godot/drivers/gles3/rasterizer_canvas_gles3.cpp

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/*************************************************************************/
/* rasterizer_canvas_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_canvas_gles3.h"
#include "os/os.h"
#ifndef GLES_OVER_GL
2017-01-07 08:33:11 +00:00
#define glClearDepth glClearDepthf
#endif
static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
p_array[0] = p_mtx.elements[0][0];
p_array[1] = p_mtx.elements[0][1];
p_array[2] = 0;
p_array[3] = 0;
p_array[4] = p_mtx.elements[1][0];
p_array[5] = p_mtx.elements[1][1];
p_array[6] = 0;
p_array[7] = 0;
p_array[8] = 0;
p_array[9] = 0;
p_array[10] = 1;
p_array[11] = 0;
p_array[12] = p_mtx.elements[2][0];
p_array[13] = p_mtx.elements[2][1];
p_array[14] = 0;
p_array[15] = 1;
}
static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
p_array[2] = p_mtx.basis.elements[2][0];
p_array[3] = 0;
p_array[4] = p_mtx.basis.elements[0][1];
p_array[5] = p_mtx.basis.elements[1][1];
p_array[6] = p_mtx.basis.elements[2][1];
p_array[7] = 0;
p_array[8] = p_mtx.basis.elements[0][2];
p_array[9] = p_mtx.basis.elements[1][2];
p_array[10] = p_mtx.basis.elements[2][2];
p_array[11] = 0;
p_array[12] = p_mtx.origin.x;
p_array[13] = p_mtx.origin.y;
p_array[14] = p_mtx.origin.z;
p_array[15] = 1;
}
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
p_array[i * 4 + j] = p_mtx.matrix[i][j];
}
}
}
RID RasterizerCanvasGLES3::light_internal_create() {
LightInternal *li = memnew(LightInternal);
glGenBuffers(1, &li->ubo);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return light_internal_owner.make_rid(li);
}
void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
LightInternal *li = light_internal_owner.getornull(p_rid);
ERR_FAIL_COND(!li);
store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
for (int i = 0; i < 4; i++) {
li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
}
li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
li->ubo_data.shadowpixel_size = 1.0 / p_light->shadow_buffer_size;
li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
li->ubo_data.light_height = p_light->height;
if (p_light->radius_cache == 0)
li->ubo_data.shadow_gradient = 0;
else
li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
LightInternal *li = light_internal_owner.getornull(p_rid);
ERR_FAIL_COND(!li);
glDeleteBuffers(1, &li->ubo);
light_internal_owner.free(p_rid);
memdelete(li);
}
void RasterizerCanvasGLES3::canvas_begin() {
if (storage->frame.current_rt && storage->frame.clear_request) {
// a clear request may be pending, so do it
glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a);
glClear(GL_COLOR_BUFFER_BIT);
storage->frame.clear_request = false;
}
/*canvas_shader.unbind();
canvas_shader.set_custom_shader(0);
canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
canvas_shader.bind();
canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
canvas_use_modulate=false;*/
reset_canvas();
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
state.canvas_shader.set_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());
//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;
}
void RasterizerCanvasGLES3::canvas_end() {
glBindVertexArray(0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
state.using_texture_rect = false;
}
RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture) {
if (p_texture == state.current_tex) {
return state.current_tex_ptr;
}
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;
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
return NULL;
}
if (texture->render_target)
texture->render_target->used_in_frame = true;
glBindTexture(GL_TEXTURE_2D, texture->tex_id);
state.current_tex = p_texture;
state.current_tex_ptr = texture;
return texture;
} else {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
state.current_tex = RID();
state.current_tex_ptr = NULL;
}
return NULL;
}
void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
if (state.using_texture_rect == p_enable)
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_TEXTURE_RECT, p_enable);
state.canvas_shader.bind();
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
state.using_texture_rect = p_enable;
}
void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) {
bool do_colors = false;
Color m;
if (p_singlecolor) {
m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else
do_colors = true;
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
#ifndef GLES_NO_CLIENT_ARRAYS
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices);
if (do_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
if (texture && p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
if (p_indices) {
glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices);
} else {
glDrawArrays(GL_TRIANGLES, 0, p_vertex_count);
}
#else //WebGL specific impl.
glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
float *b = GlobalVertexBuffer;
int ofs = 0;
if (p_vertex_count > MAX_POLYGON_VERTICES) {
print_line("Too many vertices to render");
return;
}
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
for (int i = 0; i < p_vertex_count; i++) {
b[ofs++] = p_vertices[i].x;
b[ofs++] = p_vertices[i].y;
}
if (p_colors && do_colors) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs);
for (int i = 0; i < p_vertex_count; i++) {
b[ofs++] = p_colors[i].r;
b[ofs++] = p_colors[i].g;
b[ofs++] = p_colors[i].b;
b[ofs++] = p_colors[i].a;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
}
if (p_uvs) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
for (int i = 0; i < p_vertex_count; i++) {
b[ofs++] = p_uvs[i].x;
b[ofs++] = p_uvs[i].y;
}
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
//bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!!
ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
static uint16_t _draw_poly_indices[_max_draw_poly_indices];
for (int i = 0; i < p_vertex_count; i++) {
_draw_poly_indices[i] = p_indices[i];
//OS::get_singleton()->print("ind: %d ", p_indices[i]);
};
//copy the data to GPU.
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
//draw the triangles.
glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
storage->frame.canvas_draw_commands++;
}
void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
//#define GLES_USE_PRIMITIVE_BUFFER
int version = 0;
int color_ofs = 0;
int uv_ofs = 0;
int stride = 2;
if (p_colors) { //color
version |= 1;
color_ofs = stride;
stride += 4;
}
if (p_uvs) { //uv
version |= 2;
uv_ofs = stride;
stride += 2;
}
float b[(2 + 2 + 4) * 4];
for (int i = 0; i < p_points; i++) {
b[stride * i + 0] = p_vertices[i].x;
b[stride * i + 1] = p_vertices[i].y;
}
if (p_colors) {
for (int i = 0; i < p_points; i++) {
b[stride * i + color_ofs + 0] = p_colors[i].r;
b[stride * i + color_ofs + 1] = p_colors[i].g;
b[stride * i + color_ofs + 2] = p_colors[i].b;
b[stride * i + color_ofs + 3] = p_colors[i].a;
}
}
if (p_uvs) {
for (int i = 0; i < p_points; i++) {
b[stride * i + uv_ofs + 0] = p_uvs[i].x;
b[stride * i + uv_ofs + 1] = p_uvs[i].y;
}
}
glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
glDrawArrays(prim[p_points], 0, p_points);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
storage->frame.canvas_draw_commands++;
}
void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
int cc = p_item->commands.size();
Item::Command **commands = p_item->commands.ptr();
for (int i = 0; i < cc; i++) {
Item::Command *c = commands[i];
switch (c->type) {
case Item::Command::TYPE_LINE: {
Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
_set_texture_rect_mode(false);
_bind_canvas_texture(RID());
glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
Vector2 verts[2] = {
Vector2(line->from.x, line->from.y),
Vector2(line->to.x, line->to.y)
};
#ifdef GLES_OVER_GL
if (line->antialiased)
glEnable(GL_LINE_SMOOTH);
#endif
//glLineWidth(line->width);
_draw_gui_primitive(2, verts, NULL, NULL);
#ifdef GLES_OVER_GL
if (line->antialiased)
glDisable(GL_LINE_SMOOTH);
#endif
} break;
case Item::Command::TYPE_RECT: {
Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
_set_texture_rect_mode(true);
//set color
glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture);
if (texture) {
bool untile = false;
if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
untile = true;
}
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.pos * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
if (rect->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
}
if (rect->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
}
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
//err..
}
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
glVertexAttrib4f(2, src_rect.pos.x, src_rect.pos.y, src_rect.size.x, src_rect.size.y);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (untile) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
} else {
glVertexAttrib4f(1, rect->rect.pos.x, rect->rect.pos.y, rect->rect.size.x, rect->rect.size.y);
glVertexAttrib4f(2, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
storage->frame.canvas_draw_commands++;
} break;
case Item::Command::TYPE_NINEPATCH: {
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
_set_texture_rect_mode(true);
glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture);
if (!texture) {
glVertexAttrib4f(1, np->rect.pos.x, np->rect.pos.y, np->rect.size.x, np->rect.size.y);
glVertexAttrib4f(2, 0, 0, 1, 1);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
continue;
}
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
#define DSTRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(1, m_x, m_y, m_w, m_h)
#define SRCRECT(m_x, m_y, m_w, m_h) glVertexAttrib4f(2, (m_x)*texpixel_size.x, (m_y)*texpixel_size.y, (m_w)*texpixel_size.x, (m_h)*texpixel_size.y)
//top left
DSTRECT(np->rect.pos.x, np->rect.pos.y, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
SRCRECT(0, 0, np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top right
DSTRECT(np->rect.pos.x + np->rect.size.x - np->margin[MARGIN_RIGHT], np->rect.pos.y, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
SRCRECT(texture->width - np->margin[MARGIN_RIGHT], 0, np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom right
DSTRECT(np->rect.pos.x + np->rect.size.x - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->rect.size.y - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
SRCRECT(texture->width - np->margin[MARGIN_RIGHT], texture->height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom left
DSTRECT(np->rect.pos.x, np->rect.pos.y + np->rect.size.y - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
SRCRECT(0, texture->height - np->margin[MARGIN_BOTTOM], np->margin[MARGIN_LEFT], np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//top
DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y, np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
SRCRECT(np->margin[MARGIN_LEFT], 0, texture->width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//bottom
DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->rect.size.y - np->margin[MARGIN_BOTTOM], np->rect.size.width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
SRCRECT(np->margin[MARGIN_LEFT], texture->height - np->margin[MARGIN_BOTTOM], texture->width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//left
DSTRECT(np->rect.pos.x, np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
SRCRECT(0, np->margin[MARGIN_TOP], np->margin[MARGIN_LEFT], texture->height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
//right
DSTRECT(np->rect.pos.x + np->rect.size.width - np->margin[MARGIN_RIGHT], np->rect.pos.y + np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
SRCRECT(texture->width - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], texture->height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (np->draw_center) {
//center
DSTRECT(np->rect.pos.x + np->margin[MARGIN_LEFT], np->rect.pos.y + np->margin[MARGIN_TOP], np->rect.size.x - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], np->rect.size.height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
SRCRECT(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], texture->width - np->margin[MARGIN_LEFT] - np->margin[MARGIN_RIGHT], texture->height - np->margin[MARGIN_TOP] - np->margin[MARGIN_BOTTOM]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
#undef SRCRECT
#undef DSTRECT
storage->frame.canvas_draw_commands++;
} break;
case Item::Command::TYPE_PRIMITIVE: {
Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
_set_texture_rect_mode(false);
ERR_CONTINUE(primitive->points.size() < 1);
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
Color c = primitive->colors[0];
glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
} else if (primitive->colors.empty()) {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
}
_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
} break;
case Item::Command::TYPE_POLYGON: {
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
_set_texture_rect_mode(false);
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
//_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
} break;
case Item::Command::TYPE_CIRCLE: {
_set_texture_rect_mode(false);
Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
static const int numpoints = 32;
Vector2 points[numpoints + 1];
points[numpoints] = circle->pos;
int indices[numpoints * 3];
for (int i = 0; i < numpoints; i++) {
points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / numpoints), Math::cos(i * Math_PI * 2.0 / numpoints)) * circle->radius;
indices[i * 3 + 0] = i;
indices[i * 3 + 1] = (i + 1) % numpoints;
indices[i * 3 + 2] = numpoints;
}
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
} break;
case Item::Command::TYPE_TRANSFORM: {
Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
state.extra_matrix = transform->xform;
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
if (current_clip) {
if (ci->ignore != reclip) {
if (ci->ignore) {
glDisable(GL_SCISSOR_TEST);
reclip = true;
} else {
glEnable(GL_SCISSOR_TEST);
//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
int x = current_clip->final_clip_rect.pos.x;
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y);
int w = current_clip->final_clip_rect.size.x;
int h = current_clip->final_clip_rect.size.y;
glScissor(x, y, w, h);
reclip = false;
}
}
}
} break;
}
}
}
#if 0
void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {
if (canvas_shader.bind())
rebind_texpixel_size=true;
if (material->shader_version!=shader->version) {
//todo optimize uniforms
material->shader_version=shader->version;
}
if (shader->has_texscreen && framebuffer.active) {
int x = viewport.x;
int y = window_size.height-(viewport.height+viewport.y);
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
glActiveTexture(GL_TEXTURE0+max_texture_units-1);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
if (framebuffer.scale==1 && !canvas_texscreen_used) {
#ifdef GLEW_ENABLED
if (current_rt) {
glReadBuffer(GL_COLOR_ATTACHMENT0);
} else {
glReadBuffer(GL_BACK);
}
#endif
if (current_rt) {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
//window_size.height-(viewport.height+viewport.y)
} else {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
}
canvas_texscreen_used=true;
}
glActiveTexture(GL_TEXTURE0);
}
if (shader->has_screen_uv) {
canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
}
uses_texpixel_size=shader->uses_texpixel_size;
}
#endif
void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) {
Item *current_clip = NULL;
RasterizerStorageGLES3::Shader *shader_cache = NULL;
bool rebind_shader = true;
Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.current_tex = RID();
state.current_tex_ptr = NULL;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
int last_blend_mode = -1;
RID canvas_last_material;
bool prev_distance_field = false;
while (p_item_list) {
Item *ci = p_item_list;
if (prev_distance_field != ci->distance_field) {
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
prev_distance_field = ci->distance_field;
rebind_shader = true;
}
if (current_clip != ci->final_clip_owner) {
current_clip = ci->final_clip_owner;
//setup clip
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
#if 0
if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
Rect2 rect;
int x,y;
if (ci->copy_back_buffer->full) {
x = viewport.x;
y = window_size.height-(viewport.height+viewport.y);
} else {
x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
}
glActiveTexture(GL_TEXTURE0+max_texture_units-1);
glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
#ifdef GLEW_ENABLED
if (current_rt) {
glReadBuffer(GL_COLOR_ATTACHMENT0);
} else {
glReadBuffer(GL_BACK);
}
#endif
if (current_rt) {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
//window_size.height-(viewport.height+viewport.y)
} else {
glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
}
canvas_texscreen_used=true;
glActiveTexture(GL_TEXTURE0);
}
#endif
//begin rect
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
RID material = material_owner->material;
if (material != canvas_last_material || rebind_shader) {
RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
RasterizerStorageGLES3::Shader *shader_ptr = NULL;
if (material_ptr) {
shader_ptr = material_ptr->shader;
if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
shader_ptr = NULL; //do not use non canvasitem shader
}
}
if (shader_ptr && shader_ptr != shader_cache) {
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
state.canvas_shader.bind();
if (material_ptr->ubo_id) {
glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
}
int tc = material_ptr->textures.size();
RID *textures = material_ptr->textures.ptr();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptr();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE1 + i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
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switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
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case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
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} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;
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case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
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} break;
default: {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
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} break;
}
//check hints
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continue;
}
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if (storage->config.srgb_decode_supported && t->using_srgb) {
//no srgb in 2D
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
t->using_srgb = false;
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}
glBindTexture(t->target, t->tex_id);
}
} else if (!shader_ptr) {
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
}
shader_cache = shader_ptr;
canvas_last_material = material;
rebind_shader = false;
}
int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
bool reclip = false;
if (last_blend_mode != blend_mode) {
switch (blend_mode) {
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
} break;
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
} break;
case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} break;
}
last_blend_mode = blend_mode;
}
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
ci->final_modulate.r * p_modulate.r,
ci->final_modulate.g * p_modulate.g,
ci->final_modulate.b * p_modulate.b,
ci->final_modulate.a * p_modulate.a);
state.final_transform = ci->final_transform;
state.extra_matrix = Transform2D();
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
_canvas_item_render_commands(ci, current_clip, reclip);
if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
Light *light = p_light;
bool light_used = false;
VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate
while (light) {
if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
//intersects this light
if (!light_used || mode != light->mode) {
mode = light->mode;
switch (mode) {
case VS::CANVAS_LIGHT_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case VS::CANVAS_LIGHT_MODE_MIX:
case VS::CANVAS_LIGHT_MODE_MASK: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} break;
}
}
if (!light_used) {
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
light_used = true;
}
bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
if (has_shadow) {
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
switch (light->shadow_filter) {
case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, true); break;
}
}
bool light_rebind = state.canvas_shader.bind();
if (light_rebind) {
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
}
glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
if (has_shadow) {
RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, cls->distance);
/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
_canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
}
light = light->next_ptr;
}
if (light_used) {
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
state.canvas_shader.bind();
last_blend_mode = -1;
/*
//this is set again, so it should not be needed anyway?
state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
ci->final_modulate.r * p_modulate.r,
ci->final_modulate.g * p_modulate.g,
ci->final_modulate.b * p_modulate.b,
ci->final_modulate.a * p_modulate.a );
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
2017-01-13 07:34:32 +00:00
state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//@TODO RESET canvas_blend_mode
*/
}
}
if (reclip) {
glEnable(GL_SCISSOR_TEST);
glScissor(current_clip->final_clip_rect.pos.x, (rt_size.height - (current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.height)), current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
}
p_item_list = p_item_list->next;
}
if (current_clip) {
glDisable(GL_SCISSOR_TEST);
}
}
void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
Light *light = p_lights_with_shadow;
canvas_begin(); //reset
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
int h = 10;
int w = storage->frame.current_rt->width;
int ofs = h;
glDisable(GL_BLEND);
//print_line(" debug lights ");
while (light) {
//print_line("debug light");
if (light->shadow_buffer.is_valid()) {
//print_line("sb is valid");
RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
if (sb) {
glBindTexture(GL_TEXTURE_2D, sb->distance);
//glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
ofs += h * 2;
}
}
light = light->shadows_next_ptr;
}
}
void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
ERR_FAIL_COND(!cls);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glDisable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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;
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real_t nearp = p_near;
real_t farp = p_far;
real_t aspect = 1.0;
real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
real_t ymin = -ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
if (i == 0)
*p_xform_cache = projection;
glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
LightOccluderInstance *instance = p_occluders;
while (instance) {
RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
continue;
}
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
if (cull != instance->cull_cache) {
cull = instance->cull_cache;
switch (cull) {
case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
glDisable(GL_CULL_FACE);
} break;
case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
} break;
case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
} break;
}
}
/*
if (i==0) {
for(int i=0;i<cc->lines.size();i++) {
Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
Plane pp(Vector3(p.x,p.y,0),1);
pp.normal = light.xform(pp.normal);
pp = projection.xform4(pp);
print_line(itos(i)+": "+pp.normal/pp.d);
//pp=light_mat.xform4(pp);
//print_line(itos(i)+": "+pp.normal/pp.d);
}
}
*/
glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
glDisableVertexAttribArray(VS::ARRAY_VERTEX);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::reset_canvas() {
if (storage->frame.current_rt) {
2016-11-29 22:55:12 +00:00
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glColorMask(1, 1, 1, 1); //don't touch alpha
}
glBindVertexArray(0);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
//glLineWidth(1.0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
for (int i = 0; i < VS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
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);
for (int i = 0; i < 4; i++) {
state.canvas_item_ubo_data.time[i] = storage->frame.time[i];
}
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.canvas_texscreen_used = false;
}
void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
glVertexAttrib4f(1, p_rect.pos.x, p_rect.pos.y, p_rect.size.x, p_rect.size.y);
glVertexAttrib4f(2, p_src.pos.x, p_src.pos.y, p_src.size.x, p_src.size.y);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void RasterizerCanvasGLES3::initialize() {
{
//quad buffers
glGenBuffers(1, &data.canvas_quad_vertices);
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
{
const float qv[8] = {
0, 0,
0, 1,
1, 1,
1, 0
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &data.canvas_quad_array);
glBindVertexArray(data.canvas_quad_array);
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
glEnableVertexAttribArray(0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
{
glGenBuffers(1, &data.primitive_quad_buffer);
glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int i = 0; i < 4; i++) {
glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]);
glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
int uv_ofs = 0;
int color_ofs = 0;
int stride = 2 * 4;
if (i & 1) { //color
color_ofs = stride;
stride += 4 * 4;
}
if (i & 2) { //uv
uv_ofs = stride;
stride += 2 * 4;
}
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
if (i & 1) {
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
}
if (i & 2) {
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + uv_ofs);
}
glBindVertexArray(0);
}
}
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(1);
state.canvas_shadow_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
}
void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
}