/*************************************************************************/ /* rasterizer_canvas_base_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rasterizer_canvas_base_gles3.h" #include "core/os/os.h" #include "core/project_settings.h" #include "drivers/gles_common/rasterizer_asserts.h" #include "rasterizer_scene_gles3.h" #include "servers/visual/visual_server_raster.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) { p_array[0] = p_mtx.elements[0][0]; p_array[1] = p_mtx.elements[0][1]; p_array[2] = 0; p_array[3] = 0; p_array[4] = p_mtx.elements[1][0]; p_array[5] = p_mtx.elements[1][1]; p_array[6] = 0; p_array[7] = 0; p_array[8] = 0; p_array[9] = 0; p_array[10] = 1; p_array[11] = 0; p_array[12] = p_mtx.elements[2][0]; p_array[13] = p_mtx.elements[2][1]; p_array[14] = 0; p_array[15] = 1; } static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) { p_array[0] = p_mtx.basis.elements[0][0]; p_array[1] = p_mtx.basis.elements[1][0]; p_array[2] = p_mtx.basis.elements[2][0]; p_array[3] = 0; p_array[4] = p_mtx.basis.elements[0][1]; p_array[5] = p_mtx.basis.elements[1][1]; p_array[6] = p_mtx.basis.elements[2][1]; p_array[7] = 0; p_array[8] = p_mtx.basis.elements[0][2]; p_array[9] = p_mtx.basis.elements[1][2]; p_array[10] = p_mtx.basis.elements[2][2]; p_array[11] = 0; p_array[12] = p_mtx.origin.x; p_array[13] = p_mtx.origin.y; p_array[14] = p_mtx.origin.z; p_array[15] = 1; } static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { p_array[i * 4 + j] = p_mtx.matrix[i][j]; } } } RID RasterizerCanvasBaseGLES3::light_internal_create() { LightInternal *li = memnew(LightInternal); glGenBuffers(1, &li->ubo); glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), nullptr, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); return light_internal_owner.make_rid(li); } void RasterizerCanvasBaseGLES3::light_internal_update(RID p_rid, Light *p_light) { LightInternal *li = light_internal_owner.getornull(p_rid); ERR_FAIL_COND(!li); store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix); store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix); store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix); for (int i = 0; i < 4; i++) { li->ubo_data.color[i] = p_light->color[i] * p_light->energy; li->ubo_data.shadow_color[i] = p_light->shadow_color[i]; } li->ubo_data.light_pos[0] = p_light->light_shader_pos.x; li->ubo_data.light_pos[1] = p_light->light_shader_pos.y; li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth); li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0; li->ubo_data.light_height = p_light->height; if (p_light->radius_cache == 0) { li->ubo_data.shadow_gradient = 0; } else { li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1); } li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1); glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } void RasterizerCanvasBaseGLES3::light_internal_free(RID p_rid) { LightInternal *li = light_internal_owner.getornull(p_rid); ERR_FAIL_COND(!li); glDeleteBuffers(1, &li->ubo); light_internal_owner.free(p_rid); memdelete(li); } void RasterizerCanvasBaseGLES3::canvas_begin() { if (storage->frame.current_rt && storage->frame.clear_request) { // a clear request may be pending, so do it bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, transparent ? storage->frame.clear_request_color.a : 1.0); glClear(GL_COLOR_BUFFER_BIT); storage->frame.clear_request = false; glColorMask(1, 1, 1, transparent ? 1 : 0); } reset_canvas(); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false); state.canvas_shader.set_custom_shader(0); state.canvas_shader.bind(); state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1)); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D()); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D()); if (storage->frame.current_rt) { state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); } else { state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); } //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp); //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform()); //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform()); glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo); glBindVertexArray(data.canvas_quad_array); state.using_texture_rect = true; state.using_ninepatch = false; state.using_light_angle = false; state.using_modulate = false; state.using_large_vertex = false; state.using_skeleton = false; } void RasterizerCanvasBaseGLES3::canvas_end() { glBindVertexArray(0); glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0); glColorMask(1, 1, 1, 1); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); state.using_texture_rect = false; state.using_ninepatch = false; state.using_light_angle = false; } RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) { RasterizerStorageGLES3::Texture *tex_return = nullptr; if (p_texture == state.current_tex && !p_force) { tex_return = state.current_tex_ptr; } else if (p_texture.is_valid()) { RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture); if (!texture) { state.current_tex = RID(); state.current_tex_ptr = nullptr; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); } else { if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies VisualServerRaster::redraw_request(); } texture = texture->get_ptr(); if (texture->render_target) { texture->render_target->used_in_frame = true; } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture->tex_id); state.current_tex = p_texture; state.current_tex_ptr = texture; tex_return = texture; } } else { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); state.current_tex = RID(); state.current_tex_ptr = nullptr; } if (p_normal_map == state.current_normal && !p_force) { //do none state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid()); } else if (p_normal_map.is_valid()) { RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map); if (!normal_map) { state.current_normal = RID(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false); } else { if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies VisualServerRaster::redraw_request(); } normal_map = normal_map->get_ptr(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, normal_map->tex_id); state.current_normal = p_normal_map; state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true); } } else { state.current_normal = RID(); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex); state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false); } return tex_return; } void RasterizerCanvasBaseGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch, bool p_light_angle, bool p_modulate, bool p_large_vertex) { // this state check could be done individually if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch && state.using_light_angle == p_light_angle && state.using_modulate == p_modulate && state.using_large_vertex == p_large_vertex) { return; } if (p_enable) { glBindVertexArray(data.canvas_quad_array); } else { glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, p_light_angle); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, p_modulate); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, p_large_vertex); state.canvas_shader.bind(); state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix); if (state.using_skeleton) { state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse); } if (storage->frame.current_rt) { state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height)); } else { state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0)); } state.using_texture_rect = p_enable; state.using_ninepatch = p_ninepatch; state.using_light_angle = p_light_angle; state.using_modulate = p_modulate; state.using_large_vertex = p_large_vertex; } void RasterizerCanvasBaseGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) { glBindVertexArray(data.polygon_buffer_pointer_array); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); uint32_t buffer_ofs = 0; uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count); #ifdef DEBUG_ENABLED ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size); #endif storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; //color if (p_singlecolor) { glDisableVertexAttribArray(VS::ARRAY_COLOR); Color m = *p_colors; glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); } else if (!p_colors) { glDisableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } else { RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; } if (p_uvs) { RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } if (p_bones && p_weights) { RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_BONES); //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs); glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_WEIGHTS); glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; } else if (state.using_skeleton) { glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0); glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0); } #ifdef DEBUG_ENABLED ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size); #endif //bind the indices buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag); //draw the triangles. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, nullptr); storage->info.render._2d_draw_call_count++; if (p_bones && p_weights) { //not used so often, so disable when used glDisableVertexAttribArray(VS::ARRAY_BONES); glDisableVertexAttribArray(VS::ARRAY_WEIGHTS); } glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasBaseGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { glBindVertexArray(data.polygon_buffer_pointer_array); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); //vertex uint32_t buffer_ofs = 0; uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count); #ifdef DEBUG_ENABLED ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size); #endif storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; //color if (p_singlecolor) { glDisableVertexAttribArray(VS::ARRAY_COLOR); Color m = *p_colors; glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); } else if (!p_colors) { glDisableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } else { RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; } if (p_uvs) { RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } glDrawArrays(p_primitive, 0, p_vertex_count); storage->info.render._2d_draw_call_count++; glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasBaseGLES3::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { glBindVertexArray(data.polygon_buffer_pointer_array); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); //vertex uint32_t buffer_ofs = 0; uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count); #ifdef DEBUG_ENABLED ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size); #endif storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; //color if (p_singlecolor) { glDisableVertexAttribArray(VS::ARRAY_COLOR); Color m = *p_colors; glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); } else if (!p_colors) { glDisableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); } else { RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; } if (p_uvs) { RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after)); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs = buffer_ofs_after; } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } #ifdef RASTERIZER_EXTRA_CHECKS // very slow, do not enable in normal use for (int n = 0; n < p_index_count; n++) { RAST_DEV_DEBUG_ASSERT(p_indices[n] < p_vertex_count); } #endif #ifdef DEBUG_ENABLED ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size); #endif //bind the indices buffer. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag); //draw the triangles. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, nullptr); storage->info.render._2d_draw_call_count++; glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } void RasterizerCanvasBaseGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles) { static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; //#define GLES_USE_PRIMITIVE_BUFFER int version = 0; int color_ofs = 0; int uv_ofs = 0; int light_angle_ofs = 0; int stride = 2; if (p_colors) { //color version |= 1; color_ofs = stride; stride += 4; } if (p_uvs) { //uv version |= 2; uv_ofs = stride; stride += 2; } if (p_light_angles) { //light_angles version |= 4; light_angle_ofs = stride; stride += 1; } DEV_ASSERT(p_points <= 4); float b[(2 + 2 + 4 + 1) * 4]; for (int i = 0; i < p_points; i++) { b[stride * i + 0] = p_vertices[i].x; b[stride * i + 1] = p_vertices[i].y; } if (p_colors) { for (int i = 0; i < p_points; i++) { b[stride * i + color_ofs + 0] = p_colors[i].r; b[stride * i + color_ofs + 1] = p_colors[i].g; b[stride * i + color_ofs + 2] = p_colors[i].b; b[stride * i + color_ofs + 3] = p_colors[i].a; } } if (p_uvs) { for (int i = 0; i < p_points; i++) { b[stride * i + uv_ofs + 0] = p_uvs[i].x; b[stride * i + uv_ofs + 1] = p_uvs[i].y; } } if (p_light_angles) { for (int i = 0; i < p_points; i++) { b[stride * i + light_angle_ofs] = p_light_angles[i]; } } glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); //TODO the below call may need to be replaced with: p_points * stride * 4 * sizeof(float), &b[0]); storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, p_points * stride * 4, &b[0], GL_ARRAY_BUFFER, _buffer_upload_usage_flag); glBindVertexArray(data.polygon_buffer_quad_arrays[version]); glDrawArrays(prim[p_points], 0, p_points); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); storage->info.render._2d_draw_call_count++; } void RasterizerCanvasBaseGLES3::render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture) { if (p_texture) { bool send_light_angles = false; // only need to use light angles when normal mapping // otherwise we can use the default shader if (state.current_normal != RID()) { send_light_angles = true; } // we don't want to use texture rect, and we want to send light angles if we are using normal mapping _set_texture_rect_mode(false, false, send_light_angles); bool untile = false; if (p_rect->flags & CANVAS_RECT_TILE && !(p_texture->flags & VS::TEXTURE_FLAG_REPEAT)) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); untile = true; } Size2 texpixel_size(1.0 / p_texture->width, 1.0 / p_texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV); Vector2 points[4] = { p_rect->rect.position, p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0), p_rect->rect.position + p_rect->rect.size, p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y), }; if (p_rect->rect.size.x < 0) { SWAP(points[0], points[1]); SWAP(points[2], points[3]); } if (p_rect->rect.size.y < 0) { SWAP(points[0], points[3]); SWAP(points[1], points[2]); } Rect2 src_rect = (p_rect->flags & CANVAS_RECT_REGION) ? Rect2(p_rect->source.position * texpixel_size, p_rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); Vector2 uvs[4] = { src_rect.position, src_rect.position + Vector2(src_rect.size.x, 0.0), src_rect.position + src_rect.size, src_rect.position + Vector2(0.0, src_rect.size.y), }; // for encoding in light angle bool flip_h = false; bool flip_v = false; if (p_rect->flags & CANVAS_RECT_TRANSPOSE) { SWAP(uvs[1], uvs[3]); } if (p_rect->flags & CANVAS_RECT_FLIP_H) { SWAP(uvs[0], uvs[1]); SWAP(uvs[2], uvs[3]); flip_h = true; flip_v = !flip_v; } if (p_rect->flags & CANVAS_RECT_FLIP_V) { SWAP(uvs[0], uvs[3]); SWAP(uvs[1], uvs[2]); flip_v = !flip_v; } if (send_light_angles) { // for single rects, there is no need to fully utilize the light angle, // we only need it to encode flips (horz and vert). But the shader can be reused with // batching in which case the angle encodes the transform as well as // the flips. // Note transpose is NYI. I don't think it worked either with the non-nvidia method. // if horizontal flip, angle is 180 float angle = 0.0f; if (flip_h) { angle = Math_PI; } // add 1 (to take care of zero floating point error with sign) angle += 1.0f; // flip if necessary if (flip_v) { angle *= -1.0f; } // light angle must be sent for each vert, instead as a single uniform in the uniform draw method // this has the benefit of enabling batching with light angles. float light_angles[4] = { angle, angle, angle, angle }; _draw_gui_primitive(4, points, nullptr, uvs, light_angles); } else { _draw_gui_primitive(4, points, nullptr, uvs); } if (untile) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } else { _set_texture_rect_mode(false); state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false); Vector2 points[4] = { p_rect->rect.position, p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0), p_rect->rect.position + p_rect->rect.size, p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y), }; _draw_gui_primitive(4, points, nullptr, nullptr); } } void RasterizerCanvasBaseGLES3::_copy_texscreen(const Rect2 &p_rect) { ERR_FAIL_COND_MSG(storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0, "Can't use screen texture copying in a render target configured without copy buffers. To resolve this, change the viewport's Usage property to \"2D\" or \"3D\" instead of \"2D Without Sampling\" or \"3D Without Effects\" respectively."); glDisable(GL_BLEND); state.canvas_texscreen_used = true; //blur diffuse into effect mipmaps using separatable convolution //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true); Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height); Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y); if (p_rect != Rect2()) { scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true); } glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); storage->shaders.copy.bind(); storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section); scene_render->_copy_screen(); for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) { int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width; int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height; glViewport(0, 0, vp_w, vp_h); //horizontal pass scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true); scene_render->state.effect_blur_shader.bind(); scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo); scene_render->_copy_screen(); scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false); //vertical pass scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true); scene_render->state.effect_blur_shader.bind(); scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h)); scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i)); scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger scene_render->_copy_screen(); scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false); } scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false); storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false); glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); // back to canvas, force rebind state.using_texture_rect = true; _set_texture_rect_mode(false); _bind_canvas_texture(state.current_tex, state.current_normal, true); glEnable(GL_BLEND); } void RasterizerCanvasBaseGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) { Light *light = p_lights_with_shadow; canvas_begin(); //reset glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); int h = 10; int w = storage->frame.current_rt->width; int ofs = h; glDisable(GL_BLEND); while (light) { if (light->shadow_buffer.is_valid()) { RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer); if (sb) { glBindTexture(GL_TEXTURE_2D, sb->distance); draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1)); ofs += h * 2; } } light = light->shadows_next_ptr; } canvas_end(); } void RasterizerCanvasBaseGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) { RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer); ERR_FAIL_COND(!cls); glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); glDisable(GL_DITHER); glDisable(GL_CULL_FACE); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glDepthMask(true); glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); state.canvas_shadow_shader.bind(); glViewport(0, 0, cls->size, cls->height); glClearDepth(1.0f); glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; for (int i = 0; i < 4; i++) { //make sure it remains orthogonal, makes easy to read angle later Transform light; light.origin[0] = p_light_xform[2][0]; light.origin[1] = p_light_xform[2][1]; light.basis[0][0] = p_light_xform[0][0]; light.basis[0][1] = p_light_xform[1][0]; light.basis[1][0] = p_light_xform[0][1]; light.basis[1][1] = p_light_xform[1][1]; //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); //p_near=1; CameraMatrix projection; { real_t fov = 90; real_t nearp = p_near; real_t farp = p_far; real_t aspect = 1.0; real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5)); real_t ymin = -ymax; real_t xmin = ymin * aspect; real_t xmax = ymax * aspect; projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); } Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0)); projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection); state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light); state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far); if (i == 0) { *p_xform_cache = projection; } glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4); LightOccluderInstance *instance = p_occluders; while (instance) { RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer); if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) { instance = instance->next; continue; } state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache); VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { transformed_cull_cache = (transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE) ? VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; } if (cull != transformed_cull_cache) { cull = transformed_cull_cache; switch (cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { glDisable(GL_CULL_FACE); } break; case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); } break; case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } break; } } glBindVertexArray(cc->array_id); glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, nullptr); instance = instance->next; } } glBindVertexArray(0); } void RasterizerCanvasBaseGLES3::reset_canvas() { if (storage->frame.current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); glColorMask(1, 1, 1, 1); //don't touch alpha } glBindVertexArray(0); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glDisable(GL_DITHER); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); //glLineWidth(1.0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //use for reading from screen if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); } glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); Transform canvas_transform; if (storage->frame.current_rt) { float csy = 1.0; if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { csy = -1.0; } canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f); canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f)); } else { Vector2 ssize = OS::get_singleton()->get_window_size(); canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f)); } state.vp = canvas_transform; store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix); state.canvas_item_ubo_data.time = storage->frame.time[0]; glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); state.canvas_texscreen_used = false; } void RasterizerCanvasBaseGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y)); state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y)); state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } void RasterizerCanvasBaseGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) { Vector2 half_size; if (storage->frame.current_rt) { half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height); } else { half_size = OS::get_singleton()->get_window_size(); } half_size *= 0.5; Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y); Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y); float aspect_ratio = p_rect.size.x / p_rect.size.y; // setup our lens shader state.lens_shader.bind(); state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset); state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale); state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1); state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2); state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center); state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample); state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio); glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo); glBindVertexArray(data.canvas_quad_array); // and draw glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindVertexArray(0); glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0); } void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *black_image) { Vector2 window_size = OS::get_singleton()->get_window_size(); int window_h = window_size.height; int window_w = window_size.width; glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glViewport(0, 0, window_size.width, window_size.height); canvas_begin(); if (black_image[MARGIN_LEFT].is_valid()) { _bind_canvas_texture(black_image[MARGIN_LEFT], RID(), true); Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT])); draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y)); } else if (black_margin[MARGIN_LEFT]) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1)); } if (black_image[MARGIN_RIGHT].is_valid()) { _bind_canvas_texture(black_image[MARGIN_RIGHT], RID(), true); Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT])); draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y)); } else if (black_margin[MARGIN_RIGHT]) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1)); } if (black_image[MARGIN_TOP].is_valid()) { _bind_canvas_texture(black_image[MARGIN_TOP], RID(), true); Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP])); draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y)); } else if (black_margin[MARGIN_TOP]) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1)); } if (black_image[MARGIN_BOTTOM].is_valid()) { _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID(), true); Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM])); draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y)); } else if (black_margin[MARGIN_BOTTOM]) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex); draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1)); } } void RasterizerCanvasBaseGLES3::initialize() { int flag_stream_mode = GLOBAL_GET("rendering/2d/opengl/legacy_stream"); switch (flag_stream_mode) { default: { _buffer_upload_usage_flag = GL_STREAM_DRAW; } break; case 1: { _buffer_upload_usage_flag = GL_DYNAMIC_DRAW; } break; case 2: { _buffer_upload_usage_flag = GL_STREAM_DRAW; } break; } { //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, nullptr); glEnableVertexAttribArray(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } { //particle quad buffers glGenBuffers(1, &data.particle_quad_vertices); glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices); { //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle const float qv[16] = { -0.5, -0.5, 0.0, 0.0, -0.5, 0.5, 0.0, 1.0, 0.5, 0.5, 1.0, 1.0, 0.5, -0.5, 1.0, 0.0 }; glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW); } glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glGenVertexArrays(1, &data.particle_quad_array); glBindVertexArray(data.particle_quad_array); glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices); glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr); glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8)); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } { uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater")); poly_size = MAX(poly_size, 2); // minimum 2k, may still see anomalies in editor poly_size *= 1024; //kb glGenBuffers(1, &data.polygon_buffer); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); glBufferData(GL_ARRAY_BUFFER, poly_size, nullptr, GL_DYNAMIC_DRAW); //allocate max size glBindBuffer(GL_ARRAY_BUFFER, 0); data.polygon_buffer_size = poly_size; //quad arrays for (int i = 0; i < Data::NUM_QUAD_ARRAY_VARIATIONS; i++) { glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]); glBindVertexArray(data.polygon_buffer_quad_arrays[i]); glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); int uv_ofs = 0; int color_ofs = 0; int light_angle_ofs = 0; int stride = 2 * 4; if (i & 1) { //color color_ofs = stride; stride += 4 * 4; } if (i & 2) { //uv uv_ofs = stride; stride += 2 * 4; } if (i & 4) { //light_angle light_angle_ofs = stride; stride += 1 * 4; } glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, nullptr); if (i & 1) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); } if (i & 2) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs)); } if (i & 4) { // reusing tangent for light_angle glEnableVertexAttribArray(VS::ARRAY_TANGENT); glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(light_angle_ofs)); } glBindVertexArray(0); } glGenVertexArrays(1, &data.polygon_buffer_pointer_array); uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater")); index_size = MAX(index_size, 2); 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, nullptr, GL_DYNAMIC_DRAW); //allocate max size glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); data.polygon_index_buffer_size = index_size; } store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix); glGenBuffers(1, &state.canvas_item_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); state.canvas_shader.init(); state.canvas_shader.set_base_material_tex_index(2); state.canvas_shadow_shader.init(); state.lens_shader.init(); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/2d/snapping/use_gpu_pixel_snap", false)); } void RasterizerCanvasBaseGLES3::finalize() { glDeleteBuffers(1, &data.canvas_quad_vertices); glDeleteVertexArrays(1, &data.canvas_quad_array); glDeleteBuffers(1, &data.canvas_quad_vertices); glDeleteVertexArrays(1, &data.canvas_quad_array); glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array); } RasterizerCanvasBaseGLES3::RasterizerCanvasBaseGLES3() { }