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/*************************************************************************/
/* rasterizer_canvas_base_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
2021-01-01 19:13:46 +00:00
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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_base_gles3.h"
# include "core/os/os.h"
# include "core/project_settings.h"
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# include "drivers/gles_common/rasterizer_asserts.h"
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# 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 RasterizerCanvasBaseGLES3 : : 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 RasterizerCanvasBaseGLES3 : : 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 ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( LightInternal : : UBOData ) , & li - > ubo_data , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
void RasterizerCanvasBaseGLES3 : : 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 RasterizerCanvasBaseGLES3 : : canvas_begin ( ) {
if ( storage - > frame . current_rt & & storage - > frame . clear_request ) {
// a clear request may be pending, so do it
bool transparent = storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ;
glClearColor ( storage - > frame . clear_request_color . r ,
storage - > frame . clear_request_color . g ,
storage - > frame . clear_request_color . b ,
transparent ? storage - > frame . clear_request_color . a : 1.0 ) ;
glClear ( GL_COLOR_BUFFER_BIT ) ;
storage - > frame . clear_request = false ;
glColorMask ( 1 , 1 , 1 , transparent ? 1 : 0 ) ;
}
reset_canvas ( ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_TEXTURE_RECT , true ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_LIGHTING , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SHADOWS , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_NEAREST , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF3 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF5 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF7 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF9 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF13 , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_DISTANCE_FIELD , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_NINEPATCH , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LIGHT_ANGLE , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_MODULATE , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LARGE_VERTEX , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SKELETON , false ) ;
state . canvas_shader . set_custom_shader ( 0 ) ;
state . canvas_shader . bind ( ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : FINAL_MODULATE , Color ( 1 , 1 , 1 , 1 ) ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX , Transform2D ( ) ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX , Transform2D ( ) ) ;
if ( storage - > frame . current_rt ) {
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE , Vector2 ( 1.0 / storage - > frame . current_rt - > width , 1.0 / storage - > frame . current_rt - > height ) ) ;
} else {
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE , Vector2 ( 1.0 , 1.0 ) ) ;
}
//state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
glBindBufferBase ( GL_UNIFORM_BUFFER , 0 , state . canvas_item_ubo ) ;
glBindVertexArray ( data . canvas_quad_array ) ;
state . using_texture_rect = true ;
state . using_ninepatch = false ;
state . using_light_angle = false ;
state . using_modulate = false ;
state . using_large_vertex = false ;
state . using_skeleton = false ;
}
void RasterizerCanvasBaseGLES3 : : canvas_end ( ) {
glBindVertexArray ( 0 ) ;
glBindBufferBase ( GL_UNIFORM_BUFFER , 0 , 0 ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
state . using_texture_rect = false ;
state . using_ninepatch = false ;
state . using_light_angle = false ;
}
RasterizerStorageGLES3 : : Texture * RasterizerCanvasBaseGLES3 : : _bind_canvas_texture ( const RID & p_texture , const RID & p_normal_map , bool p_force ) {
RasterizerStorageGLES3 : : Texture * tex_return = NULL ;
if ( p_texture = = state . current_tex & & ! p_force ) {
tex_return = state . current_tex_ptr ;
} else if ( p_texture . is_valid ( ) ) {
RasterizerStorageGLES3 : : Texture * texture = storage - > texture_owner . getornull ( p_texture ) ;
if ( ! texture ) {
state . current_tex = RID ( ) ;
state . current_tex_ptr = NULL ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
} else {
if ( texture - > redraw_if_visible ) { //check before proxy, because this is usually used with proxies
VisualServerRaster : : redraw_request ( ) ;
}
texture = texture - > get_ptr ( ) ;
if ( texture - > render_target )
texture - > render_target - > used_in_frame = true ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , texture - > tex_id ) ;
state . current_tex = p_texture ;
state . current_tex_ptr = texture ;
tex_return = texture ;
}
} else {
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
state . current_tex = RID ( ) ;
state . current_tex_ptr = NULL ;
}
if ( p_normal_map = = state . current_normal & & ! p_force ) {
//do none
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL , state . current_normal . is_valid ( ) ) ;
} else if ( p_normal_map . is_valid ( ) ) {
RasterizerStorageGLES3 : : Texture * normal_map = storage - > texture_owner . getornull ( p_normal_map ) ;
if ( ! normal_map ) {
state . current_normal = RID ( ) ;
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . normal_tex ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL , false ) ;
} else {
if ( normal_map - > redraw_if_visible ) { //check before proxy, because this is usually used with proxies
VisualServerRaster : : redraw_request ( ) ;
}
normal_map = normal_map - > get_ptr ( ) ;
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , normal_map - > tex_id ) ;
state . current_normal = p_normal_map ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL , true ) ;
}
} else {
state . current_normal = RID ( ) ;
glActiveTexture ( GL_TEXTURE1 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . normal_tex ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL , false ) ;
}
return tex_return ;
}
void RasterizerCanvasBaseGLES3 : : _set_texture_rect_mode ( bool p_enable , bool p_ninepatch , bool p_light_angle , bool p_modulate , bool p_large_vertex ) {
// this state check could be done individually
if ( state . using_texture_rect = = p_enable & & state . using_ninepatch = = p_ninepatch & & state . using_light_angle = = p_light_angle & & state . using_modulate = = p_modulate & & state . using_large_vertex = = p_large_vertex )
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 . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LIGHT_ANGLE , p_light_angle ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_MODULATE , p_modulate ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LARGE_VERTEX , p_large_vertex ) ;
state . canvas_shader . bind ( ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : FINAL_MODULATE , state . canvas_item_modulate ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX , state . final_transform ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX , state . extra_matrix ) ;
if ( state . using_skeleton ) {
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM , state . skeleton_transform ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM_INVERSE , state . skeleton_transform_inverse ) ;
}
if ( storage - > frame . current_rt ) {
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE , Vector2 ( 1.0 / storage - > frame . current_rt - > width , 1.0 / storage - > frame . current_rt - > height ) ) ;
} else {
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE , Vector2 ( 1.0 , 1.0 ) ) ;
}
state . using_texture_rect = p_enable ;
state . using_ninepatch = p_ninepatch ;
state . using_light_angle = p_light_angle ;
state . using_modulate = p_modulate ;
state . using_large_vertex = p_large_vertex ;
}
void RasterizerCanvasBaseGLES3 : : _draw_polygon ( const int * p_indices , int p_index_count , int p_vertex_count , const Vector2 * p_vertices , const Vector2 * p_uvs , const Color * p_colors , bool p_singlecolor , const int * p_bones , const float * p_weights ) {
glBindVertexArray ( data . polygon_buffer_pointer_array ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . polygon_buffer ) ;
uint32_t buffer_ofs = 0 ;
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uint32_t buffer_ofs_after = buffer_ofs + ( sizeof ( Vector2 ) * p_vertex_count ) ;
# ifdef DEBUG_ENABLED
ERR_FAIL_COND ( buffer_ofs_after > data . polygon_buffer_size ) ;
# endif
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storage - > buffer_orphan_and_upload ( data . polygon_buffer_size , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_vertices , GL_ARRAY_BUFFER , _buffer_upload_usage_flag ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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//color
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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 {
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Color ) * p_vertex_count , p_colors , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , false , sizeof ( Color ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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}
if ( p_uvs ) {
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_uvs , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
}
if ( p_bones & & p_weights ) {
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( int ) * 4 * p_vertex_count , p_bones , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_BONES ) ;
//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
glVertexAttribIPointer ( VS : : ARRAY_BONES , 4 , GL_UNSIGNED_INT , sizeof ( int ) * 4 , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( float ) * 4 * p_vertex_count , p_weights , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_WEIGHTS ) ;
glVertexAttribPointer ( VS : : ARRAY_WEIGHTS , 4 , GL_FLOAT , false , sizeof ( float ) * 4 , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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} else if ( state . using_skeleton ) {
glVertexAttribI4ui ( VS : : ARRAY_BONES , 0 , 0 , 0 , 0 ) ;
glVertexAttrib4f ( VS : : ARRAY_WEIGHTS , 0 , 0 , 0 , 0 ) ;
}
# ifdef DEBUG_ENABLED
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ERR_FAIL_COND ( ( sizeof ( int ) * p_index_count ) > data . polygon_index_buffer_size ) ;
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# endif
//bind the indices buffer.
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , data . polygon_index_buffer ) ;
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storage - > buffer_orphan_and_upload ( data . polygon_index_buffer_size , 0 , sizeof ( int ) * p_index_count , p_indices , GL_ELEMENT_ARRAY_BUFFER , _buffer_upload_usage_flag ) ;
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//draw the triangles.
glDrawElements ( GL_TRIANGLES , p_index_count , GL_UNSIGNED_INT , 0 ) ;
storage - > info . render . _2d_draw_call_count + + ;
if ( p_bones & & p_weights ) {
//not used so often, so disable when used
glDisableVertexAttribArray ( VS : : ARRAY_BONES ) ;
glDisableVertexAttribArray ( VS : : ARRAY_WEIGHTS ) ;
}
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
void RasterizerCanvasBaseGLES3 : : _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 ) ;
//vertex
uint32_t buffer_ofs = 0 ;
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uint32_t buffer_ofs_after = buffer_ofs + ( sizeof ( Vector2 ) * p_vertex_count ) ;
# ifdef DEBUG_ENABLED
ERR_FAIL_COND ( buffer_ofs_after > data . polygon_buffer_size ) ;
# endif
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storage - > buffer_orphan_and_upload ( data . polygon_buffer_size , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_vertices , GL_ARRAY_BUFFER , _buffer_upload_usage_flag ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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//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 {
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Color ) * p_vertex_count , p_colors , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , false , sizeof ( Color ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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}
if ( p_uvs ) {
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_uvs , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
}
glDrawArrays ( p_primitive , 0 , p_vertex_count ) ;
storage - > info . render . _2d_draw_call_count + + ;
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
void RasterizerCanvasBaseGLES3 : : _draw_generic_indices ( GLuint p_primitive , 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 ) ;
//vertex
uint32_t buffer_ofs = 0 ;
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uint32_t buffer_ofs_after = buffer_ofs + ( sizeof ( Vector2 ) * p_vertex_count ) ;
# ifdef DEBUG_ENABLED
ERR_FAIL_COND ( buffer_ofs_after > data . polygon_buffer_size ) ;
# endif
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storage - > buffer_orphan_and_upload ( data . polygon_buffer_size , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_vertices , GL_ARRAY_BUFFER , _buffer_upload_usage_flag ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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//color
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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 {
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Color ) * p_vertex_count , p_colors , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , false , sizeof ( Color ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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}
if ( p_uvs ) {
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RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size , GL_ARRAY_BUFFER , buffer_ofs , sizeof ( Vector2 ) * p_vertex_count , p_uvs , buffer_ofs_after ) ) ;
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glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , false , sizeof ( Vector2 ) , CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ;
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buffer_ofs = buffer_ofs_after ;
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} else {
glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
}
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# ifdef RASTERIZER_EXTRA_CHECKS
// very slow, do not enable in normal use
for ( int n = 0 ; n < p_index_count ; n + + ) {
RAST_DEV_DEBUG_ASSERT ( p_indices [ n ] < p_vertex_count ) ;
}
# endif
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# ifdef DEBUG_ENABLED
ERR_FAIL_COND ( ( sizeof ( int ) * p_index_count ) > data . polygon_index_buffer_size ) ;
# endif
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//bind the indices buffer.
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , data . polygon_index_buffer ) ;
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storage - > buffer_orphan_and_upload ( data . polygon_index_buffer_size , 0 , sizeof ( int ) * p_index_count , p_indices , GL_ELEMENT_ARRAY_BUFFER , _buffer_upload_usage_flag ) ;
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//draw the triangles.
glDrawElements ( p_primitive , p_index_count , GL_UNSIGNED_INT , 0 ) ;
storage - > info . render . _2d_draw_call_count + + ;
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
}
void RasterizerCanvasBaseGLES3 : : _draw_gui_primitive ( int p_points , const Vector2 * p_vertices , const Color * p_colors , const Vector2 * p_uvs , const float * p_light_angles ) {
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 light_angle_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 ;
}
if ( p_light_angles ) { //light_angles
version | = 4 ;
light_angle_ofs = stride ;
stride + = 1 ;
}
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RAST_DEV_DEBUG_ASSERT ( p_points < = 4 ) ;
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float b [ ( 2 + 2 + 4 + 1 ) * 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 ;
}
}
if ( p_light_angles ) {
for ( int i = 0 ; i < p_points ; i + + ) {
b [ stride * i + light_angle_ofs ] = p_light_angles [ i ] ;
}
}
glBindBuffer ( GL_ARRAY_BUFFER , data . polygon_buffer ) ;
//TODO the below call may need to be replaced with: p_points * stride * 4 * sizeof(float), &b[0]);
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storage - > buffer_orphan_and_upload ( data . polygon_buffer_size , 0 , p_points * stride * 4 , & b [ 0 ] , GL_ARRAY_BUFFER , _buffer_upload_usage_flag ) ;
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glBindVertexArray ( data . polygon_buffer_quad_arrays [ version ] ) ;
glDrawArrays ( prim [ p_points ] , 0 , p_points ) ;
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
storage - > info . render . _2d_draw_call_count + + ;
}
void RasterizerCanvasBaseGLES3 : : render_rect_nvidia_workaround ( const Item : : CommandRect * p_rect , const RasterizerStorageGLES3 : : Texture * p_texture ) {
if ( p_texture ) {
bool send_light_angles = false ;
// only need to use light angles when normal mapping
// otherwise we can use the default shader
if ( state . current_normal ! = RID ( ) ) {
send_light_angles = true ;
}
// we don't want to use texture rect, and we want to send light angles if we are using normal mapping
_set_texture_rect_mode ( false , false , send_light_angles ) ;
bool untile = false ;
if ( p_rect - > flags & CANVAS_RECT_TILE & & ! ( p_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 / p_texture - > width , 1.0 / p_texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV , p_rect - > flags & CANVAS_RECT_CLIP_UV ) ;
Vector2 points [ 4 ] = {
p_rect - > rect . position ,
p_rect - > rect . position + Vector2 ( p_rect - > rect . size . x , 0.0 ) ,
p_rect - > rect . position + p_rect - > rect . size ,
p_rect - > rect . position + Vector2 ( 0.0 , p_rect - > rect . size . y ) ,
} ;
if ( p_rect - > rect . size . x < 0 ) {
SWAP ( points [ 0 ] , points [ 1 ] ) ;
SWAP ( points [ 2 ] , points [ 3 ] ) ;
}
if ( p_rect - > rect . size . y < 0 ) {
SWAP ( points [ 0 ] , points [ 3 ] ) ;
SWAP ( points [ 1 ] , points [ 2 ] ) ;
}
Rect2 src_rect = ( p_rect - > flags & CANVAS_RECT_REGION ) ? Rect2 ( p_rect - > source . position * texpixel_size , p_rect - > source . size * texpixel_size ) : Rect2 ( 0 , 0 , 1 , 1 ) ;
Vector2 uvs [ 4 ] = {
src_rect . position ,
src_rect . position + Vector2 ( src_rect . size . x , 0.0 ) ,
src_rect . position + src_rect . size ,
src_rect . position + Vector2 ( 0.0 , src_rect . size . y ) ,
} ;
// for encoding in light angle
bool flip_h = false ;
bool flip_v = false ;
if ( p_rect - > flags & CANVAS_RECT_TRANSPOSE ) {
SWAP ( uvs [ 1 ] , uvs [ 3 ] ) ;
}
if ( p_rect - > flags & CANVAS_RECT_FLIP_H ) {
SWAP ( uvs [ 0 ] , uvs [ 1 ] ) ;
SWAP ( uvs [ 2 ] , uvs [ 3 ] ) ;
flip_h = true ;
flip_v = ! flip_v ;
}
if ( p_rect - > flags & CANVAS_RECT_FLIP_V ) {
SWAP ( uvs [ 0 ] , uvs [ 3 ] ) ;
SWAP ( uvs [ 1 ] , uvs [ 2 ] ) ;
flip_v = ! flip_v ;
}
if ( send_light_angles ) {
// for single rects, there is no need to fully utilize the light angle,
// we only need it to encode flips (horz and vert). But the shader can be reused with
// batching in which case the angle encodes the transform as well as
// the flips.
// Note transpose is NYI. I don't think it worked either with the non-nvidia method.
// if horizontal flip, angle is 180
float angle = 0.0f ;
if ( flip_h )
angle = Math_PI ;
// add 1 (to take care of zero floating point error with sign)
angle + = 1.0f ;
// flip if necessary
if ( flip_v )
angle * = - 1.0f ;
// light angle must be sent for each vert, instead as a single uniform in the uniform draw method
// this has the benefit of enabling batching with light angles.
float light_angles [ 4 ] = { angle , angle , angle , angle } ;
_draw_gui_primitive ( 4 , points , NULL , uvs , light_angles ) ;
} else {
_draw_gui_primitive ( 4 , points , NULL , uvs ) ;
}
if ( untile ) {
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 {
_set_texture_rect_mode ( false ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV , false ) ;
Vector2 points [ 4 ] = {
p_rect - > rect . position ,
p_rect - > rect . position + Vector2 ( p_rect - > rect . size . x , 0.0 ) ,
p_rect - > rect . position + p_rect - > rect . size ,
p_rect - > rect . position + Vector2 ( 0.0 , p_rect - > rect . size . y ) ,
} ;
_draw_gui_primitive ( 4 , points , NULL , nullptr ) ;
}
}
void RasterizerCanvasBaseGLES3 : : _copy_texscreen ( const Rect2 & p_rect ) {
ERR_FAIL_COND_MSG ( storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes . size ( ) = = 0 , " Can't use screen texture copying in a render target configured without copy buffers. " ) ;
glDisable ( GL_BLEND ) ;
state . canvas_texscreen_used = true ;
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
Vector2 wh ( storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
Color blur_section ( p_rect . position . x / wh . x , p_rect . position . y / wh . y , p_rect . size . x / wh . x , p_rect . size . y / wh . y ) ;
if ( p_rect ! = Rect2 ( ) ) {
scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : USE_BLUR_SECTION , true ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_COPY_SECTION , true ) ;
}
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > color ) ;
storage - > shaders . copy . bind ( ) ;
storage - > shaders . copy . set_uniform ( CopyShaderGLES3 : : COPY_SECTION , blur_section ) ;
scene_render - > _copy_screen ( ) ;
for ( int i = 0 ; i < storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes . size ( ) ; i + + ) {
int vp_w = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . width ;
int vp_h = storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . height ;
glViewport ( 0 , 0 , vp_w , vp_h ) ;
//horizontal pass
scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_HORIZONTAL , true ) ;
scene_render - > state . effect_blur_shader . bind ( ) ;
scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD , float ( i ) ) ;
scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : BLUR_SECTION , blur_section ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ; //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . fbo ) ;
scene_render - > _copy_screen ( ) ;
scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_HORIZONTAL , false ) ;
//vertical pass
scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_VERTICAL , true ) ;
scene_render - > state . effect_blur_shader . bind ( ) ;
scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE , Vector2 ( 1.0 / vp_w , 1.0 / vp_h ) ) ;
scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD , float ( i ) ) ;
scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : BLUR_SECTION , blur_section ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 1 ] . color ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ i + 1 ] . fbo ) ; //next level, since mipmaps[0] starts one level bigger
scene_render - > _copy_screen ( ) ;
scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_VERTICAL , false ) ;
}
scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : USE_BLUR_SECTION , false ) ;
storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_COPY_SECTION , false ) ;
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ; //back to front
glViewport ( 0 , 0 , storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
// back to canvas, force rebind
state . using_texture_rect = true ;
_set_texture_rect_mode ( false ) ;
_bind_canvas_texture ( state . current_tex , state . current_normal , true ) ;
glEnable ( GL_BLEND ) ;
}
void RasterizerCanvasBaseGLES3 : : canvas_debug_viewport_shadows ( Light * p_lights_with_shadow ) {
Light * light = p_lights_with_shadow ;
canvas_begin ( ) ; //reset
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
int h = 10 ;
int w = storage - > frame . current_rt - > width ;
int ofs = h ;
glDisable ( GL_BLEND ) ;
while ( light ) {
if ( light - > shadow_buffer . is_valid ( ) ) {
RasterizerStorageGLES3 : : CanvasLightShadow * sb = storage - > canvas_light_shadow_owner . get ( light - > shadow_buffer ) ;
if ( sb ) {
glBindTexture ( GL_TEXTURE_2D , sb - > distance ) ;
draw_generic_textured_rect ( Rect2 ( h , ofs , w - h * 2 , h ) , Rect2 ( 0 , 0 , 1 , 1 ) ) ;
ofs + = h * 2 ;
}
}
light = light - > shadows_next_ptr ;
}
canvas_end ( ) ;
}
void RasterizerCanvasBaseGLES3 : : 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 . getornull ( 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 ) ;
VS : : CanvasOccluderPolygonCullMode transformed_cull_cache = instance - > cull_cache ;
if ( transformed_cull_cache ! = VS : : CANVAS_OCCLUDER_POLYGON_CULL_DISABLED & &
( p_light_xform . basis_determinant ( ) * instance - > xform_cache . basis_determinant ( ) ) < 0 ) {
transformed_cull_cache =
transformed_cull_cache = = VS : : CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
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VS : : CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
VS : : CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ;
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}
if ( cull ! = transformed_cull_cache ) {
cull = transformed_cull_cache ;
switch ( cull ) {
case VS : : CANVAS_OCCLUDER_POLYGON_CULL_DISABLED : {
glDisable ( GL_CULL_FACE ) ;
} break ;
case VS : : CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE : {
glEnable ( GL_CULL_FACE ) ;
glCullFace ( GL_FRONT ) ;
} break ;
case VS : : CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : {
glEnable ( GL_CULL_FACE ) ;
glCullFace ( GL_BACK ) ;
} break ;
}
}
glBindVertexArray ( cc - > array_id ) ;
glDrawElements ( GL_TRIANGLES , cc - > len * 3 , GL_UNSIGNED_SHORT , 0 ) ;
instance = instance - > next ;
}
}
glBindVertexArray ( 0 ) ;
}
void RasterizerCanvasBaseGLES3 : : reset_canvas ( ) {
if ( storage - > frame . current_rt ) {
glBindFramebuffer ( GL_FRAMEBUFFER , storage - > frame . current_rt - > fbo ) ;
glColorMask ( 1 , 1 , 1 , 1 ) ; //don't touch alpha
}
glBindVertexArray ( 0 ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_DITHER ) ;
glEnable ( GL_BLEND ) ;
glBlendEquation ( GL_FUNC_ADD ) ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glBlendFunc ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA ) ;
}
//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
//glLineWidth(1.0);
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
//use for reading from screen
if ( storage - > frame . current_rt & & ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_NO_SAMPLING ] ) {
glActiveTexture ( GL_TEXTURE0 + storage - > config . max_texture_image_units - 3 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;
}
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
Transform canvas_transform ;
if ( storage - > frame . current_rt ) {
float csy = 1.0 ;
if ( storage - > frame . current_rt & & storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) {
csy = - 1.0 ;
}
canvas_transform . translate ( - ( storage - > frame . current_rt - > width / 2.0f ) , - ( storage - > frame . current_rt - > height / 2.0f ) , 0.0f ) ;
canvas_transform . scale ( Vector3 ( 2.0f / storage - > frame . current_rt - > width , csy * - 2.0f / storage - > frame . current_rt - > height , 1.0f ) ) ;
} else {
Vector2 ssize = OS : : get_singleton ( ) - > get_window_size ( ) ;
canvas_transform . translate ( - ( ssize . width / 2.0f ) , - ( ssize . height / 2.0f ) , 0.0f ) ;
canvas_transform . scale ( Vector3 ( 2.0f / ssize . width , - 2.0f / ssize . height , 1.0f ) ) ;
}
state . vp = canvas_transform ;
store_transform ( canvas_transform , state . canvas_item_ubo_data . projection_matrix ) ;
state . canvas_item_ubo_data . time = storage - > frame . time [ 0 ] ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . canvas_item_ubo ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( CanvasItemUBO ) , & state . canvas_item_ubo_data , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
state . canvas_texscreen_used = false ;
}
void RasterizerCanvasBaseGLES3 : : 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 RasterizerCanvasBaseGLES3 : : draw_lens_distortion_rect ( const Rect2 & p_rect , float p_k1 , float p_k2 , const Vector2 & p_eye_center , float p_oversample ) {
Vector2 half_size ;
if ( storage - > frame . current_rt ) {
half_size = Vector2 ( storage - > frame . current_rt - > width , storage - > frame . current_rt - > height ) ;
} else {
half_size = OS : : get_singleton ( ) - > get_window_size ( ) ;
}
half_size * = 0.5 ;
Vector2 offset ( ( p_rect . position . x - half_size . x ) / half_size . x , ( p_rect . position . y - half_size . y ) / half_size . y ) ;
Vector2 scale ( p_rect . size . x / half_size . x , p_rect . size . y / half_size . y ) ;
float aspect_ratio = p_rect . size . x / p_rect . size . y ;
// setup our lens shader
state . lens_shader . bind ( ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : OFFSET , offset ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : SCALE , scale ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : K1 , p_k1 ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : K2 , p_k2 ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : EYE_CENTER , p_eye_center ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : UPSCALE , p_oversample ) ;
state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : ASPECT_RATIO , aspect_ratio ) ;
glBindBufferBase ( GL_UNIFORM_BUFFER , 0 , state . canvas_item_ubo ) ;
glBindVertexArray ( data . canvas_quad_array ) ;
// and draw
glDrawArrays ( GL_TRIANGLE_FAN , 0 , 4 ) ;
glBindVertexArray ( 0 ) ;
glBindBufferBase ( GL_UNIFORM_BUFFER , 0 , 0 ) ;
}
void RasterizerCanvasBaseGLES3 : : draw_window_margins ( int * black_margin , RID * black_image ) {
Vector2 window_size = OS : : get_singleton ( ) - > get_window_size ( ) ;
int window_h = window_size . height ;
int window_w = window_size . width ;
glBindFramebuffer ( GL_FRAMEBUFFER , RasterizerStorageGLES3 : : system_fbo ) ;
glViewport ( 0 , 0 , window_size . width , window_size . height ) ;
canvas_begin ( ) ;
if ( black_image [ MARGIN_LEFT ] . is_valid ( ) ) {
_bind_canvas_texture ( black_image [ MARGIN_LEFT ] , RID ( ) , true ) ;
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 , ( float ) black_margin [ MARGIN_LEFT ] / sz . x , ( float ) ( window_h ) / 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 ( ) , true ) ;
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 , ( float ) black_margin [ MARGIN_RIGHT ] / sz . x , ( float ) window_h / 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 ( ) , true ) ;
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 , ( float ) window_w / sz . x , ( float ) black_margin [ MARGIN_TOP ] / 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 ( ) , true ) ;
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 , ( float ) window_w / sz . x , ( float ) black_margin [ MARGIN_BOTTOM ] / 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 RasterizerCanvasBaseGLES3 : : initialize ( ) {
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bool flag_stream = false ;
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if ( flag_stream ) {
_buffer_upload_usage_flag = GL_STREAM_DRAW ;
} else {
_buffer_upload_usage_flag = GL_DYNAMIC_DRAW ;
}
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{
//quad buffers
glGenBuffers ( 1 , & data . canvas_quad_vertices ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . canvas_quad_vertices ) ;
{
const float qv [ 8 ] = {
0 , 0 ,
0 , 1 ,
1 , 1 ,
1 , 0
} ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( float ) * 8 , qv , GL_STATIC_DRAW ) ;
}
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
glGenVertexArrays ( 1 , & data . canvas_quad_array ) ;
glBindVertexArray ( data . canvas_quad_array ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . canvas_quad_vertices ) ;
glVertexAttribPointer ( 0 , 2 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 2 , 0 ) ;
glEnableVertexAttribArray ( 0 ) ;
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
}
{
//particle quad buffers
glGenBuffers ( 1 , & data . particle_quad_vertices ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . particle_quad_vertices ) ;
{
//quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
const float qv [ 16 ] = {
- 0.5 , - 0.5 ,
0.0 , 0.0 ,
- 0.5 , 0.5 ,
0.0 , 1.0 ,
0.5 , 0.5 ,
1.0 , 1.0 ,
0.5 , - 0.5 ,
1.0 , 0.0
} ;
glBufferData ( GL_ARRAY_BUFFER , sizeof ( float ) * 16 , qv , GL_STATIC_DRAW ) ;
}
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
glGenVertexArrays ( 1 , & data . particle_quad_array ) ;
glBindVertexArray ( data . particle_quad_array ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . particle_quad_vertices ) ;
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 4 , 0 ) ;
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 4 , CAST_INT_TO_UCHAR_PTR ( 8 ) ) ;
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
}
{
uint32_t poly_size = GLOBAL_DEF_RST ( " rendering/limits/buffers/canvas_polygon_buffer_size_kb " , 128 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/limits/buffers/canvas_polygon_buffer_size_kb " , PropertyInfo ( Variant : : INT , " rendering/limits/buffers/canvas_polygon_buffer_size_kb " , PROPERTY_HINT_RANGE , " 0,256,1,or_greater " ) ) ;
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poly_size = MAX ( poly_size , 2 ) ; // minimum 2k, may still see anomalies in editor
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poly_size * = 1024 ; //kb
glGenBuffers ( 1 , & data . polygon_buffer ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . polygon_buffer ) ;
glBufferData ( GL_ARRAY_BUFFER , poly_size , NULL , GL_DYNAMIC_DRAW ) ; //allocate max size
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
data . polygon_buffer_size = poly_size ;
//quad arrays
for ( int i = 0 ; i < Data : : NUM_QUAD_ARRAY_VARIATIONS ; 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 light_angle_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 ;
}
if ( i & 4 ) { //light_angle
light_angle_ofs = stride ;
stride + = 1 * 4 ;
}
glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( VS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , stride , NULL ) ;
if ( i & 1 ) {
glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ;
glVertexAttribPointer ( VS : : ARRAY_COLOR , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( color_ofs ) ) ;
}
if ( i & 2 ) {
glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( VS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( uv_ofs ) ) ;
}
if ( i & 4 ) {
// reusing tangent for light_angle
glEnableVertexAttribArray ( VS : : ARRAY_TANGENT ) ;
glVertexAttribPointer ( VS : : ARRAY_TANGENT , 1 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( light_angle_ofs ) ) ;
}
glBindVertexArray ( 0 ) ;
}
glGenVertexArrays ( 1 , & data . polygon_buffer_pointer_array ) ;
uint32_t index_size = GLOBAL_DEF_RST ( " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " , 128 ) ;
ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " , PropertyInfo ( Variant : : INT , " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " , PROPERTY_HINT_RANGE , " 0,256,1,or_greater " ) ) ;
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index_size = MAX ( index_size , 2 ) ;
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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 ) ;
data . polygon_index_buffer_size = index_size ;
}
store_transform ( Transform ( ) , state . canvas_item_ubo_data . projection_matrix ) ;
glGenBuffers ( 1 , & state . canvas_item_ubo ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . canvas_item_ubo ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( CanvasItemUBO ) , & state . canvas_item_ubo_data , GL_DYNAMIC_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
state . canvas_shader . init ( ) ;
state . canvas_shader . set_base_material_tex_index ( 2 ) ;
state . canvas_shadow_shader . init ( ) ;
state . lens_shader . init ( ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_RGBA_SHADOWS , storage - > config . use_rgba_2d_shadows ) ;
state . canvas_shadow_shader . set_conditional ( CanvasShadowShaderGLES3 : : USE_RGBA_SHADOWS , storage - > config . use_rgba_2d_shadows ) ;
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state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_PIXEL_SNAP , GLOBAL_DEF ( " rendering/2d/snapping/use_gpu_pixel_snap " , false ) ) ;
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}
void RasterizerCanvasBaseGLES3 : : 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 ) ;
}
RasterizerCanvasBaseGLES3 : : RasterizerCanvasBaseGLES3 ( ) {
}