summaryrefslogtreecommitdiff
path: root/drivers
diff options
context:
space:
mode:
Diffstat (limited to 'drivers')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp89
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h3
-rw-r--r--drivers/gles3/shaders/canvas.glsl82
3 files changed, 112 insertions, 62 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 5d7929b9de..c71bf22965 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -165,6 +165,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, 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_custom_shader(0);
state.canvas_shader.bind();
@@ -179,6 +180,7 @@ void RasterizerCanvasGLES3::canvas_begin() {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
glBindVertexArray(data.canvas_quad_array);
state.using_texture_rect = true;
+ state.using_ninepatch = false;
}
void RasterizerCanvasGLES3::canvas_end() {
@@ -187,6 +189,7 @@ void RasterizerCanvasGLES3::canvas_end() {
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
state.using_texture_rect = false;
+ state.using_ninepatch = false;
}
RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
@@ -259,9 +262,9 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
return tex_return;
}
-void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
+void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
- if (state.using_texture_rect == p_enable)
+ if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
return;
if (p_enable) {
@@ -273,6 +276,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
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);
@@ -280,6 +284,7 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
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) {
@@ -494,79 +499,41 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
- _set_texture_rect_mode(true);
+ _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);
- if (!texture) {
-
- glVertexAttrib4f(1, np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
- glVertexAttrib4f(2, 0, 0, 1, 1);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- continue;
- }
-
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
-
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
-
-#define DSTRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(m_x, m_y, m_w, m_h))
-#define SRCRECT(m_x, m_y, m_w, m_h) state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color((m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y))
-
- //top left
- DSTRECT(np->rect.position.x, np->rect.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x, np->source.position.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ Size2 texpixel_size;
- //top right
- DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ if (!texture) {
- //bottom right
- DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ texpixel_size = Size2(1, 1);
- //bottom left
- DSTRECT(np->rect.position.x, np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x, np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
- //top
- DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y, np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ } else {
- //bottom
- DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->rect.size.height - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
- SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->source.size.height - np->margin[MARGIN_BOTTOM], np->source.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ 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));
+ }
+ }
- //left
- DSTRECT(np->rect.position.x, np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x, np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ 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));
- //right
- DSTRECT(np->rect.position.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x + np->source.size.width - np->margin[MARGIN_RIGHT], np->source.position.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- if (np->draw_center) {
-
- //center
- DSTRECT(np->rect.position.x + np->margin[MARGIN_LEFT], np->rect.position.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- SRCRECT(np->source.position.x + np->margin[MARGIN_LEFT], np->source.position.y + np->margin[MARGIN_TOP], np->source.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->source.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
-
-#undef SRCRECT
-#undef DSTRECT
-
storage->frame.canvas_draw_commands++;
} break;
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 76e0fbd48f..5f435275df 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -67,6 +67,7 @@ public:
CanvasShadowShaderGLES3 canvas_shadow_shader;
bool using_texture_rect;
+ bool using_ninepatch;
RID current_tex;
RID current_normal;
@@ -111,7 +112,7 @@ public:
virtual void canvas_begin();
virtual void canvas_end();
- _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable);
+ _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 00744d8dc2..e97ce62daa 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -45,6 +45,12 @@ uniform highp mat4 extra_matrix;
out mediump vec2 uv_interp;
out mediump vec4 color_interp;
+#ifdef USE_NINEPATCH
+
+out highp vec2 pixel_size_interp;
+#endif
+
+
#ifdef USE_LIGHTING
layout(std140) uniform LightData { //ubo:1
@@ -142,6 +148,12 @@ VERTEX_SHADER_CODE
}
+
+#ifdef USE_NINEPATCH
+
+ pixel_size_interp=abs(dst_rect.zw) * vertex;
+#endif
+
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix * outvec;
outvec = modelview_matrix * outvec;
@@ -277,6 +289,58 @@ uniform vec4 dst_rect;
uniform vec4 src_rect;
uniform bool clip_rect_uv;
+#ifdef USE_NINEPATCH
+
+in highp vec2 pixel_size_interp;
+
+uniform int np_repeat_v;
+uniform int np_repeat_h;
+uniform bool np_draw_center;
+//left top right bottom in pixel coordinates
+uniform vec4 np_margins;
+
+
+
+float map_ninepatch_axis(float pixel, float draw_size,float tex_pixel_size,float margin_begin,float margin_end,int np_repeat,inout int draw_center) {
+
+
+ float tex_size = 1.0/tex_pixel_size;
+
+ if (pixel < margin_begin) {
+ return pixel * tex_pixel_size;
+ } else if (pixel >= draw_size-margin_end) {
+ return (tex_size-(draw_size-pixel)) * tex_pixel_size;
+ } else {
+ if (!np_draw_center){
+ draw_center--;
+ }
+
+ if (np_repeat==0) { //stretch
+ //convert to ratio
+ float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
+ //scale to source texture
+ return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
+ } else if (np_repeat==1) { //tile
+ //convert to ratio
+ float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
+ //scale to source texture
+ return (margin_begin + ofs) * tex_pixel_size;
+ } else if (np_repeat==2) { //tile fit
+ //convert to ratio
+ float src_area = draw_size - margin_begin - margin_end;
+ float dst_area = tex_size - margin_begin - margin_end;
+ float scale = max(1.0,floor(src_area / max(dst_area,0.0000001) + 0.5));
+
+ //convert to ratio
+ float ratio = (pixel - margin_begin) / src_area;
+ ratio = mod(ratio * scale,1.0);
+ return (margin_begin + ratio * dst_area) * tex_pixel_size;
+ }
+ }
+
+}
+
+#endif
#endif
uniform bool use_default_normal;
@@ -287,6 +351,22 @@ void main() {
vec2 uv = uv_interp;
#ifdef USE_TEXTURE_RECT
+
+#ifdef USE_NINEPATCH
+
+ int draw_center=2;
+ uv = vec2(
+ map_ninepatch_axis(pixel_size_interp.x,abs(dst_rect.z),color_texpixel_size.x,np_margins.x,np_margins.z,np_repeat_h,draw_center),
+ map_ninepatch_axis(pixel_size_interp.y,abs(dst_rect.w),color_texpixel_size.y,np_margins.y,np_margins.w,np_repeat_v,draw_center)
+ );
+
+ if (draw_center==0) {
+ color.a=0;
+ }
+
+ uv = uv*src_rect.zw+src_rect.xy; //apply region if needed
+#endif
+
if (clip_rect_uv) {
vec2 half_texpixel = color_texpixel_size * 0.5;
@@ -309,6 +389,8 @@ void main() {
#endif
+
+
vec3 normal;
#if defined(NORMAL_USED)