rasterizer_canvas_gles2.cpp 65 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles2.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_scene_gles2.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. RID RasterizerCanvasGLES2::light_internal_create() {
  39. return RID();
  40. }
  41. void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
  42. }
  43. void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
  44. }
  45. void RasterizerCanvasGLES2::_set_uniforms() {
  46. state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
  47. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  48. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  49. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
  50. state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
  51. if (storage->frame.current_rt) {
  52. Vector2 screen_pixel_size;
  53. screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
  54. screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
  55. state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
  56. }
  57. if (state.using_skeleton) {
  58. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
  59. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  60. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
  61. }
  62. }
  63. void RasterizerCanvasGLES2::canvas_begin() {
  64. state.canvas_shader.bind();
  65. if (storage->frame.current_rt) {
  66. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  67. glColorMask(1, 1, 1, 1);
  68. }
  69. if (storage->frame.clear_request) {
  70. glColorMask(true, true, true, true);
  71. glClearColor(storage->frame.clear_request_color.r,
  72. storage->frame.clear_request_color.g,
  73. storage->frame.clear_request_color.b,
  74. storage->frame.clear_request_color.a);
  75. glClear(GL_COLOR_BUFFER_BIT);
  76. storage->frame.clear_request = false;
  77. }
  78. /*
  79. if (storage->frame.current_rt) {
  80. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  81. glColorMask(1, 1, 1, 1);
  82. }
  83. */
  84. reset_canvas();
  85. glActiveTexture(GL_TEXTURE0);
  86. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  87. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  88. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  89. // set up default uniforms
  90. Transform canvas_transform;
  91. if (storage->frame.current_rt) {
  92. float csy = 1.0;
  93. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  94. csy = -1.0;
  95. }
  96. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  97. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  98. } else {
  99. Vector2 ssize = OS::get_singleton()->get_window_size();
  100. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  101. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  102. }
  103. state.uniforms.projection_matrix = canvas_transform;
  104. state.uniforms.final_modulate = Color(1, 1, 1, 1);
  105. state.uniforms.modelview_matrix = Transform2D();
  106. state.uniforms.extra_matrix = Transform2D();
  107. _set_uniforms();
  108. _bind_quad_buffer();
  109. }
  110. void RasterizerCanvasGLES2::canvas_end() {
  111. glBindBuffer(GL_ARRAY_BUFFER, 0);
  112. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  113. glDisableVertexAttribArray(i);
  114. }
  115. state.using_texture_rect = false;
  116. state.using_skeleton = false;
  117. state.using_ninepatch = false;
  118. }
  119. RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
  120. RasterizerStorageGLES2::Texture *tex_return = NULL;
  121. if (p_texture.is_valid()) {
  122. RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
  123. if (!texture) {
  124. state.current_tex = RID();
  125. state.current_tex_ptr = NULL;
  126. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  127. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  128. } else {
  129. texture = texture->get_ptr();
  130. if (texture->redraw_if_visible) {
  131. VisualServerRaster::redraw_request();
  132. }
  133. if (texture->render_target) {
  134. texture->render_target->used_in_frame = true;
  135. }
  136. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  137. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  138. state.current_tex = p_texture;
  139. state.current_tex_ptr = texture;
  140. tex_return = texture;
  141. }
  142. } else {
  143. state.current_tex = RID();
  144. state.current_tex_ptr = NULL;
  145. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  146. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  147. }
  148. if (p_normal_map == state.current_normal) {
  149. //do none
  150. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  151. } else if (p_normal_map.is_valid()) {
  152. RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  153. if (!normal_map) {
  154. state.current_normal = RID();
  155. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  156. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  157. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  158. } else {
  159. normal_map = normal_map->get_ptr();
  160. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  161. VisualServerRaster::redraw_request();
  162. }
  163. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  164. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  165. state.current_normal = p_normal_map;
  166. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
  167. }
  168. } else {
  169. state.current_normal = RID();
  170. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  171. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  172. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  173. }
  174. return tex_return;
  175. }
  176. void RasterizerCanvasGLES2::_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 float *p_weights, const int *p_bones) {
  177. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  178. uint32_t buffer_ofs = 0;
  179. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  180. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  181. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  182. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  183. if (p_singlecolor) {
  184. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  185. Color m = *p_colors;
  186. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  187. } else if (!p_colors) {
  188. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  189. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  190. } else {
  191. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  192. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  193. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  194. buffer_ofs += sizeof(Color) * p_vertex_count;
  195. }
  196. if (p_uvs) {
  197. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  198. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  199. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  200. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  201. } else {
  202. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  203. }
  204. if (p_weights && p_bones) {
  205. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
  206. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  207. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
  208. buffer_ofs += sizeof(float) * 4 * p_vertex_count;
  209. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
  210. glEnableVertexAttribArray(VS::ARRAY_BONES);
  211. glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  212. buffer_ofs += sizeof(int) * 4 * p_vertex_count;
  213. } else {
  214. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  215. glDisableVertexAttribArray(VS::ARRAY_BONES);
  216. }
  217. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  218. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  219. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  220. glBindBuffer(GL_ARRAY_BUFFER, 0);
  221. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  222. }
  223. void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  224. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  225. uint32_t buffer_ofs = 0;
  226. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  227. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  228. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0);
  229. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  230. if (p_singlecolor) {
  231. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  232. Color m = *p_colors;
  233. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  234. } else if (!p_colors) {
  235. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  236. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  237. } else {
  238. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  239. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  240. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  241. buffer_ofs += sizeof(Color) * p_vertex_count;
  242. }
  243. if (p_uvs) {
  244. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  245. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  246. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  247. } else {
  248. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  249. }
  250. glDrawArrays(p_primitive, 0, p_vertex_count);
  251. glBindBuffer(GL_ARRAY_BUFFER, 0);
  252. }
  253. void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  254. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  255. int color_offset = 0;
  256. int uv_offset = 0;
  257. int stride = 2;
  258. if (p_colors) {
  259. color_offset = stride;
  260. stride += 4;
  261. }
  262. if (p_uvs) {
  263. uv_offset = stride;
  264. stride += 2;
  265. }
  266. float buffer_data[(2 + 2 + 4) * 4];
  267. for (int i = 0; i < p_points; i++) {
  268. buffer_data[stride * i + 0] = p_vertices[i].x;
  269. buffer_data[stride * i + 1] = p_vertices[i].y;
  270. }
  271. if (p_colors) {
  272. for (int i = 0; i < p_points; i++) {
  273. buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
  274. buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
  275. buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
  276. buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
  277. }
  278. }
  279. if (p_uvs) {
  280. for (int i = 0; i < p_points; i++) {
  281. buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
  282. buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
  283. }
  284. }
  285. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  286. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
  287. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
  288. if (p_colors) {
  289. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float));
  290. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  291. }
  292. if (p_uvs) {
  293. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float));
  294. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  295. }
  296. glDrawArrays(prim[p_points], 0, p_points);
  297. glBindBuffer(GL_ARRAY_BUFFER, 0);
  298. }
  299. static const GLenum gl_primitive[] = {
  300. GL_POINTS,
  301. GL_LINES,
  302. GL_LINE_STRIP,
  303. GL_LINE_LOOP,
  304. GL_TRIANGLES,
  305. GL_TRIANGLE_STRIP,
  306. GL_TRIANGLE_FAN
  307. };
  308. void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
  309. int command_count = p_item->commands.size();
  310. Item::Command **commands = p_item->commands.ptrw();
  311. for (int i = 0; i < command_count; i++) {
  312. Item::Command *command = commands[i];
  313. switch (command->type) {
  314. case Item::Command::TYPE_LINE: {
  315. Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
  316. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  317. if (state.canvas_shader.bind()) {
  318. _set_uniforms();
  319. state.canvas_shader.use_material((void *)p_material);
  320. }
  321. _bind_canvas_texture(RID(), RID());
  322. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  323. glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
  324. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  325. if (line->width <= 1) {
  326. Vector2 verts[2] = {
  327. Vector2(line->from.x, line->from.y),
  328. Vector2(line->to.x, line->to.y)
  329. };
  330. _draw_gui_primitive(2, verts, NULL, NULL);
  331. } else {
  332. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  333. Vector2 verts[4] = {
  334. line->from - t,
  335. line->from + t,
  336. line->to + t,
  337. line->to - t
  338. };
  339. _draw_gui_primitive(4, verts, NULL, NULL);
  340. }
  341. } break;
  342. case Item::Command::TYPE_RECT: {
  343. Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
  344. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  345. glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
  346. #if 1
  347. //more compatible
  348. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  349. if (state.canvas_shader.bind()) {
  350. _set_uniforms();
  351. state.canvas_shader.use_material((void *)p_material);
  352. }
  353. Vector2 points[4] = {
  354. r->rect.position,
  355. r->rect.position + Vector2(r->rect.size.x, 0.0),
  356. r->rect.position + r->rect.size,
  357. r->rect.position + Vector2(0.0, r->rect.size.y),
  358. };
  359. if (r->rect.size.x < 0) {
  360. SWAP(points[0], points[1]);
  361. SWAP(points[2], points[3]);
  362. }
  363. if (r->rect.size.y < 0) {
  364. SWAP(points[0], points[3]);
  365. SWAP(points[1], points[2]);
  366. }
  367. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
  368. if (texture) {
  369. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  370. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  371. Vector2 uvs[4] = {
  372. src_rect.position,
  373. src_rect.position + Vector2(src_rect.size.x, 0.0),
  374. src_rect.position + src_rect.size,
  375. src_rect.position + Vector2(0.0, src_rect.size.y),
  376. };
  377. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  378. SWAP(uvs[1], uvs[3]);
  379. }
  380. if (r->flags & CANVAS_RECT_FLIP_H) {
  381. SWAP(uvs[0], uvs[1]);
  382. SWAP(uvs[2], uvs[3]);
  383. }
  384. if (r->flags & CANVAS_RECT_FLIP_V) {
  385. SWAP(uvs[0], uvs[3]);
  386. SWAP(uvs[1], uvs[2]);
  387. }
  388. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  389. bool untile = false;
  390. if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  391. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  392. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  393. untile = true;
  394. }
  395. _draw_gui_primitive(4, points, NULL, uvs);
  396. if (untile) {
  397. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  398. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  399. }
  400. } else {
  401. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
  402. _draw_gui_primitive(4, points, NULL, NULL);
  403. }
  404. #else
  405. //disabled because it fails on buggy nvidia drivers
  406. _bind_quad_buffer();
  407. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  408. if (state.canvas_shader.bind()) {
  409. _set_uniforms();
  410. state.canvas_shader.use_material((void *)p_material);
  411. }
  412. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
  413. if (!tex) {
  414. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  415. if (dst_rect.size.width < 0) {
  416. dst_rect.position.x += dst_rect.size.width;
  417. dst_rect.size.width *= -1;
  418. }
  419. if (dst_rect.size.height < 0) {
  420. dst_rect.position.y += dst_rect.size.height;
  421. dst_rect.size.height *= -1;
  422. }
  423. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  424. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
  425. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  426. } else {
  427. bool untile = false;
  428. if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
  429. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  430. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  431. untile = true;
  432. }
  433. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  434. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  435. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  436. if (dst_rect.size.width < 0) {
  437. dst_rect.position.x += dst_rect.size.width;
  438. dst_rect.size.width *= -1;
  439. }
  440. if (dst_rect.size.height < 0) {
  441. dst_rect.position.y += dst_rect.size.height;
  442. dst_rect.size.height *= -1;
  443. }
  444. if (r->flags & CANVAS_RECT_FLIP_H) {
  445. src_rect.size.x *= -1;
  446. }
  447. if (r->flags & CANVAS_RECT_FLIP_V) {
  448. src_rect.size.y *= -1;
  449. }
  450. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  451. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  452. }
  453. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  454. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  455. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  456. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  457. if (untile) {
  458. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  459. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  460. }
  461. }
  462. glBindBuffer(GL_ARRAY_BUFFER, 0);
  463. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  464. #endif
  465. } break;
  466. case Item::Command::TYPE_NINEPATCH: {
  467. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
  468. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  469. if (state.canvas_shader.bind()) {
  470. _set_uniforms();
  471. state.canvas_shader.use_material((void *)p_material);
  472. }
  473. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  474. glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
  475. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
  476. if (!tex) {
  477. // FIXME: Handle textureless ninepatch gracefully
  478. WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
  479. continue;
  480. }
  481. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  482. // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  483. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  484. Rect2 source = np->source;
  485. if (source.size.x == 0 && source.size.y == 0) {
  486. source.size.x = tex->width;
  487. source.size.y = tex->height;
  488. }
  489. // prepare vertex buffer
  490. // this buffer contains [ POS POS UV UV ] *
  491. float buffer[16 * 2 + 16 * 2];
  492. {
  493. // first row
  494. buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
  495. buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
  496. buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  497. buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
  498. buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  499. buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
  500. buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  501. buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
  502. buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  503. buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
  504. buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  505. buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
  506. buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  507. buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
  508. buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  509. buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
  510. // second row
  511. buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
  512. buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];
  513. buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  514. buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  515. buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  516. buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];
  517. buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  518. buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  519. buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  520. buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];
  521. buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  522. buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  523. buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  524. buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];
  525. buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  526. buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  527. // third row
  528. buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
  529. buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  530. buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  531. buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  532. buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  533. buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  534. buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  535. buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  536. buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  537. buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  538. buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  539. buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  540. buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  541. buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  542. buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  543. buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  544. // fourth row
  545. buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
  546. buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
  547. buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  548. buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
  549. buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  550. buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
  551. buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  552. buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
  553. buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  554. buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
  555. buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  556. buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
  557. buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  558. buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
  559. buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  560. buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
  561. }
  562. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  563. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);
  564. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  565. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  566. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  567. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
  568. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2));
  569. glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
  570. glBindBuffer(GL_ARRAY_BUFFER, 0);
  571. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  572. } break;
  573. case Item::Command::TYPE_CIRCLE: {
  574. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
  575. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  576. if (state.canvas_shader.bind()) {
  577. _set_uniforms();
  578. state.canvas_shader.use_material((void *)p_material);
  579. }
  580. static const int num_points = 32;
  581. Vector2 points[num_points + 1];
  582. points[num_points] = circle->pos;
  583. int indices[num_points * 3];
  584. for (int i = 0; i < num_points; i++) {
  585. points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius;
  586. indices[i * 3 + 0] = i;
  587. indices[i * 3 + 1] = (i + 1) % num_points;
  588. indices[i * 3 + 2] = num_points;
  589. }
  590. _bind_canvas_texture(RID(), RID());
  591. _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
  592. } break;
  593. case Item::Command::TYPE_POLYGON: {
  594. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
  595. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  596. if (state.canvas_shader.bind()) {
  597. _set_uniforms();
  598. state.canvas_shader.use_material((void *)p_material);
  599. }
  600. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  601. if (texture) {
  602. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  603. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  604. }
  605. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
  606. } break;
  607. case Item::Command::TYPE_MESH: {
  608. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
  609. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  610. if (state.canvas_shader.bind()) {
  611. _set_uniforms();
  612. state.canvas_shader.use_material((void *)p_material);
  613. }
  614. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  615. if (texture) {
  616. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  617. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  618. }
  619. RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  620. if (mesh_data) {
  621. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  622. RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
  623. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  624. glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
  625. if (s->index_array_len > 0) {
  626. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  627. }
  628. for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  629. if (s->attribs[i].enabled) {
  630. glEnableVertexAttribArray(i);
  631. glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
  632. } else {
  633. glDisableVertexAttribArray(i);
  634. switch (i) {
  635. case VS::ARRAY_NORMAL: {
  636. glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
  637. } break;
  638. case VS::ARRAY_COLOR: {
  639. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  640. } break;
  641. default: {}
  642. }
  643. }
  644. }
  645. if (s->index_array_len > 0) {
  646. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  647. } else {
  648. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  649. }
  650. }
  651. for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
  652. glDisableVertexAttribArray(i);
  653. }
  654. }
  655. } break;
  656. case Item::Command::TYPE_MULTIMESH: {
  657. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
  658. RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  659. if (!multi_mesh)
  660. break;
  661. RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  662. if (!mesh_data)
  663. break;
  664. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  665. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
  666. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  667. if (state.canvas_shader.bind()) {
  668. _set_uniforms();
  669. state.canvas_shader.use_material((void *)p_material);
  670. }
  671. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  672. if (texture) {
  673. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  674. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  675. }
  676. //reset shader and force rebind
  677. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  678. if (amount == -1) {
  679. amount = multi_mesh->size;
  680. }
  681. int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
  682. int color_ofs = multi_mesh->xform_floats;
  683. int custom_data_ofs = color_ofs + multi_mesh->color_floats;
  684. // drawing
  685. const float *base_buffer = multi_mesh->data.ptr();
  686. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  687. RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
  688. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  689. //bind buffers for mesh surface
  690. glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
  691. if (s->index_array_len > 0) {
  692. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  693. }
  694. for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
  695. if (s->attribs[i].enabled) {
  696. glEnableVertexAttribArray(i);
  697. glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
  698. } else {
  699. glDisableVertexAttribArray(i);
  700. switch (i) {
  701. case VS::ARRAY_NORMAL: {
  702. glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
  703. } break;
  704. case VS::ARRAY_COLOR: {
  705. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  706. } break;
  707. default: {}
  708. }
  709. }
  710. }
  711. for (int i = 0; i < amount; i++) {
  712. const float *buffer = base_buffer + i * stride;
  713. {
  714. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
  715. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
  716. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  717. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
  718. } else {
  719. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
  720. }
  721. }
  722. if (multi_mesh->color_floats) {
  723. if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
  724. uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
  725. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
  726. } else {
  727. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
  728. }
  729. }
  730. if (multi_mesh->custom_data_floats) {
  731. if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
  732. uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
  733. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
  734. } else {
  735. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
  736. }
  737. }
  738. if (s->index_array_len > 0) {
  739. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  740. } else {
  741. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  742. }
  743. }
  744. }
  745. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
  746. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
  747. } break;
  748. case Item::Command::TYPE_POLYLINE: {
  749. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
  750. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  751. if (state.canvas_shader.bind()) {
  752. _set_uniforms();
  753. state.canvas_shader.use_material((void *)p_material);
  754. }
  755. _bind_canvas_texture(RID(), RID());
  756. if (pline->triangles.size()) {
  757. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  758. } else {
  759. if (pline->multiline) {
  760. int todo = pline->lines.size() / 2;
  761. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  762. int offset = 0;
  763. while (todo) {
  764. int to_draw = MIN(max_per_call, todo);
  765. _draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
  766. todo -= to_draw;
  767. offset += to_draw * 2;
  768. }
  769. } else {
  770. _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  771. }
  772. }
  773. } break;
  774. case Item::Command::TYPE_PRIMITIVE: {
  775. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
  776. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  777. if (state.canvas_shader.bind()) {
  778. _set_uniforms();
  779. state.canvas_shader.use_material((void *)p_material);
  780. }
  781. ERR_CONTINUE(primitive->points.size() < 1);
  782. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  783. if (texture) {
  784. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  785. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  786. }
  787. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  788. Color c = primitive->colors[0];
  789. glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
  790. } else if (primitive->colors.empty()) {
  791. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  792. }
  793. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  794. } break;
  795. case Item::Command::TYPE_TRANSFORM: {
  796. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
  797. state.uniforms.extra_matrix = transform->xform;
  798. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  799. } break;
  800. case Item::Command::TYPE_PARTICLES: {
  801. } break;
  802. case Item::Command::TYPE_CLIP_IGNORE: {
  803. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
  804. if (current_clip) {
  805. if (ci->ignore != reclip) {
  806. if (ci->ignore) {
  807. glDisable(GL_SCISSOR_TEST);
  808. reclip = true;
  809. } else {
  810. glEnable(GL_SCISSOR_TEST);
  811. int x = current_clip->final_clip_rect.position.x;
  812. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  813. int w = current_clip->final_clip_rect.size.x;
  814. int h = current_clip->final_clip_rect.size.y;
  815. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  816. y = current_clip->final_clip_rect.position.y;
  817. glScissor(x, y, w, h);
  818. reclip = false;
  819. }
  820. }
  821. }
  822. } break;
  823. default: {
  824. // FIXME: Proper error handling if relevant
  825. //print_line("other");
  826. } break;
  827. }
  828. }
  829. }
  830. void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
  831. // This isn't really working yet, so disabling for now.
  832. }
  833. void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  834. Item *current_clip = NULL;
  835. RasterizerStorageGLES2::Shader *shader_cache = NULL;
  836. bool rebind_shader = true;
  837. bool prev_use_skeleton = false;
  838. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
  839. state.current_tex = RID();
  840. state.current_tex_ptr = NULL;
  841. state.current_normal = RID();
  842. glActiveTexture(GL_TEXTURE0);
  843. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  844. int last_blend_mode = -1;
  845. RID canvas_last_material = RID();
  846. while (p_item_list) {
  847. Item *ci = p_item_list;
  848. if (current_clip != ci->final_clip_owner) {
  849. current_clip = ci->final_clip_owner;
  850. if (current_clip) {
  851. glEnable(GL_SCISSOR_TEST);
  852. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  853. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  854. y = current_clip->final_clip_rect.position.y;
  855. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  856. } else {
  857. glDisable(GL_SCISSOR_TEST);
  858. }
  859. }
  860. // TODO: copy back buffer
  861. if (ci->copy_back_buffer) {
  862. if (ci->copy_back_buffer->full) {
  863. _copy_texscreen(Rect2());
  864. } else {
  865. _copy_texscreen(ci->copy_back_buffer->rect);
  866. }
  867. }
  868. RasterizerStorageGLES2::Skeleton *skeleton = NULL;
  869. {
  870. //skeleton handling
  871. if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
  872. skeleton = storage->skeleton_owner.get(ci->skeleton);
  873. if (!skeleton->use_2d) {
  874. skeleton = NULL;
  875. } else {
  876. state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
  877. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  878. state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
  879. }
  880. }
  881. bool use_skeleton = skeleton != NULL;
  882. if (prev_use_skeleton != use_skeleton) {
  883. rebind_shader = true;
  884. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
  885. prev_use_skeleton = use_skeleton;
  886. }
  887. if (skeleton) {
  888. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  889. glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
  890. state.using_skeleton = true;
  891. } else {
  892. state.using_skeleton = false;
  893. }
  894. }
  895. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  896. RID material = material_owner->material;
  897. RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
  898. if (material != canvas_last_material || rebind_shader) {
  899. RasterizerStorageGLES2::Shader *shader_ptr = NULL;
  900. if (material_ptr) {
  901. shader_ptr = material_ptr->shader;
  902. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  903. shader_ptr = NULL; // not a canvas item shader, don't use.
  904. }
  905. }
  906. if (shader_ptr) {
  907. if (shader_ptr->canvas_item.uses_screen_texture) {
  908. _copy_texscreen(Rect2());
  909. }
  910. if (shader_ptr != shader_cache) {
  911. if (shader_ptr->canvas_item.uses_time) {
  912. VisualServerRaster::redraw_request();
  913. }
  914. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  915. state.canvas_shader.bind();
  916. }
  917. int tc = material_ptr->textures.size();
  918. Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
  919. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  920. for (int i = 0; i < tc; i++) {
  921. glActiveTexture(GL_TEXTURE0 + i);
  922. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
  923. if (!t) {
  924. switch (texture_hints[i]) {
  925. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  926. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  927. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  928. } break;
  929. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  930. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  931. } break;
  932. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  933. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  934. } break;
  935. default: {
  936. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  937. } break;
  938. }
  939. continue;
  940. }
  941. t = t->get_ptr();
  942. if (t->redraw_if_visible) {
  943. VisualServerRaster::redraw_request();
  944. }
  945. glBindTexture(t->target, t->tex_id);
  946. }
  947. } else {
  948. state.canvas_shader.set_custom_shader(0);
  949. state.canvas_shader.bind();
  950. }
  951. state.canvas_shader.use_material((void *)material_ptr);
  952. shader_cache = shader_ptr;
  953. canvas_last_material = material;
  954. rebind_shader = false;
  955. }
  956. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
  957. bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  958. bool reclip = false;
  959. if (last_blend_mode != blend_mode) {
  960. switch (blend_mode) {
  961. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
  962. glBlendEquation(GL_FUNC_ADD);
  963. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  964. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  965. } else {
  966. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  967. }
  968. } break;
  969. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
  970. glBlendEquation(GL_FUNC_ADD);
  971. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  972. } break;
  973. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
  974. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  975. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  976. } break;
  977. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
  978. glBlendEquation(GL_FUNC_ADD);
  979. glBlendFunc(GL_DST_COLOR, GL_ZERO);
  980. } break;
  981. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  982. glBlendEquation(GL_FUNC_ADD);
  983. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  984. } break;
  985. }
  986. }
  987. state.uniforms.final_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);
  988. state.uniforms.modelview_matrix = ci->final_transform;
  989. state.uniforms.extra_matrix = Transform2D();
  990. _set_uniforms();
  991. if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
  992. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
  993. rebind_shader = true; // hacked in for now.
  994. if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  995. Light *light = p_light;
  996. bool light_used = false;
  997. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  998. state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
  999. while (light) {
  1000. 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)) {
  1001. //intersects this light
  1002. if (!light_used || mode != light->mode) {
  1003. mode = light->mode;
  1004. switch (mode) {
  1005. case VS::CANVAS_LIGHT_MODE_ADD: {
  1006. glBlendEquation(GL_FUNC_ADD);
  1007. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1008. } break;
  1009. case VS::CANVAS_LIGHT_MODE_SUB: {
  1010. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1011. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1012. } break;
  1013. case VS::CANVAS_LIGHT_MODE_MIX:
  1014. case VS::CANVAS_LIGHT_MODE_MASK: {
  1015. glBlendEquation(GL_FUNC_ADD);
  1016. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1017. } break;
  1018. }
  1019. }
  1020. if (!light_used) {
  1021. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
  1022. light_used = true;
  1023. }
  1024. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  1025. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
  1026. if (has_shadow) {
  1027. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1028. switch (light->shadow_filter) {
  1029. case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
  1030. case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
  1031. case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
  1032. case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
  1033. case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
  1034. case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
  1035. }
  1036. }
  1037. bool light_rebind = state.canvas_shader.bind();
  1038. if (light_rebind) {
  1039. _set_uniforms();
  1040. }
  1041. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
  1042. Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
  1043. basis_inverse[2] = Vector2();
  1044. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
  1045. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
  1046. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
  1047. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
  1048. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
  1049. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
  1050. if (has_shadow) {
  1051. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1052. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
  1053. glBindTexture(GL_TEXTURE_2D, cls->distance);
  1054. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
  1055. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
  1056. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
  1057. if (light->radius_cache == 0) {
  1058. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
  1059. } else {
  1060. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
  1061. }
  1062. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
  1063. /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
  1064. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  1065. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  1066. }
  1067. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  1068. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
  1069. if (!t) {
  1070. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1071. } else {
  1072. t = t->get_ptr();
  1073. glBindTexture(t->target, t->tex_id);
  1074. }
  1075. glActiveTexture(GL_TEXTURE0);
  1076. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
  1077. }
  1078. light = light->next_ptr;
  1079. }
  1080. if (light_used) {
  1081. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
  1082. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
  1083. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
  1084. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
  1085. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
  1086. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
  1087. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
  1088. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
  1089. state.canvas_shader.bind();
  1090. last_blend_mode = -1;
  1091. /*
  1092. //this is set again, so it should not be needed anyway?
  1093. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1094. ci->final_modulate.r * p_modulate.r,
  1095. ci->final_modulate.g * p_modulate.g,
  1096. ci->final_modulate.b * p_modulate.b,
  1097. ci->final_modulate.a * p_modulate.a );
  1098. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
  1099. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
  1100. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
  1101. glBlendEquation(GL_FUNC_ADD);
  1102. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1103. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1104. } else {
  1105. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1106. }
  1107. //@TODO RESET canvas_blend_mode
  1108. */
  1109. }
  1110. }
  1111. if (reclip) {
  1112. glEnable(GL_SCISSOR_TEST);
  1113. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1114. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1115. y = current_clip->final_clip_rect.position.y;
  1116. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1117. }
  1118. p_item_list = p_item_list->next;
  1119. }
  1120. if (current_clip) {
  1121. glDisable(GL_SCISSOR_TEST);
  1122. }
  1123. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
  1124. }
  1125. void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  1126. }
  1127. void RasterizerCanvasGLES2::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) {
  1128. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  1129. ERR_FAIL_COND(!cls);
  1130. glDisable(GL_BLEND);
  1131. glDisable(GL_SCISSOR_TEST);
  1132. glDisable(GL_DITHER);
  1133. glDisable(GL_CULL_FACE);
  1134. glDepthFunc(GL_LEQUAL);
  1135. glEnable(GL_DEPTH_TEST);
  1136. glDepthMask(true);
  1137. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  1138. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1139. state.canvas_shadow_shader.bind();
  1140. glViewport(0, 0, cls->size, cls->height);
  1141. glClearDepth(1.0f);
  1142. glClearColor(1, 1, 1, 1);
  1143. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1144. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1145. for (int i = 0; i < 4; i++) {
  1146. //make sure it remains orthogonal, makes easy to read angle later
  1147. Transform light;
  1148. light.origin[0] = p_light_xform[2][0];
  1149. light.origin[1] = p_light_xform[2][1];
  1150. light.basis[0][0] = p_light_xform[0][0];
  1151. light.basis[0][1] = p_light_xform[1][0];
  1152. light.basis[1][0] = p_light_xform[0][1];
  1153. light.basis[1][1] = p_light_xform[1][1];
  1154. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1155. //p_near=1;
  1156. CameraMatrix projection;
  1157. {
  1158. real_t fov = 90;
  1159. real_t nearp = p_near;
  1160. real_t farp = p_far;
  1161. real_t aspect = 1.0;
  1162. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1163. real_t ymin = -ymax;
  1164. real_t xmin = ymin * aspect;
  1165. real_t xmax = ymax * aspect;
  1166. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1167. }
  1168. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  1169. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1170. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
  1171. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
  1172. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
  1173. if (i == 0)
  1174. *p_xform_cache = projection;
  1175. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  1176. LightOccluderInstance *instance = p_occluders;
  1177. while (instance) {
  1178. RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  1179. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  1180. instance = instance->next;
  1181. continue;
  1182. }
  1183. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
  1184. if (cull != instance->cull_cache) {
  1185. cull = instance->cull_cache;
  1186. switch (cull) {
  1187. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  1188. glDisable(GL_CULL_FACE);
  1189. } break;
  1190. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  1191. glEnable(GL_CULL_FACE);
  1192. glCullFace(GL_FRONT);
  1193. } break;
  1194. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  1195. glEnable(GL_CULL_FACE);
  1196. glCullFace(GL_BACK);
  1197. } break;
  1198. }
  1199. }
  1200. glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
  1201. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1202. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
  1203. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
  1204. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1205. instance = instance->next;
  1206. }
  1207. }
  1208. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1209. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1210. }
  1211. void RasterizerCanvasGLES2::reset_canvas() {
  1212. glDisable(GL_CULL_FACE);
  1213. glDisable(GL_DEPTH_TEST);
  1214. glDisable(GL_SCISSOR_TEST);
  1215. glDisable(GL_DITHER);
  1216. glEnable(GL_BLEND);
  1217. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1218. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1219. } else {
  1220. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1221. }
  1222. // bind the back buffer to a texture so shaders can use it.
  1223. // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
  1224. // keeping this for now as there's nothing else that uses texture unit 2
  1225. // TODO ^
  1226. if (storage->frame.current_rt) {
  1227. // glActiveTexture(GL_TEXTURE0 + 2);
  1228. // glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
  1229. }
  1230. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1231. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1232. }
  1233. void RasterizerCanvasGLES2::_bind_quad_buffer() {
  1234. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1235. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1236. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
  1237. }
  1238. void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1239. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  1240. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  1241. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1242. }
  1243. void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  1244. Vector2 half_size;
  1245. if (storage->frame.current_rt) {
  1246. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  1247. } else {
  1248. half_size = OS::get_singleton()->get_window_size();
  1249. }
  1250. half_size *= 0.5;
  1251. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  1252. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  1253. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  1254. // setup our lens shader
  1255. state.lens_shader.bind();
  1256. state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
  1257. state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
  1258. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
  1259. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
  1260. state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
  1261. state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
  1262. state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
  1263. // bind our quad buffer
  1264. _bind_quad_buffer();
  1265. // and draw
  1266. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1267. // and cleanup
  1268. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1269. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  1270. glDisableVertexAttribArray(i);
  1271. }
  1272. }
  1273. void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
  1274. }
  1275. void RasterizerCanvasGLES2::initialize() {
  1276. // quad buffer
  1277. {
  1278. glGenBuffers(1, &data.canvas_quad_vertices);
  1279. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1280. const float qv[8] = {
  1281. 0, 0,
  1282. 0, 1,
  1283. 1, 1,
  1284. 1, 0
  1285. };
  1286. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1287. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1288. }
  1289. // polygon buffer
  1290. {
  1291. uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1292. 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"));
  1293. poly_size *= 1024;
  1294. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1295. glGenBuffers(1, &data.polygon_buffer);
  1296. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1297. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
  1298. data.polygon_buffer_size = poly_size;
  1299. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1300. uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128);
  1301. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1302. index_size *= 1024; // kb
  1303. glGenBuffers(1, &data.polygon_index_buffer);
  1304. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1305. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
  1306. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1307. }
  1308. // ninepatch buffers
  1309. {
  1310. // array buffer
  1311. glGenBuffers(1, &data.ninepatch_vertices);
  1312. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  1313. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
  1314. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1315. // element buffer
  1316. glGenBuffers(1, &data.ninepatch_elements);
  1317. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  1318. #define _EIDX(y, x) (y * 4 + x)
  1319. uint8_t elems[3 * 2 * 9] = {
  1320. // first row
  1321. _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
  1322. _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
  1323. _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
  1324. _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
  1325. _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
  1326. _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
  1327. // second row
  1328. _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
  1329. _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
  1330. // the center one would be here, but we'll put it at the end
  1331. // so it's easier to disable the center and be able to use
  1332. // one draw call for both
  1333. _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
  1334. _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
  1335. // third row
  1336. _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
  1337. _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
  1338. _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
  1339. _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
  1340. _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
  1341. _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
  1342. // center field
  1343. _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
  1344. _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
  1345. };
  1346. #undef _EIDX
  1347. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
  1348. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1349. }
  1350. state.canvas_shadow_shader.init();
  1351. state.canvas_shader.init();
  1352. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  1353. state.canvas_shader.bind();
  1354. state.lens_shader.init();
  1355. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1356. }
  1357. void RasterizerCanvasGLES2::finalize() {
  1358. }
  1359. RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
  1360. }