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/*************************************************************************/
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/* rasterizer_canvas_gles3.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
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# include "rasterizer_canvas_gles3.h"
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# ifdef GLES3_ENABLED
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# include "core/os/os.h"
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# include "rasterizer_scene_gles3.h"
# include "rasterizer_storage_gles3.h"
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# include "core/config/project_settings.h"
# include "servers/rendering/rendering_server_default.h"
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# include "storage/config.h"
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# include "storage/material_storage.h"
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# include "storage/texture_storage.h"
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# ifndef GLES_OVER_GL
# define glClearDepth glClearDepthf
# endif
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//static const GLenum gl_primitive[] = {
// GL_POINTS,
// GL_LINES,
// GL_LINE_STRIP,
// GL_LINE_LOOP,
// GL_TRIANGLES,
// GL_TRIANGLE_STRIP,
// GL_TRIANGLE_FAN
//};
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void RasterizerCanvasGLES3 : : _update_transform_2d_to_mat4 ( const Transform2D & p_transform , float * p_mat4 ) {
p_mat4 [ 0 ] = p_transform . elements [ 0 ] [ 0 ] ;
p_mat4 [ 1 ] = p_transform . elements [ 0 ] [ 1 ] ;
p_mat4 [ 2 ] = 0 ;
p_mat4 [ 3 ] = 0 ;
p_mat4 [ 4 ] = p_transform . elements [ 1 ] [ 0 ] ;
p_mat4 [ 5 ] = p_transform . elements [ 1 ] [ 1 ] ;
p_mat4 [ 6 ] = 0 ;
p_mat4 [ 7 ] = 0 ;
p_mat4 [ 8 ] = 0 ;
p_mat4 [ 9 ] = 0 ;
p_mat4 [ 10 ] = 1 ;
p_mat4 [ 11 ] = 0 ;
p_mat4 [ 12 ] = p_transform . elements [ 2 ] [ 0 ] ;
p_mat4 [ 13 ] = p_transform . elements [ 2 ] [ 1 ] ;
p_mat4 [ 14 ] = 0 ;
p_mat4 [ 15 ] = 1 ;
}
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void RasterizerCanvasGLES3 : : _update_transform_2d_to_mat2x4 ( const Transform2D & p_transform , float * p_mat2x4 ) {
p_mat2x4 [ 0 ] = p_transform . elements [ 0 ] [ 0 ] ;
p_mat2x4 [ 1 ] = p_transform . elements [ 1 ] [ 0 ] ;
p_mat2x4 [ 2 ] = 0 ;
p_mat2x4 [ 3 ] = p_transform . elements [ 2 ] [ 0 ] ;
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p_mat2x4 [ 4 ] = p_transform . elements [ 0 ] [ 1 ] ;
p_mat2x4 [ 5 ] = p_transform . elements [ 1 ] [ 1 ] ;
p_mat2x4 [ 6 ] = 0 ;
p_mat2x4 [ 7 ] = p_transform . elements [ 2 ] [ 1 ] ;
}
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void RasterizerCanvasGLES3 : : _update_transform_2d_to_mat2x3 ( const Transform2D & p_transform , float * p_mat2x3 ) {
p_mat2x3 [ 0 ] = p_transform . elements [ 0 ] [ 0 ] ;
p_mat2x3 [ 1 ] = p_transform . elements [ 0 ] [ 1 ] ;
p_mat2x3 [ 2 ] = p_transform . elements [ 1 ] [ 0 ] ;
p_mat2x3 [ 3 ] = p_transform . elements [ 1 ] [ 1 ] ;
p_mat2x3 [ 4 ] = p_transform . elements [ 2 ] [ 0 ] ;
p_mat2x3 [ 5 ] = p_transform . elements [ 2 ] [ 1 ] ;
}
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void RasterizerCanvasGLES3 : : _update_transform_to_mat4 ( const Transform3D & p_transform , float * p_mat4 ) {
p_mat4 [ 0 ] = p_transform . basis . elements [ 0 ] [ 0 ] ;
p_mat4 [ 1 ] = p_transform . basis . elements [ 1 ] [ 0 ] ;
p_mat4 [ 2 ] = p_transform . basis . elements [ 2 ] [ 0 ] ;
p_mat4 [ 3 ] = 0 ;
p_mat4 [ 4 ] = p_transform . basis . elements [ 0 ] [ 1 ] ;
p_mat4 [ 5 ] = p_transform . basis . elements [ 1 ] [ 1 ] ;
p_mat4 [ 6 ] = p_transform . basis . elements [ 2 ] [ 1 ] ;
p_mat4 [ 7 ] = 0 ;
p_mat4 [ 8 ] = p_transform . basis . elements [ 0 ] [ 2 ] ;
p_mat4 [ 9 ] = p_transform . basis . elements [ 1 ] [ 2 ] ;
p_mat4 [ 10 ] = p_transform . basis . elements [ 2 ] [ 2 ] ;
p_mat4 [ 11 ] = 0 ;
p_mat4 [ 12 ] = p_transform . origin . x ;
p_mat4 [ 13 ] = p_transform . origin . y ;
p_mat4 [ 14 ] = p_transform . origin . z ;
p_mat4 [ 15 ] = 1 ;
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}
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void RasterizerCanvasGLES3 : : canvas_render_items ( RID p_to_render_target , Item * p_item_list , const Color & p_modulate , Light * p_light_list , Light * p_directional_list , const Transform2D & p_canvas_transform , RS : : CanvasItemTextureFilter p_default_filter , RS : : CanvasItemTextureRepeat p_default_repeat , bool p_snap_2d_vertices_to_pixel , bool & r_sdf_used ) {
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GLES3 : : TextureStorage * texture_storage = GLES3 : : TextureStorage : : get_singleton ( ) ;
texture_storage - > frame . current_rt = nullptr ;
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texture_storage - > _set_current_render_target ( p_to_render_target ) ;
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Transform2D canvas_transform_inverse = p_canvas_transform . affine_inverse ( ) ;
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// TODO: Setup Directional Lights
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// TODO: Setup lights
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{
//update canvas state uniform buffer
StateBuffer state_buffer ;
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Size2i ssize = texture_storage - > render_target_get_size ( p_to_render_target ) ;
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Transform3D screen_transform ;
screen_transform . translate ( - ( ssize . width / 2.0f ) , - ( ssize . height / 2.0f ) , 0.0f ) ;
screen_transform . scale ( Vector3 ( 2.0f / ssize . width , 2.0f / ssize . height , 1.0f ) ) ;
_update_transform_to_mat4 ( screen_transform , state_buffer . screen_transform ) ;
_update_transform_2d_to_mat4 ( p_canvas_transform , state_buffer . canvas_transform ) ;
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Transform2D normal_transform = p_canvas_transform ;
normal_transform . elements [ 0 ] . normalize ( ) ;
normal_transform . elements [ 1 ] . normalize ( ) ;
normal_transform . elements [ 2 ] = Vector2 ( ) ;
_update_transform_2d_to_mat4 ( normal_transform , state_buffer . canvas_normal_transform ) ;
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state_buffer . canvas_modulate [ 0 ] = p_modulate . r ;
state_buffer . canvas_modulate [ 1 ] = p_modulate . g ;
state_buffer . canvas_modulate [ 2 ] = p_modulate . b ;
state_buffer . canvas_modulate [ 3 ] = p_modulate . a ;
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Size2 render_target_size = texture_storage - > render_target_get_size ( p_to_render_target ) ;
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state_buffer . screen_pixel_size [ 0 ] = 1.0 / render_target_size . x ;
state_buffer . screen_pixel_size [ 1 ] = 1.0 / render_target_size . y ;
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state_buffer . time = texture_storage - > frame . time ;
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state_buffer . use_pixel_snap = p_snap_2d_vertices_to_pixel ;
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state_buffer . directional_light_count = 0 ; //directional_light_count;
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Vector2 canvas_scale = p_canvas_transform . get_scale ( ) ;
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state_buffer . sdf_to_screen [ 0 ] = render_target_size . width / canvas_scale . x ;
state_buffer . sdf_to_screen [ 1 ] = render_target_size . height / canvas_scale . y ;
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state_buffer . screen_to_sdf [ 0 ] = 1.0 / state_buffer . sdf_to_screen [ 0 ] ;
state_buffer . screen_to_sdf [ 1 ] = 1.0 / state_buffer . sdf_to_screen [ 1 ] ;
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Rect2 sdf_rect = texture_storage - > render_target_get_sdf_rect ( p_to_render_target ) ;
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Rect2 sdf_tex_rect ( sdf_rect . position / canvas_scale , sdf_rect . size / canvas_scale ) ;
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state_buffer . sdf_to_tex [ 0 ] = 1.0 / sdf_tex_rect . size . width ;
state_buffer . sdf_to_tex [ 1 ] = 1.0 / sdf_tex_rect . size . height ;
state_buffer . sdf_to_tex [ 2 ] = - sdf_tex_rect . position . x / sdf_tex_rect . size . width ;
state_buffer . sdf_to_tex [ 3 ] = - sdf_tex_rect . position . y / sdf_tex_rect . size . height ;
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//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
state_buffer . tex_to_sdf = 1.0 / ( ( canvas_scale . x + canvas_scale . y ) * 0.5 ) ;
glBindBufferBase ( GL_UNIFORM_BUFFER , 0 , state . canvas_state_buffer ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( StateBuffer ) , & state_buffer , GL_STREAM_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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}
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{
state . default_filter = p_default_filter ;
state . default_repeat = p_default_repeat ;
}
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state . current_tex = RID ( ) ;
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state . current_tex_ptr = nullptr ;
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state . current_normal = RID ( ) ;
state . current_specular = RID ( ) ;
state . canvas_texscreen_used = false ;
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r_sdf_used = false ;
int item_count = 0 ;
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glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
Item * ci = p_item_list ;
while ( ci ) {
// just add all items for now
items [ item_count + + ] = ci ;
if ( ! ci - > next | | item_count = = MAX_RENDER_ITEMS - 1 ) {
_render_items ( p_to_render_target , item_count , canvas_transform_inverse , p_light_list ) ;
//then reset
item_count = 0 ;
}
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ci = ci - > next ;
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}
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}
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void RasterizerCanvasGLES3 : : _render_items ( RID p_to_render_target , int p_item_count , const Transform2D & p_canvas_transform_inverse , Light * p_lights , bool p_to_backbuffer ) {
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GLES3 : : TextureStorage * texture_storage = GLES3 : : TextureStorage : : get_singleton ( ) ;
GLES3 : : MaterialStorage * material_storage = GLES3 : : MaterialStorage : : get_singleton ( ) ;
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Item * current_clip = nullptr ;
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Transform2D canvas_transform_inverse = p_canvas_transform_inverse ;
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RID framebuffer ;
Vector < Color > clear_colors ;
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canvas_begin ( ) ;
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RID prev_material ;
uint32_t index = 0 ;
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for ( int i = 0 ; i < p_item_count ; i + + ) {
Item * ci = items [ i ] ;
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RID material = ci - > material_owner = = nullptr ? ci - > material : ci - > material_owner - > material ;
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GLES3 : : Material * material_ptr = material_storage - > get_material ( material ) ;
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if ( material . is_null ( ) & & ci - > canvas_group ! = nullptr ) {
material = default_canvas_group_material ;
}
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if ( material ! = prev_material ) {
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GLES3 : : Shader * shader_ptr = nullptr ;
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if ( material_ptr ) {
shader_ptr = material_ptr - > shader ;
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if ( shader_ptr & & shader_ptr - > mode ! = RS : : SHADER_CANVAS_ITEM ) {
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shader_ptr = nullptr ; // not a canvas item shader, don't use.
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}
}
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if ( shader_ptr ) {
if ( true ) { //check that shader has changed
if ( shader_ptr - > canvas_item . uses_time ) {
RenderingServerDefault : : redraw_request ( ) ;
}
//state.canvas_shader.version_bind_shader(shader_ptr->version, CanvasShaderGLES3::MODE_QUAD);
state . current_shader_version = shader_ptr - > version ;
}
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int tc = material_ptr - > textures . size ( ) ;
Pair < StringName , RID > * textures = material_ptr - > textures . ptrw ( ) ;
ShaderCompiler : : GeneratedCode : : Texture * texture_uniforms = shader_ptr - > texture_uniforms . ptrw ( ) ;
for ( int ti = 0 ; ti < tc ; i + + ) {
glActiveTexture ( GL_TEXTURE0 + ti ) ;
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GLES3 : : Texture * t = texture_storage - > get_texture ( textures [ ti ] . second ) ;
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if ( ! t ) {
switch ( texture_uniforms [ i ] . hint ) {
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_ANISOTROPY : {
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 ;
}
continue ;
}
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//Set texture filter and repeat texture_uniforms[i].filter texture_uniforms[i].repeat
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if ( t - > redraw_if_visible ) {
RenderingServerDefault : : redraw_request ( ) ;
}
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t = t - > get_ptr ( ) ;
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# ifdef TOOLS_ENABLED
if ( t - > detect_normal & & texture_uniforms [ i ] . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL ) {
t - > detect_normal ( t - > detect_normal_ud ) ;
}
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# endif
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if ( t - > render_target ) {
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t - > render_target - > used_in_frame = true ;
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}
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glBindTexture ( t - > target , t - > tex_id ) ;
}
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} else {
//state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
state . current_shader_version = state . canvas_shader_default_version ;
}
prev_material = material ;
}
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_render_item ( p_to_render_target , ci , canvas_transform_inverse , current_clip , p_lights , index ) ;
}
// Render last command
state . end_batch = true ;
_render_batch ( index ) ;
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canvas_end ( ) ;
}
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void RasterizerCanvasGLES3 : : _render_item ( RID p_render_target , const Item * p_item , const Transform2D & p_canvas_transform_inverse , Item * & current_clip , Light * p_lights , uint32_t & r_index ) {
RS : : CanvasItemTextureFilter current_filter = state . default_filter ;
RS : : CanvasItemTextureRepeat current_repeat = state . default_repeat ;
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if ( p_item - > texture_filter ! = RS : : CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ) {
current_filter = p_item - > texture_filter ;
}
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if ( p_item - > texture_repeat ! = RS : : CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ) {
current_repeat = p_item - > texture_repeat ;
}
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Transform2D base_transform = p_canvas_transform_inverse * p_item - > final_transform ;
Transform2D draw_transform ; // Used by transform command
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Color base_color = p_item - > final_modulate ;
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uint32_t base_flags = 0 ;
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RID last_texture ;
Size2 texpixel_size ;
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bool skipping = false ;
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const Item : : Command * c = p_item - > commands ;
while ( c ) {
if ( skipping & & c - > type ! = Item : : Command : : TYPE_ANIMATION_SLICE ) {
c = c - > next ;
continue ;
}
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_update_transform_2d_to_mat2x3 ( base_transform * draw_transform , state . instance_data_array [ r_index ] . world ) ;
for ( int i = 0 ; i < 4 ; i + + ) {
state . instance_data_array [ r_index ] . modulation [ i ] = 0.0 ;
state . instance_data_array [ r_index ] . ninepatch_margins [ i ] = 0.0 ;
state . instance_data_array [ r_index ] . src_rect [ i ] = 0.0 ;
state . instance_data_array [ r_index ] . dst_rect [ i ] = 0.0 ;
state . instance_data_array [ r_index ] . lights [ i ] = uint32_t ( 0 ) ;
}
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 0 ] = 0.0 ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 1 ] = 0.0 ;
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state . instance_data_array [ r_index ] . pad [ 0 ] = 0.0 ;
state . instance_data_array [ r_index ] . pad [ 1 ] = 0.0 ;
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state . instance_data_array [ r_index ] . flags = base_flags | ( state . instance_data_array [ r_index = = 0 ? 0 : r_index - 1 ] . flags & ( FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED ) ) ; //reset on each command for sanity, keep canvastexture binding config
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switch ( c - > type ) {
case Item : : Command : : TYPE_RECT : {
const Item : : CommandRect * rect = static_cast < const Item : : CommandRect * > ( c ) ;
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if ( rect - > flags & CANVAS_RECT_TILE ) {
current_repeat = RenderingServer : : CanvasItemTextureRepeat : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ;
}
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if ( rect - > texture ! = last_texture | | state . current_primitive_points ! = 0 | | state . current_command ! = Item : : Command : : TYPE_RECT ) {
state . end_batch = true ;
_render_batch ( r_index ) ;
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state . current_primitive_points = 0 ;
state . current_command = Item : : Command : : TYPE_RECT ;
}
_bind_canvas_texture ( rect - > texture , current_filter , current_repeat , r_index , last_texture , texpixel_size ) ;
state . canvas_shader . version_bind_shader ( state . current_shader_version , CanvasShaderGLES3 : : MODE_QUAD ) ;
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Rect2 src_rect ;
Rect2 dst_rect ;
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if ( rect - > texture ! = RID ( ) ) {
src_rect = ( rect - > flags & CANVAS_RECT_REGION ) ? Rect2 ( rect - > source . position * texpixel_size , rect - > source . size * texpixel_size ) : Rect2 ( 0 , 0 , 1 , 1 ) ;
dst_rect = Rect2 ( rect - > rect . position , rect - > rect . size ) ;
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if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
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if ( rect - > flags & CANVAS_RECT_FLIP_H ) {
src_rect . size . x * = - 1 ;
}
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if ( rect - > flags & CANVAS_RECT_FLIP_V ) {
src_rect . size . y * = - 1 ;
}
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if ( rect - > flags & CANVAS_RECT_TRANSPOSE ) {
dst_rect . size . x * = - 1 ; // Encoding in the dst_rect.z uniform
}
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if ( rect - > flags & CANVAS_RECT_CLIP_UV ) {
state . instance_data_array [ r_index ] . flags | = FLAGS_CLIP_RECT_UV ;
}
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} else {
dst_rect = Rect2 ( rect - > rect . position , rect - > rect . size ) ;
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if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
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src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
}
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if ( rect - > flags & CANVAS_RECT_MSDF ) {
state . instance_data_array [ r_index ] . flags | = FLAGS_USE_MSDF ;
state . instance_data_array [ r_index ] . msdf [ 0 ] = rect - > px_range ; // Pixel range.
state . instance_data_array [ r_index ] . msdf [ 1 ] = rect - > outline ; // Outline size.
state . instance_data_array [ r_index ] . msdf [ 2 ] = 0.f ; // Reserved.
state . instance_data_array [ r_index ] . msdf [ 3 ] = 0.f ; // Reserved.
}
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state . instance_data_array [ r_index ] . modulation [ 0 ] = rect - > modulate . r * base_color . r ;
state . instance_data_array [ r_index ] . modulation [ 1 ] = rect - > modulate . g * base_color . g ;
state . instance_data_array [ r_index ] . modulation [ 2 ] = rect - > modulate . b * base_color . b ;
state . instance_data_array [ r_index ] . modulation [ 3 ] = rect - > modulate . a * base_color . a ;
state . instance_data_array [ r_index ] . src_rect [ 0 ] = src_rect . position . x ;
state . instance_data_array [ r_index ] . src_rect [ 1 ] = src_rect . position . y ;
state . instance_data_array [ r_index ] . src_rect [ 2 ] = src_rect . size . width ;
state . instance_data_array [ r_index ] . src_rect [ 3 ] = src_rect . size . height ;
state . instance_data_array [ r_index ] . dst_rect [ 0 ] = dst_rect . position . x ;
state . instance_data_array [ r_index ] . dst_rect [ 1 ] = dst_rect . position . y ;
state . instance_data_array [ r_index ] . dst_rect [ 2 ] = dst_rect . size . width ;
state . instance_data_array [ r_index ] . dst_rect [ 3 ] = dst_rect . size . height ;
//_render_batch(r_index);
r_index + + ;
if ( r_index > = state . max_instances_per_batch - 1 ) {
//r_index--;
state . end_batch = true ;
_render_batch ( r_index ) ;
}
} break ;
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case Item : : Command : : TYPE_NINEPATCH : {
/*
const Item : : CommandNinePatch * np = static_cast < const Item : : CommandNinePatch * > ( c ) ;
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//bind pipeline
{
RID pipeline = pipeline_variants - > variants [ light_mode ] [ PIPELINE_VARIANT_NINEPATCH ] . get_render_pipeline ( RD : : INVALID_ID , p_framebuffer_format ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
}
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//bind textures
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_bind_canvas_texture ( p_draw_list , np - > texture , current_filter , current_repeat , index , last_texture , texpixel_size ) ;
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Rect2 src_rect ;
Rect2 dst_rect ( np - > rect . position . x , np - > rect . position . y , np - > rect . size . x , np - > rect . size . y ) ;
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if ( np - > texture = = RID ( ) ) {
texpixel_size = Size2 ( 1 , 1 ) ;
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
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} else {
if ( np - > source ! = Rect2 ( ) ) {
src_rect = Rect2 ( np - > source . position . x * texpixel_size . width , np - > source . position . y * texpixel_size . height , np - > source . size . x * texpixel_size . width , np - > source . size . y * texpixel_size . height ) ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 0 ] = 1.0 / np - > source . size . width ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 1 ] = 1.0 / np - > source . size . height ;
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} else {
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
}
}
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state . instance_data_array [ r_index ] . modulation [ 0 ] = np - > color . r * base_color . r ;
state . instance_data_array [ r_index ] . modulation [ 1 ] = np - > color . g * base_color . g ;
state . instance_data_array [ r_index ] . modulation [ 2 ] = np - > color . b * base_color . b ;
state . instance_data_array [ r_index ] . modulation [ 3 ] = np - > color . a * base_color . a ;
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state . instance_data_array [ r_index ] . src_rect [ 0 ] = src_rect . position . x ;
state . instance_data_array [ r_index ] . src_rect [ 1 ] = src_rect . position . y ;
state . instance_data_array [ r_index ] . src_rect [ 2 ] = src_rect . size . width ;
state . instance_data_array [ r_index ] . src_rect [ 3 ] = src_rect . size . height ;
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state . instance_data_array [ r_index ] . dst_rect [ 0 ] = dst_rect . position . x ;
state . instance_data_array [ r_index ] . dst_rect [ 1 ] = dst_rect . position . y ;
state . instance_data_array [ r_index ] . dst_rect [ 2 ] = dst_rect . size . width ;
state . instance_data_array [ r_index ] . dst_rect [ 3 ] = dst_rect . size . height ;
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state . instance_data_array [ r_index ] . flags | = int ( np - > axis_x ) < < FLAGS_NINEPATCH_H_MODE_SHIFT ;
state . instance_data_array [ r_index ] . flags | = int ( np - > axis_y ) < < FLAGS_NINEPATCH_V_MODE_SHIFT ;
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if ( np - > draw_center ) {
state . instance_data_array [ r_index ] . flags | = FLAGS_NINEPACH_DRAW_CENTER ;
}
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state . instance_data_array [ r_index ] . ninepatch_margins [ 0 ] = np - > margin [ SIDE_LEFT ] ;
state . instance_data_array [ r_index ] . ninepatch_margins [ 1 ] = np - > margin [ SIDE_TOP ] ;
state . instance_data_array [ r_index ] . ninepatch_margins [ 2 ] = np - > margin [ SIDE_RIGHT ] ;
state . instance_data_array [ r_index ] . ninepatch_margins [ 3 ] = np - > margin [ SIDE_BOTTOM ] ;
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RD : : get_singleton ( ) - > draw_list_set_state . instance_data_array [ r_index ] ( p_draw_list , & state . instance_data_array [ r_index ] , sizeof ( PushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , shader . quad_index_array ) ;
RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , true ) ;
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// Restore if overridden.
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 0 ] = texpixel_size . x ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 1 ] = texpixel_size . y ;
*/
} break ;
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case Item : : Command : : TYPE_POLYGON : {
const Item : : CommandPolygon * polygon = static_cast < const Item : : CommandPolygon * > ( c ) ;
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PolygonBuffers * pb = polygon_buffers . polygons . getptr ( polygon - > polygon . polygon_id ) ;
ERR_CONTINUE ( ! pb ) ;
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if ( polygon - > texture ! = last_texture | | state . current_primitive_points ! = 0 | | state . current_command ! = Item : : Command : : TYPE_POLYGON ) {
state . end_batch = true ;
_render_batch ( r_index ) ;
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state . current_primitive_points = 0 ;
state . current_command = Item : : Command : : TYPE_POLYGON ;
}
_bind_canvas_texture ( polygon - > texture , current_filter , current_repeat , r_index , last_texture , texpixel_size ) ;
state . canvas_shader . version_bind_shader ( state . current_shader_version , CanvasShaderGLES3 : : MODE_ATTRIBUTES ) ;
state . current_primitive = polygon - > primitive ;
state . instance_data_array [ r_index ] . modulation [ 0 ] = base_color . r ;
state . instance_data_array [ r_index ] . modulation [ 1 ] = base_color . g ;
state . instance_data_array [ r_index ] . modulation [ 2 ] = base_color . b ;
state . instance_data_array [ r_index ] . modulation [ 3 ] = base_color . a ;
for ( int j = 0 ; j < 4 ; j + + ) {
state . instance_data_array [ r_index ] . src_rect [ j ] = 0 ;
state . instance_data_array [ r_index ] . dst_rect [ j ] = 0 ;
state . instance_data_array [ r_index ] . ninepatch_margins [ j ] = 0 ;
}
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// If the previous operation is not done yet, allocated a new buffer
GLint syncStatus ;
glGetSynciv ( state . fences [ state . current_buffer ] , GL_SYNC_STATUS , sizeof ( GLint ) , nullptr , & syncStatus ) ;
if ( syncStatus = = GL_UNSIGNALED ) {
_allocate_instance_data_buffer ( ) ;
} else {
glDeleteSync ( state . fences [ state . current_buffer ] ) ;
}
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glBindBufferBase ( GL_UNIFORM_BUFFER , 3 , state . canvas_instance_data_buffers [ state . current_buffer ] ) ;
# ifdef JAVASCRIPT_ENABLED
//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( InstanceData ) , & state . instance_data_array [ 0 ] , GL_DYNAMIC_DRAW ) ;
# else
void * ubo = glMapBufferRange ( GL_UNIFORM_BUFFER , 0 , sizeof ( InstanceData ) , GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT ) ;
memcpy ( ubo , & state . instance_data_array [ 0 ] , sizeof ( InstanceData ) ) ;
glUnmapBuffer ( GL_UNIFORM_BUFFER ) ;
# endif
glBindVertexArray ( pb - > vertex_array ) ;
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static const GLenum prim [ 5 ] = { GL_POINTS , GL_LINES , GL_LINE_STRIP , GL_TRIANGLES , GL_TRIANGLE_STRIP } ;
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if ( pb - > index_buffer ! = 0 ) {
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glDrawElements ( prim [ polygon - > primitive ] , pb - > count , GL_UNSIGNED_INT , nullptr ) ;
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} else {
glDrawArrays ( prim [ polygon - > primitive ] , 0 , pb - > count ) ;
}
glBindVertexArray ( 0 ) ;
state . fences [ state . current_buffer ] = glFenceSync ( GL_SYNC_GPU_COMMANDS_COMPLETE , 0 ) ;
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state . current_buffer = ( state . current_buffer + 1 ) % state . canvas_instance_data_buffers . size ( ) ;
} break ;
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case Item : : Command : : TYPE_PRIMITIVE : {
const Item : : CommandPrimitive * primitive = static_cast < const Item : : CommandPrimitive * > ( c ) ;
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if ( last_texture ! = default_canvas_texture | | state . current_primitive_points ! = primitive - > point_count | | state . current_command ! = Item : : Command : : TYPE_PRIMITIVE ) {
state . end_batch = true ;
_render_batch ( r_index ) ;
state . current_primitive_points = primitive - > point_count ;
state . current_command = Item : : Command : : TYPE_PRIMITIVE ;
}
_bind_canvas_texture ( RID ( ) , current_filter , current_repeat , r_index , last_texture , texpixel_size ) ;
state . canvas_shader . version_bind_shader ( state . current_shader_version , CanvasShaderGLES3 : : MODE_PRIMITIVE ) ;
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for ( uint32_t j = 0 ; j < MIN ( 3u , primitive - > point_count ) ; j + + ) {
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state . instance_data_array [ r_index ] . points [ j * 2 + 0 ] = primitive - > points [ j ] . x ;
state . instance_data_array [ r_index ] . points [ j * 2 + 1 ] = primitive - > points [ j ] . y ;
state . instance_data_array [ r_index ] . uvs [ j * 2 + 0 ] = primitive - > uvs [ j ] . x ;
state . instance_data_array [ r_index ] . uvs [ j * 2 + 1 ] = primitive - > uvs [ j ] . y ;
Color col = primitive - > colors [ j ] * base_color ;
state . instance_data_array [ r_index ] . colors [ j * 2 + 0 ] = ( uint32_t ( Math : : make_half_float ( col . g ) ) < < 16 ) | Math : : make_half_float ( col . r ) ;
state . instance_data_array [ r_index ] . colors [ j * 2 + 1 ] = ( uint32_t ( Math : : make_half_float ( col . a ) ) < < 16 ) | Math : : make_half_float ( col . b ) ;
}
r_index + + ;
if ( primitive - > point_count = = 4 ) {
// Reset base data
_update_transform_2d_to_mat2x3 ( base_transform * draw_transform , state . instance_data_array [ r_index ] . world ) ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 0 ] = 0.0 ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 1 ] = 0.0 ;
state . instance_data_array [ r_index ] . flags = base_flags | ( state . instance_data_array [ r_index = = 0 ? 0 : r_index - 1 ] . flags & ( FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED ) ) ; //reset on each command for sanity, keep canvastexture binding config
for ( uint32_t j = 0 ; j < 3 ; j + + ) {
//second half of triangle
state . instance_data_array [ r_index ] . points [ j * 2 + 0 ] = primitive - > points [ j + 1 ] . x ;
state . instance_data_array [ r_index ] . points [ j * 2 + 1 ] = primitive - > points [ j + 1 ] . y ;
state . instance_data_array [ r_index ] . uvs [ j * 2 + 0 ] = primitive - > uvs [ j + 1 ] . x ;
state . instance_data_array [ r_index ] . uvs [ j * 2 + 1 ] = primitive - > uvs [ j + 1 ] . y ;
Color col = primitive - > colors [ j + 1 ] * base_color ;
state . instance_data_array [ r_index ] . colors [ j * 2 + 0 ] = ( uint32_t ( Math : : make_half_float ( col . g ) ) < < 16 ) | Math : : make_half_float ( col . r ) ;
state . instance_data_array [ r_index ] . colors [ j * 2 + 1 ] = ( uint32_t ( Math : : make_half_float ( col . a ) ) < < 16 ) | Math : : make_half_float ( col . b ) ;
}
r_index + + ;
}
if ( r_index > = state . max_instances_per_batch - 1 ) {
//r_index--;
state . end_batch = true ;
_render_batch ( r_index ) ;
}
} break ;
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case Item : : Command : : TYPE_MESH :
case Item : : Command : : TYPE_MULTIMESH :
case Item : : Command : : TYPE_PARTICLES : {
/*
RID mesh ;
RID mesh_instance ;
RID texture ;
Color modulate ( 1 , 1 , 1 , 1 ) ;
int instance_count = 1 ;
if ( c - > type = = Item : : Command : : TYPE_MESH ) {
const Item : : CommandMesh * m = static_cast < const Item : : CommandMesh * > ( c ) ;
mesh = m - > mesh ;
mesh_instance = m - > mesh_instance ;
texture = m - > texture ;
modulate = m - > modulate ;
_update_transform_2d_to_mat2x3 ( base_transform * draw_transform * m - > transform , state . instance_data_array [ r_index ] . world ) ;
} else if ( c - > type = = Item : : Command : : TYPE_MULTIMESH ) {
const Item : : CommandMultiMesh * mm = static_cast < const Item : : CommandMultiMesh * > ( c ) ;
RID multimesh = mm - > multimesh ;
mesh = storage - > multimesh_get_mesh ( multimesh ) ;
texture = mm - > texture ;
if ( storage - > multimesh_get_transform_format ( multimesh ) ! = RS : : MULTIMESH_TRANSFORM_2D ) {
break ;
}
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instance_count = storage - > multimesh_get_instances_to_draw ( multimesh ) ;
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if ( instance_count = = 0 ) {
break ;
}
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state . instance_data_array [ r_index ] . flags | = 1 ; //multimesh, trails disabled
if ( storage - > multimesh_uses_colors ( multimesh ) ) {
state . instance_data_array [ r_index ] . flags | = FLAGS_INSTANCING_HAS_COLORS ;
}
if ( storage - > multimesh_uses_custom_data ( multimesh ) ) {
state . instance_data_array [ r_index ] . flags | = FLAGS_INSTANCING_HAS_CUSTOM_DATA ;
}
}
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// TODO: implement particles here
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if ( mesh . is_null ( ) ) {
break ;
}
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if ( texture ! = last_texture | | state . current_primitive_points ! = 0 | | state . current_command ! = Item : : Command : : TYPE_PRIMITIVE ) {
state . end_batch = true ;
_render_batch ( r_index ) ;
state . current_primitive_points = 0 ;
state . current_command = c - > type ;
}
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_bind_canvas_texture ( texture , current_filter , current_repeat , r_index , last_texture , texpixel_size ) ;
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uint32_t surf_count = storage - > mesh_get_surface_count ( mesh ) ;
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state . instance_data_array [ r_index ] . modulation [ 0 ] = base_color . r * modulate . r ;
state . instance_data_array [ r_index ] . modulation [ 1 ] = base_color . g * modulate . g ;
state . instance_data_array [ r_index ] . modulation [ 2 ] = base_color . b * modulate . b ;
state . instance_data_array [ r_index ] . modulation [ 3 ] = base_color . a * modulate . a ;
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for ( int j = 0 ; j < 4 ; j + + ) {
state . instance_data_array [ r_index ] . src_rect [ j ] = 0 ;
state . instance_data_array [ r_index ] . dst_rect [ j ] = 0 ;
state . instance_data_array [ r_index ] . ninepatch_margins [ j ] = 0 ;
}
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for ( uint32_t j = 0 ; j < surf_count ; j + + ) {
RS : : SurfaceData * surface = storage - > mesh_get_surface ( mesh , j ) ;
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RS : : PrimitiveType primitive = storage - > mesh_surface_get_primitive ( surface ) ;
ERR_CONTINUE ( primitive < 0 | | primitive > = RS : : PRIMITIVE_MAX ) ;
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glBindVertexArray ( surface - > vertex_array ) ;
static const GLenum prim [ 5 ] = { GL_POINTS , GL_LINES , GL_LINE_STRIP , GL_TRIANGLES , GL_TRIANGLE_STRIP } ;
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// Draw directly, no need to batch
}
*/
} break ;
case Item : : Command : : TYPE_TRANSFORM : {
const Item : : CommandTransform * transform = static_cast < const Item : : CommandTransform * > ( c ) ;
draw_transform = transform - > xform ;
} break ;
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case Item : : Command : : TYPE_CLIP_IGNORE : {
/*
const Item : : CommandClipIgnore * ci = static_cast < const Item : : CommandClipIgnore * > ( c ) ;
if ( current_clip ) {
if ( ci - > ignore ! = reclip ) {
if ( ci - > ignore ) {
RD : : get_singleton ( ) - > draw_list_disable_scissor ( p_draw_list ) ;
reclip = true ;
} else {
RD : : get_singleton ( ) - > draw_list_enable_scissor ( p_draw_list , current_clip - > final_clip_rect ) ;
reclip = false ;
}
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}
}
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*/
} break ;
case Item : : Command : : TYPE_ANIMATION_SLICE : {
/*
const Item : : CommandAnimationSlice * as = static_cast < const Item : : CommandAnimationSlice * > ( c ) ;
double current_time = RendererCompositorRD : : singleton - > get_total_time ( ) ;
double local_time = Math : : fposmod ( current_time - as - > offset , as - > animation_length ) ;
skipping = ! ( local_time > = as - > slice_begin & & local_time < as - > slice_end ) ;
RenderingServerDefault : : redraw_request ( ) ; // animation visible means redraw request
*/
} break ;
}
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c = c - > next ;
}
}
void RasterizerCanvasGLES3 : : _render_batch ( uint32_t & r_index ) {
if ( state . end_batch & & r_index > 0 ) {
// If the previous operation is not done yet, allocate a new buffer
GLint syncStatus ;
glGetSynciv ( state . fences [ state . current_buffer ] , GL_SYNC_STATUS , sizeof ( GLint ) , nullptr , & syncStatus ) ;
if ( syncStatus = = GL_UNSIGNALED ) {
_allocate_instance_data_buffer ( ) ;
} else {
glDeleteSync ( state . fences [ state . current_buffer ] ) ;
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}
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glBindBufferBase ( GL_UNIFORM_BUFFER , 3 , state . canvas_instance_data_buffers [ state . current_buffer ] ) ;
# ifdef JAVASCRIPT_ENABLED
//WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( InstanceData ) * r_index , state . instance_data_array , GL_DYNAMIC_DRAW ) ;
# else
void * ubo = glMapBufferRange ( GL_UNIFORM_BUFFER , 0 , sizeof ( InstanceData ) * r_index , GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT ) ;
memcpy ( ubo , state . instance_data_array , sizeof ( InstanceData ) * r_index ) ;
glUnmapBuffer ( GL_UNIFORM_BUFFER ) ;
# endif
glBindVertexArray ( data . canvas_quad_array ) ;
if ( state . current_primitive_points = = 0 ) {
glDrawArraysInstanced ( GL_TRIANGLE_FAN , 0 , 4 , r_index ) ;
} else {
static const GLenum prim [ 5 ] = { GL_POINTS , GL_POINTS , GL_LINES , GL_TRIANGLES , GL_TRIANGLES } ;
glDrawArraysInstanced ( prim [ state . current_primitive_points ] , 0 , state . current_primitive_points , r_index ) ;
}
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
state . fences [ state . current_buffer ] = glFenceSync ( GL_SYNC_GPU_COMMANDS_COMPLETE , 0 ) ;
state . current_buffer = ( state . current_buffer + 1 ) % state . canvas_instance_data_buffers . size ( ) ;
state . end_batch = false ;
//copy the new data into the base of the batch
for ( int i = 0 ; i < 4 ; i + + ) {
state . instance_data_array [ 0 ] . modulation [ i ] = state . instance_data_array [ r_index ] . modulation [ i ] ;
state . instance_data_array [ 0 ] . ninepatch_margins [ i ] = state . instance_data_array [ r_index ] . ninepatch_margins [ i ] ;
state . instance_data_array [ 0 ] . src_rect [ i ] = state . instance_data_array [ r_index ] . src_rect [ i ] ;
state . instance_data_array [ 0 ] . dst_rect [ i ] = state . instance_data_array [ r_index ] . dst_rect [ i ] ;
state . instance_data_array [ 0 ] . lights [ i ] = state . instance_data_array [ r_index ] . lights [ i ] ;
}
state . instance_data_array [ 0 ] . flags = state . instance_data_array [ r_index ] . flags ;
state . instance_data_array [ 0 ] . color_texture_pixel_size [ 0 ] = state . instance_data_array [ r_index ] . color_texture_pixel_size [ 0 ] ;
state . instance_data_array [ 0 ] . color_texture_pixel_size [ 1 ] = state . instance_data_array [ r_index ] . color_texture_pixel_size [ 1 ] ;
state . instance_data_array [ 0 ] . pad [ 0 ] = state . instance_data_array [ r_index ] . pad [ 0 ] ;
state . instance_data_array [ 0 ] . pad [ 1 ] = state . instance_data_array [ r_index ] . pad [ 1 ] ;
for ( int i = 0 ; i < 6 ; i + + ) {
state . instance_data_array [ 0 ] . world [ i ] = state . instance_data_array [ r_index ] . world [ i ] ;
}
r_index = 0 ;
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}
}
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// TODO maybe dont use
void RasterizerCanvasGLES3 : : _end_batch ( uint32_t & r_index ) {
for ( int i = 0 ; i < 4 ; i + + ) {
state . instance_data_array [ r_index ] . modulation [ i ] = 0.0 ;
state . instance_data_array [ r_index ] . ninepatch_margins [ i ] = 0.0 ;
state . instance_data_array [ r_index ] . src_rect [ i ] = 0.0 ;
state . instance_data_array [ r_index ] . dst_rect [ i ] = 0.0 ;
}
state . instance_data_array [ r_index ] . flags = uint32_t ( 0 ) ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 0 ] = 0.0 ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 1 ] = 0.0 ;
state . instance_data_array [ r_index ] . pad [ 0 ] = 0.0 ;
state . instance_data_array [ r_index ] . pad [ 1 ] = 0.0 ;
state . instance_data_array [ r_index ] . lights [ 0 ] = uint32_t ( 0 ) ;
state . instance_data_array [ r_index ] . lights [ 1 ] = uint32_t ( 0 ) ;
state . instance_data_array [ r_index ] . lights [ 2 ] = uint32_t ( 0 ) ;
state . instance_data_array [ r_index ] . lights [ 3 ] = uint32_t ( 0 ) ;
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}
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RID RasterizerCanvasGLES3 : : light_create ( ) {
return RID ( ) ;
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}
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void RasterizerCanvasGLES3 : : light_set_texture ( RID p_rid , RID p_texture ) {
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}
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void RasterizerCanvasGLES3 : : light_set_use_shadow ( RID p_rid , bool p_enable ) {
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}
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void RasterizerCanvasGLES3 : : light_update_shadow ( RID p_rid , int p_shadow_index , const Transform2D & p_light_xform , int p_light_mask , float p_near , float p_far , LightOccluderInstance * p_occluders ) {
}
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void RasterizerCanvasGLES3 : : light_update_directional_shadow ( RID p_rid , int p_shadow_index , const Transform2D & p_light_xform , int p_light_mask , float p_cull_distance , const Rect2 & p_clip_rect , LightOccluderInstance * p_occluders ) {
}
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void RasterizerCanvasGLES3 : : render_sdf ( RID p_render_target , LightOccluderInstance * p_occluders ) {
}
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RID RasterizerCanvasGLES3 : : occluder_polygon_create ( ) {
return RID ( ) ;
}
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void RasterizerCanvasGLES3 : : occluder_polygon_set_shape ( RID p_occluder , const Vector < Vector2 > & p_points , bool p_closed ) {
}
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void RasterizerCanvasGLES3 : : occluder_polygon_set_cull_mode ( RID p_occluder , RS : : CanvasOccluderPolygonCullMode p_mode ) {
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}
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void RasterizerCanvasGLES3 : : set_shadow_texture_size ( int p_size ) {
}
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bool RasterizerCanvasGLES3 : : free ( RID p_rid ) {
return true ;
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}
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void RasterizerCanvasGLES3 : : update ( ) {
}
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void RasterizerCanvasGLES3 : : canvas_begin ( ) {
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GLES3 : : TextureStorage * texture_storage = GLES3 : : TextureStorage : : get_singleton ( ) ;
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state . using_transparent_rt = false ;
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if ( texture_storage - > frame . current_rt ) {
glBindFramebuffer ( GL_FRAMEBUFFER , texture_storage - > frame . current_rt - > fbo ) ;
state . using_transparent_rt = texture_storage - > frame . current_rt - > flags [ GLES3 : : TextureStorage : : RENDER_TARGET_TRANSPARENT ] ;
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}
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if ( texture_storage - > frame . current_rt & & texture_storage - > frame . current_rt - > clear_requested ) {
const Color & col = texture_storage - > frame . current_rt - > clear_color ;
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glClearColor ( col . r , col . g , col . b , col . a ) ;
glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ) ;
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texture_storage - > frame . current_rt - > clear_requested = false ;
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}
reset_canvas ( ) ;
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glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
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}
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void RasterizerCanvasGLES3 : : canvas_end ( ) {
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
void RasterizerCanvasGLES3 : : _bind_canvas_texture ( RID p_texture , RS : : CanvasItemTextureFilter p_base_filter , RS : : CanvasItemTextureRepeat p_base_repeat , uint32_t & r_index , RID & r_last_texture , Size2 & r_texpixel_size ) {
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GLES3 : : TextureStorage * texture_storage = GLES3 : : TextureStorage : : get_singleton ( ) ;
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if ( p_texture = = RID ( ) ) {
p_texture = default_canvas_texture ;
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}
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if ( r_last_texture = = p_texture ) {
return ; //nothing to do, its the same
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}
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state . end_batch = true ;
_render_batch ( r_index ) ;
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GLES3 : : CanvasTexture * ct = nullptr ;
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GLES3 : : Texture * t = texture_storage - > get_texture ( p_texture ) ;
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if ( t ) {
//regular texture
if ( ! t - > canvas_texture ) {
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t - > canvas_texture = memnew ( GLES3 : : CanvasTexture ) ;
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t - > canvas_texture - > diffuse = p_texture ;
}
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ct = t - > canvas_texture ;
} else {
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ct = GLES3 : : TextureStorage : : get_singleton ( ) - > get_canvas_texture ( p_texture ) ;
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}
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if ( ! ct ) {
// Invalid Texture RID.
_bind_canvas_texture ( default_canvas_texture , p_base_filter , p_base_repeat , r_index , r_last_texture , r_texpixel_size ) ;
return ;
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}
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RS : : CanvasItemTextureFilter filter = ct - > texture_filter ! = RS : : CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct - > texture_filter : p_base_filter ;
ERR_FAIL_COND ( filter = = RS : : CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ) ;
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RS : : CanvasItemTextureRepeat repeat = ct - > texture_repeat ! = RS : : CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct - > texture_repeat : p_base_repeat ;
ERR_FAIL_COND ( repeat = = RS : : CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ) ;
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GLES3 : : Texture * texture = texture_storage - > get_texture ( ct - > diffuse ) ;
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if ( ! texture ) {
state . current_tex = RID ( ) ;
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state . current_tex_ptr = nullptr ;
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ct - > size_cache = Size2i ( 1 , 1 ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
} else {
texture = texture - > get_ptr ( ) ;
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_2D , texture - > tex_id ) ;
state . current_tex = ct - > diffuse ;
state . current_tex_ptr = texture ;
ct - > size_cache = Size2i ( texture - > width , texture - > height ) ;
texture - > GLSetFilter ( GL_TEXTURE_2D , filter ) ;
texture - > GLSetRepeat ( GL_TEXTURE_2D , repeat ) ;
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}
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GLES3 : : Texture * normal_map = texture_storage - > get_texture ( ct - > normal_map ) ;
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if ( ! normal_map ) {
state . current_normal = RID ( ) ;
ct - > use_normal_cache = false ;
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glActiveTexture ( GL_TEXTURE0 + GLES3 : : Config : : get_singleton ( ) - > max_texture_image_units - 6 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > resources . normal_tex ) ;
} else {
normal_map = normal_map - > get_ptr ( ) ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config - > max_texture_image_units - 6 ) ;
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glBindTexture ( GL_TEXTURE_2D , normal_map - > tex_id ) ;
state . current_normal = ct - > normal_map ;
ct - > use_normal_cache = true ;
texture - > GLSetFilter ( GL_TEXTURE_2D , filter ) ;
texture - > GLSetRepeat ( GL_TEXTURE_2D , repeat ) ;
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}
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GLES3 : : Texture * specular_map = texture_storage - > get_texture ( ct - > specular ) ;
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if ( ! specular_map ) {
state . current_specular = RID ( ) ;
ct - > use_specular_cache = false ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config - > max_texture_image_units - 7 ) ;
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glBindTexture ( GL_TEXTURE_2D , storage - > resources . white_tex ) ;
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} else {
specular_map = specular_map - > get_ptr ( ) ;
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glActiveTexture ( GL_TEXTURE0 + storage - > config - > max_texture_image_units - 7 ) ;
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glBindTexture ( GL_TEXTURE_2D , specular_map - > tex_id ) ;
state . current_specular = ct - > specular ;
ct - > use_specular_cache = true ;
texture - > GLSetFilter ( GL_TEXTURE_2D , filter ) ;
texture - > GLSetRepeat ( GL_TEXTURE_2D , repeat ) ;
}
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if ( ct - > use_specular_cache ) {
state . instance_data_array [ r_index ] . flags | = FLAGS_DEFAULT_SPECULAR_MAP_USED ;
} else {
state . instance_data_array [ r_index ] . flags & = ~ FLAGS_DEFAULT_SPECULAR_MAP_USED ;
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}
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if ( ct - > use_normal_cache ) {
state . instance_data_array [ r_index ] . flags | = FLAGS_DEFAULT_NORMAL_MAP_USED ;
} else {
state . instance_data_array [ r_index ] . flags & = ~ FLAGS_DEFAULT_NORMAL_MAP_USED ;
}
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state . instance_data_array [ r_index ] . specular_shininess = uint32_t ( CLAMP ( ct - > specular_color . a * 255.0 , 0 , 255 ) ) < < 24 ;
state . instance_data_array [ r_index ] . specular_shininess | = uint32_t ( CLAMP ( ct - > specular_color . b * 255.0 , 0 , 255 ) ) < < 16 ;
state . instance_data_array [ r_index ] . specular_shininess | = uint32_t ( CLAMP ( ct - > specular_color . g * 255.0 , 0 , 255 ) ) < < 8 ;
state . instance_data_array [ r_index ] . specular_shininess | = uint32_t ( CLAMP ( ct - > specular_color . r * 255.0 , 0 , 255 ) ) ;
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r_texpixel_size . x = 1.0 / float ( ct - > size_cache . x ) ;
r_texpixel_size . y = 1.0 / float ( ct - > size_cache . y ) ;
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state . instance_data_array [ r_index ] . color_texture_pixel_size [ 0 ] = r_texpixel_size . x ;
state . instance_data_array [ r_index ] . color_texture_pixel_size [ 1 ] = r_texpixel_size . y ;
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r_last_texture = p_texture ;
}
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void RasterizerCanvasGLES3 : : _set_uniforms ( ) {
}
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void RasterizerCanvasGLES3 : : reset_canvas ( ) {
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GLES3 : : TextureStorage * texture_storage = GLES3 : : TextureStorage : : get_singleton ( ) ;
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glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_DITHER ) ;
glEnable ( GL_BLEND ) ;
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// Default to Mix.
glBlendEquation ( GL_FUNC_ADD ) ;
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if ( texture_storage - > frame . current_rt & & texture_storage - > frame . current_rt - > flags [ GLES3 : : TextureStorage : : RENDER_TARGET_TRANSPARENT ] ) {
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glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ONE , GL_ONE_MINUS_SRC_ALPHA ) ;
} else {
glBlendFuncSeparate ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_ZERO , GL_ONE ) ;
}
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
}
void RasterizerCanvasGLES3 : : canvas_debug_viewport_shadows ( Light * p_lights_with_shadow ) {
}
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 ) {
}
void RasterizerCanvasGLES3 : : draw_lens_distortion_rect ( const Rect2 & p_rect , float p_k1 , float p_k2 , const Vector2 & p_eye_center , float p_oversample ) {
}
RendererCanvasRender : : PolygonID RasterizerCanvasGLES3 : : request_polygon ( const Vector < int > & p_indices , const Vector < Point2 > & p_points , const Vector < Color > & p_colors , const Vector < Point2 > & p_uvs , const Vector < int > & p_bones , const Vector < float > & p_weights ) {
// We interleave the vertex data into one big VBO to improve cache coherence
uint32_t vertex_count = p_points . size ( ) ;
uint32_t stride = 2 ;
if ( ( uint32_t ) p_colors . size ( ) = = vertex_count ) {
stride + = 4 ;
}
if ( ( uint32_t ) p_uvs . size ( ) = = vertex_count ) {
stride + = 2 ;
}
if ( ( uint32_t ) p_bones . size ( ) = = vertex_count * 4 & & ( uint32_t ) p_weights . size ( ) = = vertex_count * 4 ) {
stride + = 4 ;
}
PolygonBuffers pb ;
glGenBuffers ( 1 , & pb . vertex_buffer ) ;
glGenVertexArrays ( 1 , & pb . vertex_array ) ;
glBindVertexArray ( pb . vertex_array ) ;
pb . count = vertex_count ;
pb . index_buffer = 0 ;
uint32_t buffer_size = stride * p_points . size ( ) ;
Vector < uint8_t > polygon_buffer ;
polygon_buffer . resize ( buffer_size * sizeof ( float ) ) ;
{
glBindBuffer ( GL_ARRAY_BUFFER , pb . vertex_buffer ) ;
glBufferData ( GL_ARRAY_BUFFER , stride * vertex_count * sizeof ( float ) , nullptr , GL_STATIC_DRAW ) ; // TODO may not be necessary
const uint8_t * r = polygon_buffer . ptr ( ) ;
float * fptr = ( float * ) r ;
uint32_t * uptr = ( uint32_t * ) r ;
uint32_t base_offset = 0 ;
{
// Always uses vertex positions
glEnableVertexAttribArray ( RS : : ARRAY_VERTEX ) ;
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glVertexAttribPointer ( RS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , stride * sizeof ( float ) , nullptr ) ;
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const Vector2 * points_ptr = p_points . ptr ( ) ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
fptr [ base_offset + i * stride + 0 ] = points_ptr [ i ] . x ;
fptr [ base_offset + i * stride + 1 ] = points_ptr [ i ] . y ;
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}
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base_offset + = 2 ;
}
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// Next add colors
if ( p_colors . size ( ) = = 1 ) {
glDisableVertexAttribArray ( RS : : ARRAY_COLOR ) ;
Color m = p_colors [ 0 ] ;
glVertexAttrib4f ( RS : : ARRAY_COLOR , m . r , m . g , m . b , m . a ) ;
} else if ( ( uint32_t ) p_colors . size ( ) = = vertex_count ) {
glEnableVertexAttribArray ( RS : : ARRAY_COLOR ) ;
glVertexAttribPointer ( RS : : ARRAY_COLOR , 4 , GL_FLOAT , GL_FALSE , stride * sizeof ( float ) , CAST_INT_TO_UCHAR_PTR ( base_offset * sizeof ( float ) ) ) ;
const Color * color_ptr = p_colors . ptr ( ) ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
fptr [ base_offset + i * stride + 0 ] = color_ptr [ i ] . r ;
fptr [ base_offset + i * stride + 1 ] = color_ptr [ i ] . g ;
fptr [ base_offset + i * stride + 2 ] = color_ptr [ i ] . b ;
fptr [ base_offset + i * stride + 3 ] = color_ptr [ i ] . a ;
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}
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base_offset + = 4 ;
} else {
glDisableVertexAttribArray ( RS : : ARRAY_COLOR ) ;
glVertexAttrib4f ( RS : : ARRAY_COLOR , 1.0 , 1.0 , 1.0 , 1.0 ) ;
}
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if ( ( uint32_t ) p_uvs . size ( ) = = vertex_count ) {
glEnableVertexAttribArray ( RS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( RS : : ARRAY_TEX_UV , 2 , GL_FLOAT , GL_FALSE , stride * sizeof ( float ) , CAST_INT_TO_UCHAR_PTR ( base_offset * sizeof ( float ) ) ) ;
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const Vector2 * uv_ptr = p_uvs . ptr ( ) ;
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for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
fptr [ base_offset + i * stride + 0 ] = uv_ptr [ i ] . x ;
fptr [ base_offset + i * stride + 1 ] = uv_ptr [ i ] . y ;
}
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base_offset + = 2 ;
} else {
glDisableVertexAttribArray ( RS : : ARRAY_TEX_UV ) ;
}
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if ( ( uint32_t ) p_indices . size ( ) = = vertex_count * 4 & & ( uint32_t ) p_weights . size ( ) = = vertex_count * 4 ) {
glEnableVertexAttribArray ( RS : : ARRAY_BONES ) ;
glVertexAttribPointer ( RS : : ARRAY_BONES , 4 , GL_UNSIGNED_INT , GL_FALSE , stride * sizeof ( float ) , CAST_INT_TO_UCHAR_PTR ( base_offset * sizeof ( float ) ) ) ;
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const int * bone_ptr = p_bones . ptr ( ) ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
uint16_t * bone16w = ( uint16_t * ) & uptr [ base_offset + i * stride ] ;
bone16w [ 0 ] = bone_ptr [ i * 4 + 0 ] ;
bone16w [ 1 ] = bone_ptr [ i * 4 + 1 ] ;
bone16w [ 2 ] = bone_ptr [ i * 4 + 2 ] ;
bone16w [ 3 ] = bone_ptr [ i * 4 + 3 ] ;
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}
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base_offset + = 2 ;
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} else {
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glDisableVertexAttribArray ( RS : : ARRAY_BONES ) ;
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}
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if ( ( uint32_t ) p_weights . size ( ) = = vertex_count * 4 ) {
glEnableVertexAttribArray ( RS : : ARRAY_WEIGHTS ) ;
glVertexAttribPointer ( RS : : ARRAY_WEIGHTS , 4 , GL_FLOAT , GL_FALSE , stride * sizeof ( float ) , CAST_INT_TO_UCHAR_PTR ( base_offset * sizeof ( float ) ) ) ;
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const float * weight_ptr = p_weights . ptr ( ) ;
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for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
uint16_t * weight16w = ( uint16_t * ) & uptr [ base_offset + i * stride ] ;
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weight16w [ 0 ] = CLAMP ( weight_ptr [ i * 4 + 0 ] * 65535 , 0 , 65535 ) ;
weight16w [ 1 ] = CLAMP ( weight_ptr [ i * 4 + 1 ] * 65535 , 0 , 65535 ) ;
weight16w [ 2 ] = CLAMP ( weight_ptr [ i * 4 + 2 ] * 65535 , 0 , 65535 ) ;
weight16w [ 3 ] = CLAMP ( weight_ptr [ i * 4 + 3 ] * 65535 , 0 , 65535 ) ;
}
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base_offset + = 2 ;
} else {
glDisableVertexAttribArray ( RS : : ARRAY_WEIGHTS ) ;
}
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ERR_FAIL_COND_V ( base_offset ! = stride , 0 ) ;
glBufferData ( GL_ARRAY_BUFFER , vertex_count * stride * sizeof ( float ) , polygon_buffer . ptr ( ) , GL_STATIC_DRAW ) ;
}
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if ( p_indices . size ( ) ) {
//create indices, as indices were requested
Vector < uint8_t > index_buffer ;
index_buffer . resize ( p_indices . size ( ) * sizeof ( int32_t ) ) ;
{
uint8_t * w = index_buffer . ptrw ( ) ;
memcpy ( w , p_indices . ptr ( ) , sizeof ( int32_t ) * p_indices . size ( ) ) ;
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}
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glGenBuffers ( 1 , & pb . index_buffer ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , pb . index_buffer ) ;
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , p_indices . size ( ) * 4 , nullptr , GL_STATIC_DRAW ) ; // TODO may not be necessary
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , p_indices . size ( ) * 4 , index_buffer . ptr ( ) , GL_STATIC_DRAW ) ;
pb . count = p_indices . size ( ) ;
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}
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glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
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PolygonID id = polygon_buffers . last_id + + ;
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polygon_buffers . polygons [ id ] = pb ;
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return id ;
}
void RasterizerCanvasGLES3 : : free_polygon ( PolygonID p_polygon ) {
PolygonBuffers * pb_ptr = polygon_buffers . polygons . getptr ( p_polygon ) ;
ERR_FAIL_COND ( ! pb_ptr ) ;
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PolygonBuffers & pb = * pb_ptr ;
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if ( pb . index_buffer ! = 0 ) {
glDeleteBuffers ( 1 , & pb . index_buffer ) ;
}
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glDeleteVertexArrays ( 1 , & pb . vertex_array ) ;
glDeleteBuffers ( 1 , & pb . vertex_buffer ) ;
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polygon_buffers . polygons . erase ( p_polygon ) ;
}
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// Creates a new uniform buffer and uses it right away
// This expands the instance buffer continually
// In theory allocations can reach as high as number_of_draw_calls * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3 : : _allocate_instance_data_buffer ( ) {
GLuint new_buffer ;
glGenBuffers ( 1 , & new_buffer ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , new_buffer ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( InstanceData ) * state . max_instances_per_batch , nullptr , GL_DYNAMIC_DRAW ) ;
state . current_buffer = ( state . current_buffer + 1 ) ;
state . canvas_instance_data_buffers . insert ( state . current_buffer , new_buffer ) ;
state . fences . insert ( state . current_buffer , GLsync ( ) ) ;
state . current_buffer = state . current_buffer % state . canvas_instance_data_buffers . size ( ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
}
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void RasterizerCanvasGLES3 : : initialize ( ) {
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GLES3 : : TextureStorage * texture_storage = GLES3 : : TextureStorage : : get_singleton ( ) ;
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GLES3 : : MaterialStorage * material_storage = GLES3 : : MaterialStorage : : get_singleton ( ) ;
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// quad buffer
{
glGenBuffers ( 1 , & data . canvas_quad_vertices ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . canvas_quad_vertices ) ;
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const float qv [ 8 ] = {
0 , 0 ,
0 , 1 ,
1 , 1 ,
1 , 0
} ;
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glBufferData ( GL_ARRAY_BUFFER , sizeof ( float ) * 8 , qv , GL_STATIC_DRAW ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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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 , nullptr ) ;
glEnableVertexAttribArray ( 0 ) ;
glBindVertexArray ( 0 ) ;
glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ; //unbind
}
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{
//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 ) ;
}
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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 ( RS : : ARRAY_VERTEX ) ;
glVertexAttribPointer ( RS : : ARRAY_VERTEX , 2 , GL_FLOAT , GL_FALSE , sizeof ( float ) * 4 , nullptr ) ;
glEnableVertexAttribArray ( RS : : ARRAY_TEX_UV ) ;
glVertexAttribPointer ( RS : : 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
}
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// ninepatch buffers
{
// array buffer
glGenBuffers ( 1 , & data . ninepatch_vertices ) ;
glBindBuffer ( GL_ARRAY_BUFFER , data . ninepatch_vertices ) ;
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glBufferData ( GL_ARRAY_BUFFER , sizeof ( float ) * ( 16 + 16 ) * 2 , nullptr , GL_DYNAMIC_DRAW ) ;
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glBindBuffer ( GL_ARRAY_BUFFER , 0 ) ;
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// element buffer
glGenBuffers ( 1 , & data . ninepatch_elements ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , data . ninepatch_elements ) ;
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# define _EIDX(y, x) (y * 4 + x)
uint8_t elems [ 3 * 2 * 9 ] = {
// first row
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_EIDX ( 0 , 0 ) , _EIDX ( 0 , 1 ) , _EIDX ( 1 , 1 ) ,
_EIDX ( 1 , 1 ) , _EIDX ( 1 , 0 ) , _EIDX ( 0 , 0 ) ,
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_EIDX ( 0 , 1 ) , _EIDX ( 0 , 2 ) , _EIDX ( 1 , 2 ) ,
_EIDX ( 1 , 2 ) , _EIDX ( 1 , 1 ) , _EIDX ( 0 , 1 ) ,
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_EIDX ( 0 , 2 ) , _EIDX ( 0 , 3 ) , _EIDX ( 1 , 3 ) ,
_EIDX ( 1 , 3 ) , _EIDX ( 1 , 2 ) , _EIDX ( 0 , 2 ) ,
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// second row
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_EIDX ( 1 , 0 ) , _EIDX ( 1 , 1 ) , _EIDX ( 2 , 1 ) ,
_EIDX ( 2 , 1 ) , _EIDX ( 2 , 0 ) , _EIDX ( 1 , 0 ) ,
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// the center one would be here, but we'll put it at the end
// so it's easier to disable the center and be able to use
// one draw call for both
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_EIDX ( 1 , 2 ) , _EIDX ( 1 , 3 ) , _EIDX ( 2 , 3 ) ,
_EIDX ( 2 , 3 ) , _EIDX ( 2 , 2 ) , _EIDX ( 1 , 2 ) ,
// third row
_EIDX ( 2 , 0 ) , _EIDX ( 2 , 1 ) , _EIDX ( 3 , 1 ) ,
_EIDX ( 3 , 1 ) , _EIDX ( 3 , 0 ) , _EIDX ( 2 , 0 ) ,
_EIDX ( 2 , 1 ) , _EIDX ( 2 , 2 ) , _EIDX ( 3 , 2 ) ,
_EIDX ( 3 , 2 ) , _EIDX ( 3 , 1 ) , _EIDX ( 2 , 1 ) ,
_EIDX ( 2 , 2 ) , _EIDX ( 2 , 3 ) , _EIDX ( 3 , 3 ) ,
_EIDX ( 3 , 3 ) , _EIDX ( 3 , 2 ) , _EIDX ( 2 , 2 ) ,
// center field
_EIDX ( 1 , 1 ) , _EIDX ( 1 , 2 ) , _EIDX ( 2 , 2 ) ,
_EIDX ( 2 , 2 ) , _EIDX ( 2 , 1 ) , _EIDX ( 1 , 1 )
} ;
# undef _EIDX
glBufferData ( GL_ELEMENT_ARRAY_BUFFER , sizeof ( elems ) , elems , GL_STATIC_DRAW ) ;
glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER , 0 ) ;
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}
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//state.canvas_shadow_shader.init();
int uniform_max_size ;
glGetIntegerv ( GL_MAX_UNIFORM_BLOCK_SIZE , & uniform_max_size ) ;
if ( uniform_max_size < 65536 ) {
state . max_lights_per_render = 64 ;
state . max_instances_per_batch = 128 ;
} else {
state . max_lights_per_render = 256 ;
state . max_instances_per_batch = 512 ;
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}
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// Reserve 64 Uniform Buffers for instance data
state . canvas_instance_data_buffers . resize ( 64 ) ;
state . fences . resize ( 64 ) ;
glGenBuffers ( 64 , state . canvas_instance_data_buffers . ptr ( ) ) ;
for ( int i = 0 ; i < 64 ; i + + ) {
glBindBuffer ( GL_UNIFORM_BUFFER , state . canvas_instance_data_buffers [ i ] ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( InstanceData ) * state . max_instances_per_batch , nullptr , GL_DYNAMIC_DRAW ) ;
}
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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state . instance_data_array = memnew_arr ( InstanceData , state . max_instances_per_batch ) ;
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glGenBuffers ( 1 , & state . canvas_state_buffer ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , state . canvas_state_buffer ) ;
glBufferData ( GL_UNIFORM_BUFFER , sizeof ( StateBuffer ) , nullptr , GL_STREAM_DRAW ) ;
glBindBuffer ( GL_UNIFORM_BUFFER , 0 ) ;
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String global_defines ;
global_defines + = " #define MAX_GLOBAL_VARIABLES 256 \n " ; // TODO: this is arbitrary for now
global_defines + = " #define MAX_LIGHTS " + itos ( state . max_instances_per_batch ) + " \n " ;
global_defines + = " #define MAX_DRAW_DATA_INSTANCES " + itos ( state . max_instances_per_batch ) + " \n " ;
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state . canvas_shader . initialize ( global_defines ) ;
state . canvas_shader_default_version = state . canvas_shader . version_create ( ) ;
state . canvas_shader . version_bind_shader ( state . canvas_shader_default_version , CanvasShaderGLES3 : : MODE_QUAD ) ;
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//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config->use_rgba_2d_shadows);
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//state.canvas_shader.bind();
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//state.lens_shader.init();
//state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
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{
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default_canvas_group_shader = material_storage - > shader_allocate ( ) ;
material_storage - > shader_initialize ( default_canvas_group_shader ) ;
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material_storage - > shader_set_code ( default_canvas_group_shader , R " (
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// Default CanvasGroup shader.
shader_type canvas_item ;
void fragment ( ) {
vec4 c = textureLod ( SCREEN_TEXTURE , SCREEN_UV , 0.0 ) ;
if ( c . a > 0.0001 ) {
c . rgb / = c . a ;
}
COLOR * = c ;
}
) " );
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default_canvas_group_material = material_storage - > material_allocate ( ) ;
material_storage - > material_initialize ( default_canvas_group_material ) ;
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material_storage - > material_set_shader ( default_canvas_group_material , default_canvas_group_shader ) ;
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}
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default_canvas_texture = texture_storage - > canvas_texture_allocate ( ) ;
texture_storage - > canvas_texture_initialize ( default_canvas_texture ) ;
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state . using_light = nullptr ;
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state . using_transparent_rt = false ;
state . using_skeleton = false ;
state . current_shader_version = state . canvas_shader_default_version ;
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}
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RasterizerCanvasGLES3 * RasterizerCanvasGLES3 : : singleton = nullptr ;
RasterizerCanvasGLES3 * RasterizerCanvasGLES3 : : get_singleton ( ) {
return singleton ;
}
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RasterizerCanvasGLES3 : : RasterizerCanvasGLES3 ( ) {
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singleton = this ;
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}
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RasterizerCanvasGLES3 : : ~ RasterizerCanvasGLES3 ( ) {
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GLES3 : : TextureStorage * texture_storage = GLES3 : : TextureStorage : : get_singleton ( ) ;
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GLES3 : : MaterialStorage * material_storage = GLES3 : : MaterialStorage : : get_singleton ( ) ;
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state . canvas_shader . version_free ( state . canvas_shader_default_version ) ;
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material_storage - > material_free ( default_canvas_group_material ) ;
material_storage - > shader_free ( default_canvas_group_shader ) ;
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texture_storage - > canvas_texture_free ( default_canvas_texture ) ;
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singleton = nullptr ;
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}
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 ) ;
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}
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# endif // GLES3_ENABLED