/*************************************************************************/ /* rasterizer_canvas_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "os/os.h" #include "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 glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a); glClear(GL_COLOR_BUFFER_BIT); storage->frame.clear_request = false; } /*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;*/ 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_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(); 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; } void RasterizerCanvasGLES3::canvas_end() { glBindVertexArray(0); 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) { RasterizerStorageGLES3::Texture *tex_return = NULL; if (p_texture == state.current_tex) { tex_return = state.current_tex_ptr; } else if (p_texture.is_valid()) { RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture); if (!texture) { state.current_tex = RID(); state.current_tex_ptr = NULL; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); } else { 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) { //do none state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid()); } else if (p_normal_map.is_valid()) { RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map); if (!normal_map) { state.current_normal = RID(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false); } else { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); state.current_normal = p_normal_map; state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true); } } else { state.current_normal = RID(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false); } return tex_return; } void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, 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 (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) { 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), ((uint8_t *)0) + 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), ((uint8_t *)0) + buffer_ofs); buffer_ofs += sizeof(Color) * p_vertex_count; } if (p_uvs) { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } //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++; 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), ((uint8_t *)0) + 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), ((uint8_t *)0) + buffer_ofs); buffer_ofs += sizeof(Color) * p_vertex_count; } if (p_uvs) { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + 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++; } 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.ptr(); 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(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 i = 0; i < 4; i++) { Vector2 vertsl[2] = { verts[i], verts[(i + 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(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->lines.size()) { _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 _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(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); 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) { //err.. } state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y)); state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y)); state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); if (untile) { 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 { state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(rect->rect.position.x, rect->rect.position.y, rect->rect.size.x, rect->rect.size.y)); state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1)); state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } storage->frame.canvas_draw_commands++; } break; case Item::Command::TYPE_NINEPATCH: { Item::CommandNinePatch *np = static_cast(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(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 c = primitive->colors[0]; glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.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(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); #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_PARTICLES: { Item::CommandParticles *particles_cmd = static_cast(c); RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles); if (!particles) 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 / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames)); 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); } state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames); state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames); 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 3); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2); glVertexAttribDivisor(12, 1); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount); } else { //split int stride = sizeof(float) * 4 * 6; 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, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 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, ((uint8_t *)NULL) + sizeof(float) * 4 * 3); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 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_INSTANCING, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, 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(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; } _bind_canvas_texture(RID(), RID()); _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true); //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); } break; case Item::Command::TYPE_TRANSFORM: { Item::CommandTransform *transform = static_cast(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(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 x = current_clip->final_clip_rect.position.x; int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y); int w = current_clip->final_clip_rect.size.x; int h = current_clip->final_clip_rect.size.y; glScissor(x, y, w, h); reclip = false; } } } } break; } } } #if 0 void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material,Shader* shader) { if (canvas_shader.bind()) rebind_texpixel_size=true; if (material->shader_version!=shader->version) { //todo optimize uniforms material->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 if (current_rt) { glReadBuffer(GL_COLOR_ATTACHMENT0); } else { glReadBuffer(GL_BACK); } #endif if (current_rt) { glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); //window_size.height-(viewport.height+viewport.y) } else { glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); } 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)); } uses_texpixel_size=shader->uses_texpixel_size; } #endif void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) { 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); state.canvas_shader.bind(); //back to canvas _bind_canvas_texture(state.current_tex, state.current_normal); if (state.using_texture_rect) { state.using_texture_rect = false; _set_texture_rect_mode(state.using_texture_rect, state.using_ninepatch); } glEnable(GL_BLEND); } void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) { Item *current_clip = NULL; RasterizerStorageGLES3::Shader *shader_cache = NULL; bool rebind_shader = true; Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false); 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; 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); glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); } else { 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); } } //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 && shader_ptr != shader_cache) { if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) { //copy if not copied before _copy_texscreen(Rect2()); } 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.ptr(); ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptr(); 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 (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 if (!shader_ptr) { 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; bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX); bool reclip = false; if (last_blend_mode != blend_mode) { switch (blend_mode) { case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[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); } } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_DST_COLOR, GL_ZERO); } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } 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); switch (light->shadow_filter) { case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, true); break; case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, true); break; case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, true); break; case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, true); break; case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, true); break; } } 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()); } glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast(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 { 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_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); glScissor(current_clip->final_clip_rect.position.x, (rt_size.height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height); } p_item_list = p_item_list->next; } if (current_clip) { glDisable(GL_SCISSOR_TEST); } } 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); //print_line(" debug lights "); while (light) { //print_line("debug light"); if (light->shadow_buffer.is_valid()) { //print_line("sb is valid"); RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer); if (sb) { glBindTexture(GL_TEXTURE_2D, sb->distance); //glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1)); ofs += h * 2; } } light = light->shadows_next_ptr; } } 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; } } /* if (i==0) { for(int i=0;ilines.size();i++) { Vector2 p = instance->xform_cache.xform(cc->lines.get(i)); Plane pp(Vector3(p.x,p.y,0),1); pp.normal = light.xform(pp.normal); pp = projection.xform4(pp); print_line(itos(i)+": "+pp.normal/pp.d); //pp=light_mat.xform4(pp); //print_line(itos(i)+": "+pp.normal/pp.d); } } */ 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); 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) { 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_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, storage->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, (float *)0 + 2); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } { uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); poly_size *= 1024; //kb poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); glGenBuffers(1, &data.polygon_buffer); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size glBindBuffer(GL_ARRAY_BUFFER, 0); //quad arrays for (int i = 0; i < 4; i++) { glGenVertexArrays(1, &data.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, ((uint8_t *)NULL) + 0); if (i & 1) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs); } if (i & 2) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + uv_ofs); } glBindVertexArray(0); } glGenVertexArrays(1, &data.polygon_buffer_pointer_array); uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128); index_size *= 1024; //kb glGenBuffers(1, &data.polygon_index_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix); 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.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); } 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() { }