godot/drivers/gles3/rasterizer_canvas_gles3.cpp

1778 lines
64 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_gles3.h"
#include "os/os.h"
#include "project_settings.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 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) * (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);
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;
}
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_conditional(CanvasShaderGLES3::USE_NINEPATCH, 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;
}
void RasterizerCanvasGLES3::canvas_end() {
glBindVertexArray(0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
state.using_texture_rect = false;
state.using_ninepatch = false;
}
RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
RasterizerStorageGLES3::Texture *tex_return = NULL;
if (p_texture == state.current_tex) {
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 = NULL;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
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 = NULL;
}
if (p_normal_map == state.current_normal) {
//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 {
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 RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
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.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 (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;
}
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), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//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 {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
//bind the indices buffer.
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
//draw the triangles.
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
storage->frame.canvas_draw_commands++;
glBindVertexArray(0);
}
void RasterizerCanvasGLES3::_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);
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), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//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 {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glDrawArrays(p_primitive, 0, p_vertex_count);
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) {
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.polygon_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
glBindVertexArray(data.polygon_buffer_quad_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(), RID());
glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
if (line->width <= 1) {
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
} else {
//thicker line
Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
Vector2 verts[4] = {
line->from - t,
line->from + t,
line->to + t,
line->to - t,
};
//glLineWidth(line->width);
_draw_gui_primitive(4, verts, NULL, NULL);
#ifdef GLES_OVER_GL
if (line->antialiased) {
glEnable(GL_LINE_SMOOTH);
for (int i = 0; i < 4; i++) {
Vector2 vertsl[2] = {
verts[i],
verts[(i + 1) % 4],
};
_draw_gui_primitive(2, vertsl, NULL, NULL);
}
glDisable(GL_LINE_SMOOTH);
}
#endif
}
} break;
case Item::Command::TYPE_POLYLINE: {
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
_set_texture_rect_mode(false);
_bind_canvas_texture(RID(), RID());
if (pline->triangles.size()) {
_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
#ifdef GLES_OVER_GL
glEnable(GL_LINE_SMOOTH);
if (pline->lines.size()) {
_draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
}
glDisable(GL_LINE_SMOOTH);
#endif
} else {
#ifdef GLES_OVER_GL
if (pline->antialiased)
glEnable(GL_LINE_SMOOTH);
#endif
_draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
#ifdef GLES_OVER_GL
if (pline->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, rect->normal_map);
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.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
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) {
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
}
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
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 {
Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
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, 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, np->normal_map);
Size2 texpixel_size;
if (!texture) {
texpixel_size = Size2(1, 1);
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
} else {
if (np->source != Rect2()) {
texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
} else {
texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
}
}
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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, primitive->normal_map);
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, polygon->normal_map);
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->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
#ifdef GLES_OVER_GL
if (polygon->antialiased) {
glEnable(GL_LINE_SMOOTH);
_draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
glDisable(GL_LINE_SMOOTH);
}
#endif
} break;
case Item::Command::TYPE_PARTICLES: {
Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
if (!particles)
break;
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
VisualServerRaster::redraw_request();
storage->particles_request_process(particles_cmd->particles);
//enable instancing
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
//reset shader and force rebind
state.using_texture_rect = true;
_set_texture_rect_mode(false);
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames));
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
}
if (!particles->use_local_coords) {
Transform2D inv_xf;
inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
inv_xf.affine_invert();
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
}
state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames);
state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames);
glBindVertexArray(data.particle_quad_array); //use particle quad array
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
int stride = sizeof(float) * 4 * 6;
int amount = particles->amount;
if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
glEnableVertexAttribArray(8); //xform x
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
} else {
//split
int stride = sizeof(float) * 4 * 6;
int split = int(Math::ceil(particles->phase * particles->amount));
if (amount - split > 0) {
glEnableVertexAttribArray(8); //xform x
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
}
if (split > 0) {
glEnableVertexAttribArray(8); //xform x
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
glVertexAttribDivisor(8, 1);
glEnableVertexAttribArray(9); //xform y
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
glVertexAttribDivisor(9, 1);
glEnableVertexAttribArray(10); //xform z
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
glVertexAttribDivisor(12, 1);
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
}
}
glBindVertexArray(0);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
state.using_texture_rect = true;
_set_texture_rect_mode(false);
} 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;
}
_bind_canvas_texture(RID(), RID());
_draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, 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);
} 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.position.x;
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.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;
}
}
}
void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
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);
state.canvas_shader.bind(); //back to canvas
_bind_canvas_texture(state.current_tex, state.current_normal);
if (state.using_texture_rect) {
state.using_texture_rect = false;
_set_texture_rect_mode(state.using_texture_rect, state.using_ninepatch);
}
glEnable(GL_BLEND);
}
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;
state.current_normal = RID();
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.position.x, (rt_size.height - (current_clip->final_clip_rect.position.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 (ci->copy_back_buffer) {
if (ci->copy_back_buffer->full) {
_copy_texscreen(Rect2());
} else {
_copy_texscreen(ci->copy_back_buffer->rect);
}
}
//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) {
if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
//copy if not copied before
_copy_texscreen(Rect2());
}
if (shader_ptr->canvas_item.uses_time) {
VisualServerRaster::redraw_request();
}
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_TEXTURE2 + i);
RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
if (!t) {
switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} break;
}
//check hints
continue;
}
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;
}
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 (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));
}
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_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, 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_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.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);
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.position.x, (rt_size.height - (current_clip->final_clip_rect.position.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);
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.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);
}
}
*/
glBindVertexArray(cc->array_id);
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
glBindVertexArray(0);
}
void RasterizerCanvasGLES3::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) {
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);
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) {
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 RasterizerCanvasGLES3::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, storage->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());
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, sz.x, 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());
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, sz.x, 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());
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, sz.x, 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());
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, sz.x, 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 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
}
{
//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, 0);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (float *)0 + 2);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
{
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
poly_size *= 1024; //kb
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);
//quad arrays
for (int i = 0; i < 4; 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 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);
}
glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
uint32_t index_size = GLOBAL_DEF("rendering/limits/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);
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.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);
glDeleteBuffers(1, &data.canvas_quad_vertices);
glDeleteVertexArrays(1, &data.canvas_quad_array);
glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
}
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
}