Fixed _draw_polygon, should help fix other bugs..

This commit is contained in:
Juan Linietsky 2017-06-12 18:56:16 -03:00
parent 42b2d52c88
commit 41c3ca358e
2 changed files with 62 additions and 98 deletions

View File

@ -29,8 +29,8 @@
/*************************************************************************/ /*************************************************************************/
#include "rasterizer_canvas_gles3.h" #include "rasterizer_canvas_gles3.h"
#include "global_config.h"
#include "os/os.h" #include "os/os.h"
#ifndef GLES_OVER_GL #ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf #define glClearDepth glClearDepthf
#endif #endif
@ -247,113 +247,56 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
state.using_texture_rect = p_enable; 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) { void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
glBindVertexArray(data.polygon_buffer_pointer_array);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
uint32_t buffer_ofs = 0;
//vertex
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//color
bool do_colors = false;
Color m;
if (p_singlecolor) { if (p_singlecolor) {
m = *p_colors; glDisableVertexAttribArray(VS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) { } else if (!p_colors) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else } 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) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR); glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), p_colors); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((float *)0) + buffer_ofs);
} else { buffer_ofs += sizeof(Color) * p_vertex_count;
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) { if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(float) * 2, ((float *)0) + ofs); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs);
for (int i = 0; i < p_vertex_count; i++) { buffer_ofs += sizeof(Vector2) * p_vertex_count;
b[ofs++] = p_uvs[i].x;
b[ofs++] = p_uvs[i].y;
}
} else { } else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV); glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
} }
glBufferSubData(GL_ARRAY_BUFFER, 0, ofs * 4, &b[0]);
//bind the indices buffer. //bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
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. //draw the triangles.
glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
storage->frame.canvas_draw_commands++; storage->frame.canvas_draw_commands++;
glBindVertexArray(0);
} }
void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
@ -404,9 +347,9 @@ void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_v
} }
} }
glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]); glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
glBindVertexArray(data.primitive_quad_buffer_arrays[version]); glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
glDrawArrays(prim[p_points], 0, p_points); glDrawArrays(prim[p_points], 0, p_points);
glBindVertexArray(0); glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
@ -624,7 +567,7 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); 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); _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
} break; } break;
case Item::Command::TYPE_CIRCLE: { case Item::Command::TYPE_CIRCLE: {
@ -644,6 +587,9 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
indices[i * 3 + 1] = (i + 1) % numpoints; indices[i * 3 + 1] = (i + 1) % numpoints;
indices[i * 3 + 2] = numpoints; indices[i * 3 + 2] = numpoints;
} }
_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true);
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); //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; } break;
@ -1376,15 +1322,19 @@ void RasterizerCanvasGLES3::initialize() {
{ {
glGenBuffers(1, &data.primitive_quad_buffer); uint32_t poly_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_buffer_size_kb", 128);
glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); poly_size *= 1024; //kb
glBufferData(GL_ARRAY_BUFFER, (2 + 2 + 4) * 4 * sizeof(float), NULL, GL_DYNAMIC_DRAW); //allocate max size poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
glGenBuffers(1, &data.polygon_buffer);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
//quad arrays
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
glGenVertexArrays(1, &data.primitive_quad_buffer_arrays[i]); glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
glBindVertexArray(data.primitive_quad_buffer_arrays[i]); glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
glBindBuffer(GL_ARRAY_BUFFER, data.primitive_quad_buffer); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
int uv_ofs = 0; int uv_ofs = 0;
int color_ofs = 0; int color_ofs = 0;
@ -1415,6 +1365,15 @@ void RasterizerCanvasGLES3::initialize() {
glBindVertexArray(0); glBindVertexArray(0);
} }
glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
uint32_t index_size = GLOBAL_DEF("rendering/buffers/canvas_polygon_index_buffer_size_kb", 128);
index_size *= 1024; //kb
glGenBuffers(1, &data.polygon_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} }
store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix); store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
@ -1436,6 +1395,8 @@ void RasterizerCanvasGLES3::finalize() {
glDeleteBuffers(1, &data.canvas_quad_vertices); glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array); glDeleteVertexArrays(1, &data.canvas_quad_array);
glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
} }
RasterizerCanvasGLES3::RasterizerCanvasGLES3() { RasterizerCanvasGLES3::RasterizerCanvasGLES3() {

View File

@ -47,8 +47,11 @@ public:
GLuint canvas_quad_vertices; GLuint canvas_quad_vertices;
GLuint canvas_quad_array; GLuint canvas_quad_array;
GLuint primitive_quad_buffer; GLuint polygon_buffer;
GLuint primitive_quad_buffer_arrays[4]; GLuint polygon_buffer_quad_arrays[4];
GLuint polygon_buffer_pointer_array;
GLuint polygon_index_buffer;
uint32_t polygon_buffer_size;
} data; } data;
@ -107,7 +110,7 @@ public:
_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture); _FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
_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); _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);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light); virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light);