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- /*************************************************************************/
- /* rasterizer_canvas_gles2.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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_gles2.h"
- #include "core/os/os.h"
- #include "core/project_settings.h"
- #include "rasterizer_scene_gles2.h"
- #include "servers/visual/visual_server_raster.h"
- #ifndef GLES_OVER_GL
- #define glClearDepth glClearDepthf
- #endif
- RID RasterizerCanvasGLES2::light_internal_create() {
- return RID();
- }
- void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
- }
- void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
- }
- void RasterizerCanvasGLES2::_set_uniforms() {
- state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
- if (storage->frame.current_rt) {
- Vector2 screen_pixel_size;
- screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
- screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- }
- if (state.using_skeleton) {
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
- }
- }
- void RasterizerCanvasGLES2::canvas_begin() {
- state.canvas_shader.bind();
- if (storage->frame.current_rt) {
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
- glColorMask(1, 1, 1, 1);
- }
- if (storage->frame.clear_request) {
- glColorMask(true, true, true, true);
- 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;
- }
- /*
- if (storage->frame.current_rt) {
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
- glColorMask(1, 1, 1, 1);
- }
- */
- reset_canvas();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- // set up default uniforms
- 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.uniforms.projection_matrix = canvas_transform;
- state.uniforms.final_modulate = Color(1, 1, 1, 1);
- state.uniforms.modelview_matrix = Transform2D();
- state.uniforms.extra_matrix = Transform2D();
- _set_uniforms();
- _bind_quad_buffer();
- }
- void RasterizerCanvasGLES2::canvas_end() {
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- for (int i = 0; i < VS::ARRAY_MAX; i++) {
- glDisableVertexAttribArray(i);
- }
- state.using_texture_rect = false;
- state.using_skeleton = false;
- state.using_ninepatch = false;
- }
- RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
- RasterizerStorageGLES2::Texture *tex_return = NULL;
- if (p_texture.is_valid()) {
- RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
- if (!texture) {
- state.current_tex = RID();
- state.current_tex_ptr = NULL;
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- } else {
- texture = texture->get_ptr();
- if (texture->redraw_if_visible) {
- VisualServerRaster::redraw_request();
- }
- if (texture->render_target) {
- texture->render_target->used_in_frame = true;
- }
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
- tex_return = texture;
- }
- } else {
- state.current_tex = RID();
- state.current_tex_ptr = NULL;
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- }
- if (p_normal_map == state.current_normal) {
- //do none
- state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
- } else if (p_normal_map.is_valid()) {
- RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
- if (!normal_map) {
- state.current_normal = RID();
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
- } else {
- normal_map = normal_map->get_ptr();
- if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
- VisualServerRaster::redraw_request();
- }
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
- glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
- state.current_normal = p_normal_map;
- state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
- }
- } else {
- state.current_normal = RID();
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
- }
- return tex_return;
- }
- 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) {
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- uint32_t buffer_ofs = 0;
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
- buffer_ofs += sizeof(Vector2) * p_vertex_count;
- 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, GL_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, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
- buffer_ofs += sizeof(Vector2) * p_vertex_count;
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- if (p_weights && p_bones) {
- glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
- glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
- glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
- buffer_ofs += sizeof(float) * 4 * p_vertex_count;
- glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
- glEnableVertexAttribArray(VS::ARRAY_BONES);
- glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
- buffer_ofs += sizeof(int) * 4 * p_vertex_count;
- } else {
- glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
- glDisableVertexAttribArray(VS::ARRAY_BONES);
- }
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
- glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- 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) {
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- uint32_t buffer_ofs = 0;
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0);
- buffer_ofs += sizeof(Vector2) * p_vertex_count;
- 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, GL_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, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- glDrawArrays(p_primitive, 0, p_vertex_count);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- void RasterizerCanvasGLES2::_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 };
- int color_offset = 0;
- int uv_offset = 0;
- int stride = 2;
- if (p_colors) {
- color_offset = stride;
- stride += 4;
- }
- if (p_uvs) {
- uv_offset = stride;
- stride += 2;
- }
- float buffer_data[(2 + 2 + 4) * 4];
- for (int i = 0; i < p_points; i++) {
- buffer_data[stride * i + 0] = p_vertices[i].x;
- buffer_data[stride * i + 1] = p_vertices[i].y;
- }
- if (p_colors) {
- for (int i = 0; i < p_points; i++) {
- buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
- buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
- buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
- buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
- }
- }
- if (p_uvs) {
- for (int i = 0; i < p_points; i++) {
- buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
- buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
- if (p_colors) {
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float));
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- }
- if (p_uvs) {
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float));
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- glDrawArrays(prim[p_points], 0, p_points);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- static const GLenum gl_primitive[] = {
- GL_POINTS,
- GL_LINES,
- GL_LINE_STRIP,
- GL_LINE_LOOP,
- GL_TRIANGLES,
- GL_TRIANGLE_STRIP,
- GL_TRIANGLE_FAN
- };
- void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
- int command_count = p_item->commands.size();
- Item::Command **commands = p_item->commands.ptrw();
- for (int i = 0; i < command_count; i++) {
- Item::Command *command = commands[i];
- switch (command->type) {
- case Item::Command::TYPE_LINE: {
- Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- _bind_canvas_texture(RID(), RID());
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
- if (line->width <= 1) {
- Vector2 verts[2] = {
- Vector2(line->from.x, line->from.y),
- Vector2(line->to.x, line->to.y)
- };
- _draw_gui_primitive(2, verts, NULL, NULL);
- } else {
- 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
- };
- _draw_gui_primitive(4, verts, NULL, NULL);
- }
- } break;
- case Item::Command::TYPE_RECT: {
- Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
- #if 1
- //more compatible
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- Vector2 points[4] = {
- r->rect.position,
- r->rect.position + Vector2(r->rect.size.x, 0.0),
- r->rect.position + r->rect.size,
- r->rect.position + Vector2(0.0, r->rect.size.y),
- };
- if (r->rect.size.x < 0) {
- SWAP(points[0], points[1]);
- SWAP(points[2], points[3]);
- }
- if (r->rect.size.y < 0) {
- SWAP(points[0], points[3]);
- SWAP(points[1], points[2]);
- }
- RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
- Vector2 uvs[4] = {
- src_rect.position,
- src_rect.position + Vector2(src_rect.size.x, 0.0),
- src_rect.position + src_rect.size,
- src_rect.position + Vector2(0.0, src_rect.size.y),
- };
- if (r->flags & CANVAS_RECT_TRANSPOSE) {
- SWAP(uvs[1], uvs[3]);
- }
- if (r->flags & CANVAS_RECT_FLIP_H) {
- SWAP(uvs[0], uvs[1]);
- SWAP(uvs[2], uvs[3]);
- }
- if (r->flags & CANVAS_RECT_FLIP_V) {
- SWAP(uvs[0], uvs[3]);
- SWAP(uvs[1], uvs[2]);
- }
- state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
- bool untile = false;
- if (r->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;
- }
- _draw_gui_primitive(4, points, NULL, uvs);
- if (untile) {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- } else {
- state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
- _draw_gui_primitive(4, points, NULL, NULL);
- }
- #else
- //disabled because it fails on buggy nvidia drivers
- _bind_quad_buffer();
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
- if (!tex) {
- Rect2 dst_rect = Rect2(r->rect.position, r->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(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- } else {
- bool untile = false;
- if (r->flags & CANVAS_RECT_TILE && !(tex->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 / tex->width, 1.0 / tex->height);
- Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
- Rect2 dst_rect = Rect2(r->rect.position, r->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 (r->flags & CANVAS_RECT_FLIP_H) {
- src_rect.size.x *= -1;
- }
- if (r->flags & CANVAS_RECT_FLIP_V) {
- src_rect.size.y *= -1;
- }
- if (r->flags & CANVAS_RECT_TRANSPOSE) {
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
- }
- state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
- 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));
- 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));
- 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);
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- #endif
- } break;
- case Item::Command::TYPE_NINEPATCH: {
- Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
- RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
- if (!tex) {
- // FIXME: Handle textureless ninepatch gracefully
- WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
- continue;
- }
- Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
- // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
- Rect2 source = np->source;
- if (source.size.x == 0 && source.size.y == 0) {
- source.size.x = tex->width;
- source.size.y = tex->height;
- }
- // prepare vertex buffer
- // this buffer contains [ POS POS UV UV ] *
- float buffer[16 * 2 + 16 * 2];
- {
- // first row
- buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
- buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
- buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
- buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
- buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
- buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
- buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
- // second row
- buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
- buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
- buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
- buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
- buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
- buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];
- buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
- // third row
- buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
- buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
- buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
- buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
- buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
- buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
- buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
- // fourth row
- buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
- buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
- buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
- buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
- buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
- buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
- buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
- buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
- buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
- buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
- buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
- }
- glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2));
- glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- } break;
- case Item::Command::TYPE_CIRCLE: {
- Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- static const int num_points = 32;
- Vector2 points[num_points + 1];
- points[num_points] = circle->pos;
- int indices[num_points * 3];
- for (int i = 0; i < num_points; i++) {
- 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;
- indices[i * 3 + 0] = i;
- indices[i * 3 + 1] = (i + 1) % num_points;
- indices[i * 3 + 2] = num_points;
- }
- _bind_canvas_texture(RID(), RID());
- _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
- } break;
- case Item::Command::TYPE_POLYGON: {
- Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- RasterizerStorageGLES2::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(CanvasShaderGLES2::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, polygon->weights.ptr(), polygon->bones.ptr());
- } break;
- case Item::Command::TYPE_MESH: {
- Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
- }
- RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
- if (mesh_data) {
- for (int j = 0; j < mesh_data->surfaces.size(); j++) {
- RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
- // 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
- glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
- }
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- if (s->attribs[i].enabled) {
- glEnableVertexAttribArray(i);
- 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);
- } else {
- glDisableVertexAttribArray(i);
- switch (i) {
- case VS::ARRAY_NORMAL: {
- glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
- } break;
- case VS::ARRAY_COLOR: {
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- } break;
- default: {}
- }
- }
- }
- if (s->index_array_len > 0) {
- glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- } else {
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- }
- }
- for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
- glDisableVertexAttribArray(i);
- }
- }
- } break;
- case Item::Command::TYPE_MULTIMESH: {
- Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
- RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
- if (!multi_mesh)
- break;
- RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
- if (!mesh_data)
- break;
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
- }
- //reset shader and force rebind
- int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
- if (amount == -1) {
- amount = multi_mesh->size;
- }
- int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
- int color_ofs = multi_mesh->xform_floats;
- int custom_data_ofs = color_ofs + multi_mesh->color_floats;
- // drawing
- const float *base_buffer = multi_mesh->data.ptr();
- for (int j = 0; j < mesh_data->surfaces.size(); j++) {
- RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
- // 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
- //bind buffers for mesh surface
- glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
- if (s->index_array_len > 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
- }
- for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
- if (s->attribs[i].enabled) {
- glEnableVertexAttribArray(i);
- 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);
- } else {
- glDisableVertexAttribArray(i);
- switch (i) {
- case VS::ARRAY_NORMAL: {
- glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
- } break;
- case VS::ARRAY_COLOR: {
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- } break;
- default: {}
- }
- }
- }
- for (int i = 0; i < amount; i++) {
- const float *buffer = base_buffer + i * stride;
- {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
- if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
- } else {
- glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
- }
- }
- if (multi_mesh->color_floats) {
- if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
- uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
- 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);
- } else {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
- }
- }
- if (multi_mesh->custom_data_floats) {
- if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
- uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
- 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);
- } else {
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
- }
- }
- if (s->index_array_len > 0) {
- glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
- } else {
- glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
- }
- }
- }
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
- } break;
- case Item::Command::TYPE_POLYLINE: {
- Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- _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);
- } else {
- if (pline->multiline) {
- int todo = pline->lines.size() / 2;
- int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
- int offset = 0;
- while (todo) {
- int to_draw = MIN(max_per_call, todo);
- _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);
- todo -= to_draw;
- offset += to_draw * 2;
- }
- } else {
- _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
- }
- }
- } break;
- case Item::Command::TYPE_PRIMITIVE: {
- Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
- if (state.canvas_shader.bind()) {
- _set_uniforms();
- state.canvas_shader.use_material((void *)p_material);
- }
- ERR_CONTINUE(primitive->points.size() < 1);
- RasterizerStorageGLES2::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(CanvasShaderGLES2::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_TRANSFORM: {
- Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
- state.uniforms.extra_matrix = transform->xform;
- state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
- } break;
- case Item::Command::TYPE_PARTICLES: {
- } break;
- case Item::Command::TYPE_CLIP_IGNORE: {
- Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
- if (current_clip) {
- if (ci->ignore != reclip) {
- if (ci->ignore) {
- glDisable(GL_SCISSOR_TEST);
- reclip = true;
- } else {
- glEnable(GL_SCISSOR_TEST);
- 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;
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
- y = current_clip->final_clip_rect.position.y;
- glScissor(x, y, w, h);
- reclip = false;
- }
- }
- }
- } break;
- default: {
- // FIXME: Proper error handling if relevant
- //print_line("other");
- } break;
- }
- }
- }
- void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
- // This isn't really working yet, so disabling for now.
- }
- void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
- Item *current_clip = NULL;
- RasterizerStorageGLES2::Shader *shader_cache = NULL;
- bool rebind_shader = true;
- bool prev_use_skeleton = false;
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
- 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 = RID();
- while (p_item_list) {
- Item *ci = p_item_list;
- if (current_clip != ci->final_clip_owner) {
- current_clip = ci->final_clip_owner;
- if (current_clip) {
- glEnable(GL_SCISSOR_TEST);
- int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
- y = current_clip->final_clip_rect.position.y;
- glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
- }
- // TODO: copy back buffer
- if (ci->copy_back_buffer) {
- if (ci->copy_back_buffer->full) {
- _copy_texscreen(Rect2());
- } else {
- _copy_texscreen(ci->copy_back_buffer->rect);
- }
- }
- RasterizerStorageGLES2::Skeleton *skeleton = NULL;
- {
- //skeleton handling
- if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
- skeleton = storage->skeleton_owner.get(ci->skeleton);
- if (!skeleton->use_2d) {
- skeleton = NULL;
- } else {
- state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
- state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
- state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
- }
- }
- bool use_skeleton = skeleton != NULL;
- if (prev_use_skeleton != use_skeleton) {
- rebind_shader = true;
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
- prev_use_skeleton = use_skeleton;
- }
- if (skeleton) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
- glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
- state.using_skeleton = true;
- } else {
- state.using_skeleton = false;
- }
- }
- Item *material_owner = ci->material_owner ? ci->material_owner : ci;
- RID material = material_owner->material;
- RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
- if (material != canvas_last_material || rebind_shader) {
- RasterizerStorageGLES2::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; // not a canvas item shader, don't use.
- }
- }
- if (shader_ptr) {
- if (shader_ptr->canvas_item.uses_screen_texture) {
- _copy_texscreen(Rect2());
- }
- if (shader_ptr != shader_cache) {
- 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();
- }
- int tc = material_ptr->textures.size();
- Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
- ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
- for (int i = 0; i < tc; i++) {
- glActiveTexture(GL_TEXTURE0 + i);
- RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
- 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;
- }
- continue;
- }
- t = t->get_ptr();
- if (t->redraw_if_visible) {
- VisualServerRaster::redraw_request();
- }
- glBindTexture(t->target, t->tex_id);
- }
- } else {
- state.canvas_shader.set_custom_shader(0);
- state.canvas_shader.bind();
- }
- state.canvas_shader.use_material((void *)material_ptr);
- shader_cache = shader_ptr;
- canvas_last_material = material;
- rebind_shader = false;
- }
- int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
- 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));
- bool reclip = false;
- if (last_blend_mode != blend_mode) {
- switch (blend_mode) {
- case RasterizerStorageGLES2::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 RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- } break;
- case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_DST_COLOR, GL_ZERO);
- } break;
- case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
- glBlendEquation(GL_FUNC_ADD);
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } break;
- }
- }
- 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);
- state.uniforms.modelview_matrix = ci->final_transform;
- state.uniforms.extra_matrix = Transform2D();
- _set_uniforms();
- 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))
- _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
- rebind_shader = true; // hacked in for now.
- if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::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.uniforms.final_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(CanvasShaderGLES2::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(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
- if (has_shadow) {
- state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
- switch (light->shadow_filter) {
- case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
- }
- }
- bool light_rebind = state.canvas_shader.bind();
- if (light_rebind) {
- _set_uniforms();
- }
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
- Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
- basis_inverse[2] = Vector2();
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
- if (has_shadow) {
- RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
- glBindTexture(GL_TEXTURE_2D, cls->distance);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
- if (light->radius_cache == 0) {
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
- } else {
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
- }
- state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
- /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
- canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
- canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
- }
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
- RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
- if (!t) {
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- } else {
- t = t->get_ptr();
- glBindTexture(t->target, t->tex_id);
- }
- glActiveTexture(GL_TEXTURE0);
- _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
- }
- light = light->next_ptr;
- }
- if (light_used) {
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES2::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(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
- state.canvas_shader.set_uniform(CanvasShaderGLES2::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);
- int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
- if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
- y = current_clip->final_clip_rect.position.y;
- glScissor(current_clip->final_clip_rect.position.x, y, 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);
- }
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
- }
- void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
- }
- 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) {
- RasterizerStorageGLES2::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.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
- 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(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::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) {
- RasterizerStorageGLES2::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(CanvasShadowShaderGLES2::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;
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
- glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
- instance = instance->next;
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- void RasterizerCanvasGLES2::reset_canvas() {
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DITHER);
- glEnable(GL_BLEND);
- 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);
- }
- // bind the back buffer to a texture so shaders can use it.
- // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
- // keeping this for now as there's nothing else that uses texture unit 2
- // TODO ^
- if (storage->frame.current_rt) {
- // glActiveTexture(GL_TEXTURE0 + 2);
- // glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- void RasterizerCanvasGLES2::_bind_quad_buffer() {
- glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
- }
- void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
- 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));
- 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));
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
- void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
- Vector2 half_size;
- if (storage->frame.current_rt) {
- half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
- } else {
- half_size = OS::get_singleton()->get_window_size();
- }
- half_size *= 0.5;
- Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
- Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
- float aspect_ratio = p_rect.size.x / p_rect.size.y;
- // setup our lens shader
- state.lens_shader.bind();
- state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
- state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
- state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
- state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
- state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
- state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
- state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
- // bind our quad buffer
- _bind_quad_buffer();
- // and draw
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- // and cleanup
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- for (int i = 0; i < VS::ARRAY_MAX; i++) {
- glDisableVertexAttribArray(i);
- }
- }
- void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
- }
- void RasterizerCanvasGLES2::initialize() {
- // quad buffer
- {
- 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);
- }
- // polygon buffer
- {
- uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
- poly_size *= 1024;
- 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);
- data.polygon_buffer_size = poly_size;
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128);
- 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"));
- 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);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- // ninepatch buffers
- {
- // array buffer
- glGenBuffers(1, &data.ninepatch_vertices);
- glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- // element buffer
- glGenBuffers(1, &data.ninepatch_elements);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
- #define _EIDX(y, x) (y * 4 + x)
- uint8_t elems[3 * 2 * 9] = {
- // first row
- _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
- _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
- _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
- _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
- _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
- _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
- // second row
- _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
- _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
- // the center one would be here, but we'll put it at the end
- // so it's easier to disable the center and be able to use
- // one draw call for both
- _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
- _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
- // third row
- _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
- _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
- _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
- _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
- _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
- _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
- // center field
- _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
- _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
- };
- #undef _EIDX
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- state.canvas_shadow_shader.init();
- state.canvas_shader.init();
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
- state.canvas_shader.bind();
- state.lens_shader.init();
- state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
- }
- void RasterizerCanvasGLES2::finalize() {
- }
- RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
- }
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