Fixed _draw_polygon, should help fix other bugs..
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42b2d52c88
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41c3ca358e
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@ -29,8 +29,8 @@
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/*************************************************************************/
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#include "rasterizer_canvas_gles3.h"
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#include "global_config.h"
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#include "os/os.h"
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#ifndef GLES_OVER_GL
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#define glClearDepth glClearDepthf
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#endif
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@ -247,113 +247,56 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
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state.using_texture_rect = p_enable;
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}
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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) {
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void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
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glBindVertexArray(data.polygon_buffer_pointer_array);
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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uint32_t buffer_ofs = 0;
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//vertex
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs);
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buffer_ofs += sizeof(Vector2) * p_vertex_count;
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//color
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bool do_colors = false;
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Color m;
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if (p_singlecolor) {
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m = *p_colors;
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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Color m = *p_colors;
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glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
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} else if (!p_colors) {
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
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} else
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do_colors = true;
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RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
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#ifndef GLES_NO_CLIENT_ARRAYS
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), p_vertices);
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if (do_colors) {
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} else {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
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glEnableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors);
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} else {
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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}
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if (texture && p_uvs) {
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glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
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glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), p_uvs);
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} else {
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glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
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}
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if (p_indices) {
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glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices);
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} else {
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glDrawArrays(GL_TRIANGLES, 0, p_vertex_count);
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}
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#else //WebGL specific impl.
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glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
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float *b = GlobalVertexBuffer;
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int ofs = 0;
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if (p_vertex_count > MAX_POLYGON_VERTICES) {
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print_line("Too many vertices to render");
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return;
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}
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
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for (int i = 0; i < p_vertex_count; i++) {
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b[ofs++] = p_vertices[i].x;
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b[ofs++] = p_vertices[i].y;
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}
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if (p_colors && do_colors) {
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glEnableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(float) * 4, ((float *)0) + ofs);
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for (int i = 0; i < p_vertex_count; i++) {
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b[ofs++] = p_colors[i].r;
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b[ofs++] = p_colors[i].g;
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b[ofs++] = p_colors[i].b;
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b[ofs++] = p_colors[i].a;
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}
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} else {
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glDisableVertexAttribArray(VS::ARRAY_COLOR);
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glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((float *)0) + buffer_ofs);
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buffer_ofs += sizeof(Color) * p_vertex_count;
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}
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if (p_uvs) {
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glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
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glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
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glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs);
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for (int i = 0; i < p_vertex_count; i++) {
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b[ofs++] = p_uvs[i].x;
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b[ofs++] = p_uvs[i].y;
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}
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glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs);
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buffer_ofs += sizeof(Vector2) * p_vertex_count;
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} else {
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glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
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}
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glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
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//bind the indices buffer.
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
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static const int _max_draw_poly_indices = 16 * 1024; // change this size if needed!!!
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ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
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static uint16_t _draw_poly_indices[_max_draw_poly_indices];
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for (int i = 0; i < p_vertex_count; i++) {
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_draw_poly_indices[i] = p_indices[i];
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//OS::get_singleton()->print("ind: %d ", p_indices[i]);
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};
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//copy the data to GPU.
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
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//draw the triangles.
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glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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#endif
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glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
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storage->frame.canvas_draw_commands++;
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glBindVertexArray(0);
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}
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void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
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@ -404,9 +347,9 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
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glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
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glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
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glDrawArrays(prim[p_points], 0, p_points);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@ -624,7 +567,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
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state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
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}
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//_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
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_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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} break;
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case Item::Command::TYPE_CIRCLE: {
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@ -644,6 +587,9 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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indices[i * 3 + 1] = (i + 1) % numpoints;
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indices[i * 3 + 2] = numpoints;
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}
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_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
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//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
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//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
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} break;
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@ -1376,15 +1322,19 @@ void RasterizerCanvasGLES3::initialize() {
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{
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glGenBuffers(1, &data.primitive_quad_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
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glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size
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uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128);
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poly_size *= 1024; //kb
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poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
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glGenBuffers(1, &data.polygon_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//quad arrays
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for (int i = 0; i < 4; i++) {
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glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]);
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glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
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glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer);
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glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
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glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
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glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
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int uv_ofs = 0;
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int color_ofs = 0;
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@ -1415,6 +1365,15 @@ void RasterizerCanvasGLES3::initialize() {
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glBindVertexArray(0);
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}
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glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
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uint32_t index_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_index_buffer_size_kb", 128);
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index_size *= 1024; //kb
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glGenBuffers(1, &data.polygon_index_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
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@ -1436,6 +1395,8 @@ void RasterizerCanvasGLES3::finalize() {
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glDeleteBuffers(1, &data.canvas_quad_vertices);
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glDeleteVertexArrays(1, &data.canvas_quad_array);
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glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
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}
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RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
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@ -47,8 +47,11 @@ public:
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GLuint canvas_quad_vertices;
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GLuint canvas_quad_array;
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GLuint primitive_quad_buffer;
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GLuint primitive_quad_buffer_arrays[4];
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GLuint polygon_buffer;
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GLuint polygon_buffer_quad_arrays[4];
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GLuint polygon_buffer_pointer_array;
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GLuint polygon_index_buffer;
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uint32_t polygon_buffer_size;
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} data;
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@ -107,7 +110,7 @@ public:
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_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture);
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_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
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_FORCE_INLINE_ void _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);
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_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
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_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light);
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