texpixel_size=shader->uses_texpixel_size;
-
+ _canvas_item_setup_shader_params(shader_owner,shader);
} else {
shader_cache=NULL;
canvas_shader.set_custom_shader(0);
@@ -8435,60 +8649,15 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
+ if (canvas_use_modulate)
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
canvas_last_shader=shader_owner->shader;
+ rebind_shader=false;
}
if (shader_cache) {
- Shader *shader = shader_cache;
- //this can be optimized..
- int tex_id=1;
- int idx=0;
- for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
-
- Map<StringName,Variant>::Element *F=shader_owner->shader_param.find(E->key());
-
- if ((E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP)) {
-
- RID rid;
- if (F) {
- rid=F->get();
- }
-
- if (!rid.is_valid()) {
-
- Map<StringName,RID>::Element *DT=shader->default_textures.find(E->key());
- if (DT) {
- rid=DT->get();
- }
- }
-
- if (rid.is_valid()) {
-
- int loc = canvas_shader.get_custom_uniform_location(idx); //should be automatic..
-
- glActiveTexture(GL_TEXTURE0+tex_id);
- Texture *t=texture_owner.get(rid);
- if (!t)
- glBindTexture(GL_TEXTURE_2D,white_tex);
- else
- glBindTexture(t->target,t->tex_id);
-
- glUniform1i(loc,tex_id);
- tex_id++;
- }
- } else {
- Variant &v=F?F->get():E->get().default_value;
- canvas_shader.set_custom_uniform(idx,v);
- }
-
- idx++;
- }
-
- if (tex_id>1) {
- glActiveTexture(GL_TEXTURE0);
- }
-
+ _canvas_item_setup_shader_uniforms(shader_owner,shader_cache);
}
canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
@@ -8514,7 +8683,7 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_MUL: {
@@ -8531,128 +8700,114 @@ void RasterizerGLES2::canvas_render_items(CanvasItem *p_item_list) {
canvas_blend_mode=ci->blend_mode;
}
- int cc=ci->commands.size();
- CanvasItem::Command **commands = ci->commands.ptr();
-
canvas_opacity = ci->final_opacity;
- for(int i=0;i<cc;i++) {
+ _canvas_item_render_commands<false>(ci,current_clip,reclip);
- CanvasItem::Command *c=commands[i];
+ if (canvas_blend_mode==VS::MATERIAL_BLEND_MODE_MIX && p_light) {
- switch(c->type) {
- case CanvasItem::Command::TYPE_LINE: {
+ CanvasLight *light = p_light;
+ bool light_used=false;
+ bool subtract=false;
- CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c);
- canvas_draw_line(line->from,line->to,line->color,line->width);
- } break;
- case CanvasItem::Command::TYPE_RECT: {
- CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c);
-// canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate);
-#if 0
- int flags=0;
+ while(light) {
- if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) {
- flags|=Rasterizer::CANVAS_RECT_REGION;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) {
- flags|=Rasterizer::CANVAS_RECT_TILE;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) {
+ 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)) {
- flags|=Rasterizer::CANVAS_RECT_FLIP_H;
- }
- if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) {
+ //intersects this light
- flags|=Rasterizer::CANVAS_RECT_FLIP_V;
- }
-#else
+ if (!light_used || subtract!=light->subtract) {
- int flags=rect->flags;
-#endif
- canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate);
+ subtract=light->subtract;
- } break;
- case CanvasItem::Command::TYPE_STYLE: {
+ if (subtract) {
- CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c);
- canvas_draw_style_box(style->rect,style->texture,style->margin,style->draw_center,style->color);
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- } break;
- case CanvasItem::Command::TYPE_PRIMITIVE: {
+ } else {
- CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c);
- canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width);
- } break;
- case CanvasItem::Command::TYPE_POLYGON: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c);
- canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
+ }
+ }
- } break;
+ if (!light_used) {
- case CanvasItem::Command::TYPE_POLYGON_PTR: {
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,true);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
+ light_used=true;
+ normal_flip=Vector2(1,1);
- CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c);
- canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false);
- } break;
- case CanvasItem::Command::TYPE_CIRCLE: {
+ }
+ bool light_rebind = canvas_shader.bind();
- CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c);
- static const int numpoints=32;
- Vector2 points[numpoints+1];
- points[numpoints]=circle->pos;
- int indices[numpoints*3];
+ if (light_rebind) {
+
+ if (shader_owner && shader_cache) {
+ _canvas_item_setup_shader_params(shader_owner,shader_cache);
+ _canvas_item_setup_shader_uniforms(shader_owner,shader_cache);
+ }
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+ canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
+ if (canvas_use_modulate)
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
+ canvas_shader.set_uniform(CanvasShaderGLES2::NORMAL_FLIP,Vector2(1,1));
- for(int i=0;i<numpoints;i++) {
- points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
- indices[i*3+0]=i;
- indices[i*3+1]=(i+1)%numpoints;
- indices[i*3+2]=numpoints;
}
- canvas_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 CanvasItem::Command::TYPE_TRANSFORM: {
- CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c);
- canvas_set_transform(transform->xform);
- } break;
- case CanvasItem::Command::TYPE_BLEND_MODE: {
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX,light->light_shader_xform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS,light->light_shader_pos);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR,light->color);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT,light->height);
+ glActiveTexture(GL_TEXTURE0+max_texture_units-2);
+ canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_TEXTURE,max_texture_units-2);
+ Texture *t = texture_owner.get(light->texture);
+ if (!t) {
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ } else {
- CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c);
- canvas_set_blend_mode(bm->blend_mode);
+ glBindTexture(t->target,t->tex_id);
+ }
- } break;
- case CanvasItem::Command::TYPE_CLIP_IGNORE: {
+ glActiveTexture(GL_TEXTURE0);
+ _canvas_item_render_commands<true>(ci,current_clip,reclip); //redraw using light
- CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::CommandClipIgnore*>(c);
- if (current_clip) {
+ }
- if (ci->ignore!=reclip) {
- if (ci->ignore) {
+ light=light->next_ptr;
+ }
- glDisable(GL_SCISSOR_TEST);
- reclip=true;
- } else {
+ if (light_used) {
- 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);
- reclip=false;
- }
- }
- }
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING,false);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,canvas_use_modulate);
+ canvas_shader.bind();
- } break;
+ if (shader_owner && shader_cache) {
+ _canvas_item_setup_shader_params(shader_owner,shader_cache);
+ _canvas_item_setup_shader_uniforms(shader_owner,shader_cache);
+ }
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,ci->final_transform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+ if (canvas_use_modulate)
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODULATE,canvas_modulate);
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
- }
+ }
+
if (reclip) {
glEnable(GL_SCISSOR_TEST);
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index 508adf2859..f1ba04adc5 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -1127,6 +1127,7 @@ class RasterizerGLES2 : public Rasterizer {
bool active;
int blur_size;
+
struct Blur {
GLuint fbo;
@@ -1186,11 +1187,15 @@ class RasterizerGLES2 : public Rasterizer {
GLuint white_tex;
RID canvas_tex;
float canvas_opacity;
+ Color canvas_modulate;
+ bool canvas_use_modulate;
bool uses_texpixel_size;
bool rebind_texpixel_size;
Transform canvas_transform;
RID canvas_last_shader;
bool canvas_texscreen_used;
+ Vector2 normal_flip;
+ _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip);
_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
@@ -1247,6 +1252,10 @@ class RasterizerGLES2 : public Rasterizer {
GLuint tc0_id_cache;
GLuint tc0_idx;
+ template<bool use_normalmap>
+ _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip);
+ _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItem *shader_owner,Shader* p_shader);
+ _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItem *shader_owner,Shader* p_shader);
public:
/* TEXTURE API */
@@ -1562,7 +1571,8 @@ public:
virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
virtual void canvas_set_transform(const Matrix32& p_transform);
- virtual void canvas_render_items(CanvasItem *p_item_list);
+ virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
+
/* ENVIRONMENT */
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index d8841d407e..b2052c7cbb 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -261,6 +261,11 @@ String ShaderCompilerGLES2::dump_node_code(SL::Node *p_node,int p_level,bool p_a
uses_light=true;
}
+ if (vnode->name==vname_normal) {
+ uses_normal=true;
+ }
+
+
}
if (vnode->name==vname_time) {
@@ -636,7 +641,7 @@ Error ShaderCompilerGLES2::compile(const String& p_code, ShaderLanguage::ShaderT
r_flags.uses_light=uses_light;
r_flags.uses_time=uses_time;
r_flags.uses_normalmap=uses_normalmap;
- r_flags.uses_normal=uses_normalmap;
+ r_flags.uses_normal=uses_normal;
r_flags.uses_texpixel_size=uses_texpixel_size;
r_flags.uses_worldvec=uses_worldvec;
r_code_line=code;
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index dc0af017d0..227a8b7bdd 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -26,7 +26,13 @@ uniform float time;
#ifdef USE_LIGHTING
uniform highp mat4 light_matrix;
-varying vec4 light_tex_pos;
+uniform vec2 light_pos;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+uniform vec2 normal_flip;
+#endif
#endif
@@ -67,8 +73,13 @@ VERTEX_SHADER_CODE
#ifdef USE_LIGHTING
- light_tex_pos.xy = light_matrix * gl_Position;
- light_tex_pos.zw=outvec.xy - light_matrix[4].xy; //likely wrong
+ light_uv_interp.xy = (light_matrix * outvec).xy;
+ light_uv_interp.zw = outvec.xy-light_pos;
+
+#if defined(NORMAL_USED)
+ local_rot.xy=normalize( (modelview_matrix * ( extra_matrix * vec4(1.0,0.0,0.0,0.0) )).xy )*normal_flip.x;
+ local_rot.zw=normalize( (modelview_matrix * ( extra_matrix * vec4(0.0,1.0,0.0,0.0) )).xy )*normal_flip.y;
+#endif
#endif
@@ -121,11 +132,22 @@ varying vec4 var2_interp;
uniform float time;
#endif
+#ifdef USE_MODULATE
+
+uniform vec4 modulate;
+
+#endif
#ifdef USE_LIGHTING
uniform sampler2D light_texture;
-varying vec4 light_tex_pos;
+uniform vec4 light_color;
+uniform float light_height;
+varying vec4 light_uv_interp;
+
+#if defined(NORMAL_USED)
+varying vec4 local_rot;
+#endif
#ifdef USE_SHADOWS
@@ -151,6 +173,11 @@ void main() {
vec3 normal = vec3(0,0,1);
#endif
+#ifdef USE_MODULATE
+
+ color*=modulate;
+#endif
+
color *= texture2D( texture, uv_interp );
#if defined(ENABLE_SCREEN_UV)
vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
@@ -166,9 +193,13 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTING
+#if defined(NORMAL_USED)
+ normal.xy = mat2(local_rot.xy,local_rot.zw) * normal.xy;
+#endif
+
float att=1.0;
- vec3 light = texture2D(light_texture,light_tex_pos).rgb;
+ vec4 light = texture2D(light_texture,light_uv_interp.xy) * light_color;
#ifdef USE_SHADOWS
//this might not be that great on mobile?
float light_dist = length(light_texture.zw);
@@ -183,18 +214,29 @@ FRAGMENT_SHADER_CODE
#if defined(USE_LIGHT_SHADER_CODE)
//light is written by the light shader
{
- vec2 light_dir = normalize(light_tex_pos.zw);
- float light_distance = length(light_tex_pos.zw);
+ vec2 light_dir = normalize(light_uv_interp.zw);
+ float light_distance = length(light_uv_interp.zw);
LIGHT_SHADER_CODE
}
+
#else
#if defined(NORMAL_USED)
- vec2 light_normal = normalize(light_tex_pos.zw);
- light = color.rgb * light * max(dot(light_normal,normal),0);
+ vec3 light_normal = normalize(vec3(light_uv_interp.zw,-light_height));
+ light*=max(dot(-light_normal,normal),0);
#endif
- color.rgb=light;
+ color*=light;
+/*
+#ifdef USE_NORMAL
+ color.xy=local_rot.xy;//normal.xy;
+ color.zw=vec2(0.0,1.0);
+#endif
+*/
+ if (any(lessThan(light_uv_interp.xy,vec2(0.0,0.0))) || any(greaterThanEqual(light_uv_interp.xy,vec2(1.0,1.0)))) {
+ color.a=0.0; //invisible
+ }
+
//light shader code
#endif