#include "rasterizer_canvas_gles3.h"
#include "os/os.h"

static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) {

	p_array[ 0]=p_mtx.elements[0][0];
	p_array[ 1]=p_mtx.elements[0][1];
	p_array[ 2]=0;
	p_array[ 3]=0;
	p_array[ 4]=p_mtx.elements[1][0];
	p_array[ 5]=p_mtx.elements[1][1];
	p_array[ 6]=0;
	p_array[ 7]=0;
	p_array[ 8]=0;
	p_array[ 9]=0;
	p_array[10]=1;
	p_array[11]=0;
	p_array[12]=p_mtx.elements[2][0];
	p_array[13]=p_mtx.elements[2][1];
	p_array[14]=0;
	p_array[15]=1;
}


static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
	p_array[ 0]=p_mtx.basis.elements[0][0];
	p_array[ 1]=p_mtx.basis.elements[1][0];
	p_array[ 2]=p_mtx.basis.elements[2][0];
	p_array[ 3]=0;
	p_array[ 4]=p_mtx.basis.elements[0][1];
	p_array[ 5]=p_mtx.basis.elements[1][1];
	p_array[ 6]=p_mtx.basis.elements[2][1];
	p_array[ 7]=0;
	p_array[ 8]=p_mtx.basis.elements[0][2];
	p_array[ 9]=p_mtx.basis.elements[1][2];
	p_array[10]=p_mtx.basis.elements[2][2];
	p_array[11]=0;
	p_array[12]=p_mtx.origin.x;
	p_array[13]=p_mtx.origin.y;
	p_array[14]=p_mtx.origin.z;
	p_array[15]=1;
}

static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {

	for (int i=0;i<4;i++) {
		for (int j=0;j<4;j++) {

			p_array[i*4+j]=p_mtx.matrix[i][j];
		}
	}
}


RID RasterizerCanvasGLES3::light_internal_create() {

	LightInternal * li = memnew( LightInternal );

	glGenBuffers(1, &li->ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	return light_internal_owner.make_rid(li);
}

void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) {

	LightInternal * li = light_internal_owner.getornull(p_rid);
	ERR_FAIL_COND(!li);

	store_matrix32(p_light->light_shader_xform,li->ubo_data.light_matrix);
	store_matrix32(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix);
	store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix);

	for(int i=0;i<4;i++) {

		li->ubo_data.color[i]=p_light->color[i]*p_light->energy;
		li->ubo_data.shadow_color[i]=p_light->shadow_color[i];
	}

	li->ubo_data.light_pos[0]=p_light->light_shader_pos.x;
	li->ubo_data.light_pos[1]=p_light->light_shader_pos.y;
	li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size;
	li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0;
	li->ubo_data.light_height=p_light->height;
	if (p_light->radius_cache==0)
		li->ubo_data.shadow_gradient=0;
	else
		li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1);;

	li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1);


	glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
	glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

}

void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {

	LightInternal * li = light_internal_owner.getornull(p_rid);
	ERR_FAIL_COND(!li);

	glDeleteBuffers(1,&li->ubo);
	light_internal_owner.free(p_rid);
	memdelete(li);

}

void RasterizerCanvasGLES3::canvas_begin(){

	if (storage->frame.current_rt && storage->frame.clear_request) {
		// a clear request may be pending, so do it

		glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
		glClear(GL_COLOR_BUFFER_BIT);
		storage->frame.clear_request=false;

	}

	/*canvas_shader.unbind();
	canvas_shader.set_custom_shader(0);
	canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
	canvas_shader.bind();
	canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
	canvas_use_modulate=false;*/

	reset_canvas();

	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);


	state.canvas_shader.set_custom_shader(0);
	state.canvas_shader.bind();
	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,Color(1,1,1,1));
	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Matrix32());
	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());




//	state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
	//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
	//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());

	glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo);
	glBindVertexArray(data.canvas_quad_array);
	state.using_texture_rect=true;


}


void RasterizerCanvasGLES3::canvas_end(){


	glBindVertexArray(0);
	glBindBufferBase(GL_UNIFORM_BUFFER,0,0);

	state.using_texture_rect=false;

}



RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) {

	if (p_texture==state.current_tex) {
		return state.current_tex_ptr;
	}

	if (p_texture.is_valid()) {


		RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture);

		if (!texture) {
			state.current_tex=RID();
			state.current_tex_ptr=NULL;
			glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
			return NULL;
		}

		if (texture->render_target)
			texture->render_target->used_in_frame=true;

		glBindTexture(GL_TEXTURE_2D,texture->tex_id);
		state.current_tex=p_texture;
		state.current_tex_ptr=texture;

		return texture;


	} else {


		glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
		state.current_tex=RID();
		state.current_tex_ptr=NULL;
	}


	return NULL;
}

void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {

	if (state.using_texture_rect==p_enable)
		return;

	if (p_enable) {
		glBindVertexArray(data.canvas_quad_array);


	} else {
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER,0);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);


	}

	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable);
	state.canvas_shader.bind();
	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);


	state.using_texture_rect=p_enable;
}


void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {

	bool do_colors=false;
	Color m;
	if (p_singlecolor) {
		m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a);
	} else if (!p_colors) {

		glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
	} else
		do_colors=true;

	RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);

#ifndef GLES_NO_CLIENT_ARRAYS
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
	if (do_colors) {

		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
	}

	if (texture && p_uvs) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	if (p_indices) {
		glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
	} else {
		glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
	}


#else //WebGL specific impl.
	glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
	float *b = GlobalVertexBuffer;
	int ofs = 0;
	if(p_vertex_count > MAX_POLYGON_VERTICES){
		print_line("Too many vertices to render");
		return;
	}
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
	for(int i=0;i<p_vertex_count;i++) {
		b[ofs++]=p_vertices[i].x;
		b[ofs++]=p_vertices[i].y;
	}

	if (p_colors && do_colors) {

		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
		for(int i=0;i<p_vertex_count;i++) {
			b[ofs++]=p_colors[i].r;
			b[ofs++]=p_colors[i].g;
			b[ofs++]=p_colors[i].b;
			b[ofs++]=p_colors[i].a;
		}

	} else {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
	}


	if (p_uvs) {

		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
		for(int i=0;i<p_vertex_count;i++) {
			b[ofs++]=p_uvs[i].x;
			b[ofs++]=p_uvs[i].y;
		}

	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);

	//bind the indices buffer.
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);

	static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
	ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
	static uint16_t _draw_poly_indices[_max_draw_poly_indices];
	for (int i=0; i<p_vertex_count; i++) {
		_draw_poly_indices[i] = p_indices[i];
		//OS::get_singleton()->print("ind: %d ", p_indices[i]);
	};

	//copy the data to GPU.
	glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);

	//draw the triangles.
	glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif

	storage->frame.canvas_draw_commands++;

}

void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {



	static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};


	//#define GLES_USE_PRIMITIVE_BUFFER

	int version=0;
	int color_ofs=0;
	int uv_ofs=0;
	int stride=2;

	if (p_colors) { //color
		version|=1;
		color_ofs=stride;
		stride+=4;
	}

	if (p_uvs) { //uv
		version|=2;
		uv_ofs=stride;
		stride+=2;
	}


	float b[(2+2+4)];


	for(int i=0;i<p_points;i++) {
		b[stride*i+0]=p_vertices[i].x;
		b[stride*i+1]=p_vertices[i].y;
	}

	if (p_colors) {

		for(int i=0;i<p_points;i++) {
			b[stride*i+color_ofs+0]=p_colors[i].r;
			b[stride*i+color_ofs+1]=p_colors[i].g;
			b[stride*i+color_ofs+2]=p_colors[i].b;
			b[stride*i+color_ofs+3]=p_colors[i].a;
		}

	}

	if (p_uvs) {

		for(int i=0;i<p_points;i++) {
			b[stride*i+uv_ofs+0]=p_uvs[i].x;
			b[stride*i+uv_ofs+1]=p_uvs[i].y;
		}

	}

	glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
	glBufferSubData(GL_ARRAY_BUFFER,0,p_points*stride*4,&b[0]);
	glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
	glDrawArrays(prim[p_points],0,p_points);
	glBindVertexArray(0);
	glBindBuffer(GL_ARRAY_BUFFER,0);

	storage->frame.canvas_draw_commands++;
}

void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip) {

	int cc=p_item->commands.size();
	Item::Command **commands = p_item->commands.ptr();


	for(int i=0;i<cc;i++) {

		Item::Command *c=commands[i];

		switch(c->type) {
			case Item::Command::TYPE_LINE: {


				Item::CommandLine* line = static_cast<Item::CommandLine*>(c);
				_set_texture_rect_mode(false);


				_bind_canvas_texture(RID());

				glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a);

				Vector2 verts[2]={
					Vector2(line->from.x,line->from.y),
					Vector2(line->to.x,line->to.y)
				};

#ifdef GLES_OVER_GL
				if (line->antialiased)
					glEnable(GL_LINE_SMOOTH);
#endif
				//glLineWidth(line->width);
				_draw_gui_primitive(2,verts,NULL,NULL);

#ifdef GLES_OVER_GL
				if (line->antialiased)
					glDisable(GL_LINE_SMOOTH);
#endif


			} break;
			case Item::Command::TYPE_RECT: {

				Item::CommandRect* rect = static_cast<Item::CommandRect*>(c);

				_set_texture_rect_mode(true);

				//set color
				glVertexAttrib4f(VS::ARRAY_COLOR,rect->modulate.r,rect->modulate.g,rect->modulate.b,rect->modulate.a);

				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(rect->texture);

				if ( texture ) {

					bool untile=false;

					if (rect->flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) {
						glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
						glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
						untile=true;
					}

					Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
					Rect2 src_rect = (rect->flags&CANVAS_RECT_REGION) ? Rect2( rect->source.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1);

					if (rect->flags&CANVAS_RECT_FLIP_H) {
						src_rect.size.x*=-1;
					}

					if (rect->flags&CANVAS_RECT_FLIP_V) {
						src_rect.size.y*=-1;
					}

					if (rect->flags&CANVAS_RECT_TRANSPOSE) {
						//err..
					}

					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);


					glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
					glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.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 );
					}

				} else {


					glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
					glVertexAttrib4f(2,0,0,1,1);
					glDrawArrays(GL_TRIANGLE_FAN,0,4);


				}

				storage->frame.canvas_draw_commands++;

			} break;

			case Item::Command::TYPE_NINEPATCH: {

				Item::CommandNinePatch* np = static_cast<Item::CommandNinePatch*>(c);

				_set_texture_rect_mode(true);

				glVertexAttrib4f(VS::ARRAY_COLOR,np->color.r,np->color.g,np->color.b,np->color.a);


				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(np->texture);

				if ( !texture ) {

					glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y);
					glVertexAttrib4f(2,0,0,1,1);
					glDrawArrays(GL_TRIANGLE_FAN,0,4);
					continue;
				}


				Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );

				state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);

#define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h)
#define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y)

				//top left
				DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
				SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);

				//top right
				DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
				SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);

				//bottom right
				DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
				SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);

				//bottom left
				DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
				SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);


				//top
				DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
				SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);

				//bottom
				DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
				SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);


				//left
				DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
				SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);

				//right
				DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
				SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
				glDrawArrays(GL_TRIANGLE_FAN,0,4);

				if (np->draw_center) {

					//center
					DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
					SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
					glDrawArrays(GL_TRIANGLE_FAN,0,4);

				}

#undef SRCRECT
#undef DSTRECT

				storage->frame.canvas_draw_commands++;
			} break;

			case Item::Command::TYPE_PRIMITIVE: {

				Item::CommandPrimitive* primitive = static_cast<Item::CommandPrimitive*>(c);
				_set_texture_rect_mode(false);

				ERR_CONTINUE( primitive->points.size()<1);

				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(primitive->texture);

				if (texture ) {
					Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);

				}
				if (primitive->colors.size()==1 && primitive->points.size()>1) {

					Color c = primitive->colors[0];
					glVertexAttrib4f(VS::ARRAY_COLOR,c.r,c.g,c.b,c.a);

				} else if (primitive->colors.empty()) {
					glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
				}

				_draw_gui_primitive(primitive->points.size(),primitive->points.ptr(),primitive->colors.ptr(),primitive->uvs.ptr());

			} break;
			case Item::Command::TYPE_POLYGON: {

				Item::CommandPolygon* polygon = static_cast<Item::CommandPolygon*>(c);
				_set_texture_rect_mode(false);

				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(polygon->texture);

				if (texture ) {
					Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);

				}
				_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);

			} break;
			case Item::Command::TYPE_CIRCLE: {

				_set_texture_rect_mode(false);

				Item::CommandCircle* circle = static_cast<Item::CommandCircle*>(c);
				static const int numpoints=32;
				Vector2 points[numpoints+1];
				points[numpoints]=circle->pos;
				int indices[numpoints*3];

				for(int i=0;i<numpoints;i++) {

					points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
					indices[i*3+0]=i;
					indices[i*3+1]=(i+1)%numpoints;
					indices[i*3+2]=numpoints;
				}
				_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
				//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
			} break;
			case Item::Command::TYPE_TRANSFORM: {

				Item::CommandTransform* transform = static_cast<Item::CommandTransform*>(c);
				state.extra_matrix=transform->xform;
				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);

			} break;
			case Item::Command::TYPE_CLIP_IGNORE: {

				Item::CommandClipIgnore* ci = static_cast<Item::CommandClipIgnore*>(c);
				if (current_clip) {

					if (ci->ignore!=reclip) {
						if (ci->ignore) {

							glDisable(GL_SCISSOR_TEST);
							reclip=true;
						} else  {

							glEnable(GL_SCISSOR_TEST);
							//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
							//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);

							int x = current_clip->final_clip_rect.pos.x;
							int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y );
							int w = current_clip->final_clip_rect.size.x;
							int h = current_clip->final_clip_rect.size.y;

							glScissor(x,y,w,h);

							reclip=false;
						}
					}
				}



			} break;
		}
	}
}

#if 0
void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {

	if (canvas_shader.bind())
		rebind_texpixel_size=true;

	if (material->shader_version!=shader->version) {
		//todo optimize uniforms
		material->shader_version=shader->version;
	}

	if (shader->has_texscreen && framebuffer.active) {

		int x = viewport.x;
		int y = window_size.height-(viewport.height+viewport.y);

		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
		glActiveTexture(GL_TEXTURE0+max_texture_units-1);
		glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
		if (framebuffer.scale==1 && !canvas_texscreen_used) {
#ifdef GLEW_ENABLED
			if (current_rt) {
				glReadBuffer(GL_COLOR_ATTACHMENT0);
			} else {
				glReadBuffer(GL_BACK);
			}
#endif
			if (current_rt) {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
				canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
				//window_size.height-(viewport.height+viewport.y)
			} else {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
			}
//			if (current_clip) {
//			//	print_line(" a clip ");
//			}

			canvas_texscreen_used=true;
		}

		glActiveTexture(GL_TEXTURE0);

	}

	if (shader->has_screen_uv) {
		canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
	}


	uses_texpixel_size=shader->uses_texpixel_size;

}

#endif

void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) {




	Item *current_clip=NULL;
	RasterizerStorageGLES3::Shader *shader_cache=NULL;

	bool rebind_shader=true;

	Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height);


	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);

	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	state.current_tex=RID();
	state.current_tex_ptr=NULL;
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);


	int last_blend_mode=-1;

	RID canvas_last_material;

	bool prev_distance_field=false;

	while(p_item_list) {

		Item *ci=p_item_list;


		if (prev_distance_field!=ci->distance_field) {

			state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,ci->distance_field);
			prev_distance_field=ci->distance_field;
			rebind_shader=true;
		}


		if (current_clip!=ci->final_clip_owner) {

			current_clip=ci->final_clip_owner;

			//setup clip
			if (current_clip) {

				glEnable(GL_SCISSOR_TEST);
				glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);


			} else {

				glDisable(GL_SCISSOR_TEST);
			}
		}
#if 0
		if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {

			Rect2 rect;
			int x,y;

			if (ci->copy_back_buffer->full) {

				x = viewport.x;
				y = window_size.height-(viewport.height+viewport.y);
			} else {
				x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
				y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
			}
			glActiveTexture(GL_TEXTURE0+max_texture_units-1);
			glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);

#ifdef GLEW_ENABLED
			if (current_rt) {
				glReadBuffer(GL_COLOR_ATTACHMENT0);
			} else {
				glReadBuffer(GL_BACK);
			}
#endif
			if (current_rt) {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
				//window_size.height-(viewport.height+viewport.y)
			} else {
				glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
			}

			canvas_texscreen_used=true;
			glActiveTexture(GL_TEXTURE0);

		}

#endif


		//begin rect
		Item *material_owner = ci->material_owner?ci->material_owner:ci;

		RID material = material_owner->material;

		if (material!=canvas_last_material || rebind_shader) {

			RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
			RasterizerStorageGLES3::Shader *shader_ptr = NULL;

			if (material_ptr) {

				shader_ptr = material_ptr->shader;

				if (shader_ptr && shader_ptr->mode!=VS::SHADER_CANVAS_ITEM) {
					shader_ptr=NULL; //do not use non canvasitem shader
				}
			}



			if (shader_ptr && shader_ptr!=shader_cache) {

				state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
				state.canvas_shader.bind();

				if (material_ptr->ubo_id) {
					glBindBufferBase(GL_UNIFORM_BUFFER,2,material_ptr->ubo_id);
				}

				int tc = material_ptr->textures.size();
				RID* textures = material_ptr->textures.ptr();
				ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr();

				for(int i=0;i<tc;i++) {

					glActiveTexture(GL_TEXTURE1+i);

					RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
					if (!t) {

						switch(texture_hints[i]) {
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
								glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
								glBindTexture(GL_TEXTURE_2D,storage->resources.aniso_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
								glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
							} break;
							default: {
								glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
							} break;
						}

						//check hints

						continue;
					}

					if (storage->config.srgb_decode_supported && t->using_srgb) {
						//no srgb in 2D
						glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
						t->using_srgb=false;
					}

					glBindTexture(t->target,t->tex_id);
				}


			} else if (!shader_ptr) {
				state.canvas_shader.set_custom_shader(0);
				state.canvas_shader.bind();

			}

			shader_cache=shader_ptr;

			canvas_last_material=material;
			rebind_shader=false;

		}

		int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
		bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode==RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode!=RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
		bool reclip=false;

		if (last_blend_mode!=blend_mode) {

			switch(blend_mode) {

				 case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					}
					else {
						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
					}

				 } break;
				 case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {

					glBlendEquation(GL_FUNC_ADD);
					glBlendFunc(GL_SRC_ALPHA,GL_ONE);

				 } break;
				 case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {

					glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
					glBlendFunc(GL_SRC_ALPHA,GL_ONE);
				 } break;
				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
					glBlendEquation(GL_FUNC_ADD);
					glBlendFunc(GL_DST_COLOR,GL_ZERO);
				} break;
				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
					glBlendEquation(GL_FUNC_ADD);
					glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
				} break;

			}

			last_blend_mode=blend_mode;
		}

		state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
					ci->final_modulate.r * p_modulate.r,
					ci->final_modulate.g * p_modulate.g,
					ci->final_modulate.b * p_modulate.b,
					ci->final_modulate.a * p_modulate.a );

		state.final_transform = ci->final_transform;
		state.extra_matrix=Matrix32();

		state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
		state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
		state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);


		if (unshaded || (state.canvas_item_modulate.a>0.001 && (!shader_cache || shader_cache->canvas_item.light_mode!=RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked ))
			_canvas_item_render_commands(ci,current_clip,reclip);

		if ((blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {

			Light *light = p_light;
			bool light_used=false;
			VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
			state.canvas_item_modulate=ci->final_modulate; // remove the canvas modulate


			while(light) {


				if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) {

					//intersects this light

					if (!light_used || mode!=light->mode) {

						mode=light->mode;

						switch(mode) {

							case VS::CANVAS_LIGHT_MODE_ADD: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA,GL_ONE);

							} break;
							case VS::CANVAS_LIGHT_MODE_SUB: {
								glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
								glBlendFunc(GL_SRC_ALPHA,GL_ONE);
							} break;
							case VS::CANVAS_LIGHT_MODE_MIX:
							case VS::CANVAS_LIGHT_MODE_MASK: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

							} break;
						}

					}

					if (!light_used) {

						state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,true);
						light_used=true;

					}


					bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;


					state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,has_shadow);
					if (has_shadow) {
						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT,light->shadow_gradient_length>0);
						switch(light->shadow_filter) {

							case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break;
							case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break;
							case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break;
							case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break;
							case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break;
						}


					}

					bool light_rebind = state.canvas_shader.bind();

					if (light_rebind) {

						state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
						state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
						state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());

					}

					glBindBufferBase(GL_UNIFORM_BUFFER,1,static_cast<LightInternal*>(light->light_internal.get_data())->ubo);

					if (has_shadow) {

						RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
						glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
						glBindTexture(GL_TEXTURE_2D,cls->distance);

						/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
						canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
						canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/

					}

					glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
					RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
					if (!t) {
						glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
					} else {

						glBindTexture(t->target,t->tex_id);
					}

					glActiveTexture(GL_TEXTURE0);
					_canvas_item_render_commands(ci,current_clip,reclip); //redraw using light

				}

				light=light->next_ptr;
			}

			if (light_used) {


				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,false);
				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);

				state.canvas_shader.bind();

				last_blend_mode=-1;

				/*
				//this is set again, so it should not be needed anyway?
				state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
							ci->final_modulate.r * p_modulate.r,
							ci->final_modulate.g * p_modulate.g,
							ci->final_modulate.b * p_modulate.b,
							ci->final_modulate.a * p_modulate.a );


				state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
				state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);

				glBlendEquation(GL_FUNC_ADD);

				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
				} else {
					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				}

				//@TODO RESET canvas_blend_mode
				*/
			}


		}

		if (reclip) {

			glEnable(GL_SCISSOR_TEST);
			glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);


		}



		p_item_list=p_item_list->next;
	}

	if (current_clip) {
		glDisable(GL_SCISSOR_TEST);
	}

}

void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_shadow){

	Light* light=p_lights_with_shadow;

	canvas_begin(); //reset
	glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
	int h = 10;
	int w = storage->frame.current_rt->width;
	int ofs = h;
	glDisable(GL_BLEND);

	//print_line(" debug lights ");
	while(light) {


	//	print_line("debug light");
		if (light->shadow_buffer.is_valid()) {

	//		print_line("sb is valid");
			RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
			if (sb) {
				glBindTexture(GL_TEXTURE_2D,sb->distance);
				//glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
				draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1));
				ofs+=h*2;

			}
		}

		light=light->shadows_next_ptr;
	}
}


void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {

	RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
	ERR_FAIL_COND(!cls);


	glDisable(GL_BLEND);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glDisable(GL_CULL_FACE);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(true);

	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);

	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	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=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
		projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());

		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX,projection);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX,light);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM,1.0/p_far);


		if (i==0)
			*p_xform_cache=projection;

		glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);

		LightOccluderInstance *instance=p_occluders;

		while(instance) {

			RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
			if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {

				instance=instance->next;
				continue;
			}

			state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX,instance->xform_cache);
			if (cull!=instance->cull_cache) {

				cull=instance->cull_cache;
				switch(cull) {
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {

						glDisable(GL_CULL_FACE);

					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_FRONT);
					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_BACK);

					} break;
				}
			}
/*
			if (i==0) {
				for(int i=0;i<cc->lines.size();i++) {
					Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
					Plane pp(Vector3(p.x,p.y,0),1);
					pp.normal = light.xform(pp.normal);
					pp = projection.xform4(pp);
					print_line(itos(i)+": "+pp.normal/pp.d);
					//pp=light_mat.xform4(pp);
					//print_line(itos(i)+": "+pp.normal/pp.d);
				}
			}
*/
			glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
			glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
			glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);


			instance=instance->next;
		}


	}

	glDisableVertexAttribArray(VS::ARRAY_VERTEX);
	glBindBuffer(GL_ARRAY_BUFFER,0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
}
void RasterizerCanvasGLES3::reset_canvas() {


	if (storage->frame.current_rt) {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
		glColorMask(1,1,1,1); //don't touch alpha
	}


	glBindVertexArray(0);
	glDisable(GL_CULL_FACE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
	glEnable(GL_BLEND);
	glBlendEquation(GL_FUNC_ADD);
	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	}
	else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	//glLineWidth(1.0);
	glBindBuffer(GL_ARRAY_BUFFER,0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
	for(int i=0;i<VS::ARRAY_MAX;i++) {
		glDisableVertexAttribArray(i);
	}

	glActiveTexture(GL_TEXTURE0);
	glBindTexture( GL_TEXTURE_2D, storage->resources.white_tex );


	glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);

	Transform canvas_transform;

	if (storage->frame.current_rt) {

		float csy = 1.0;
		if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
			csy = -1.0;
		}
		canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
		canvas_transform.scale( Vector3( 2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f ) );
	} else {
		Vector2 ssize = OS::get_singleton()->get_window_size();
		canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
		canvas_transform.scale( Vector3( 2.0f / ssize.width, -2.0f / ssize.height, 1.0f ) );

	}

	state.vp=canvas_transform;

	store_transform(canvas_transform,state.canvas_item_ubo_data.projection_matrix);
	for(int i=0;i<4;i++) {
		state.canvas_item_ubo_data.time[i]=storage->frame.time[i];
	}

	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
	glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);


	state.canvas_texscreen_used=false;


}


void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) {


	glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y);
	glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y);
	glDrawArrays(GL_TRIANGLE_FAN,0,4);
}

void RasterizerCanvasGLES3::initialize() {


	{
		//quad buffers

		glGenBuffers(1,&data.canvas_quad_vertices);
		glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices);
		{
			const float qv[8]={
				0,0,
				0,1,
				1,1,
				1,0
			};

			glBufferData(GL_ARRAY_BUFFER,sizeof(float)*8,qv,GL_STATIC_DRAW);
		}

		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind


		glGenVertexArrays(1,&data.canvas_quad_array);
		glBindVertexArray(data.canvas_quad_array);
		glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices);
		glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0);
		glEnableVertexAttribArray(0);
		glBindVertexArray(0);
		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
	}

	{

		glGenBuffers(1,&data.primitive_quad_buffer);
		glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
		glBufferData(GL_ARRAY_BUFFER,sizeof(float)*2+sizeof(float)*2+sizeof(float)*4,NULL,GL_DYNAMIC_DRAW); //allocate max size
		glBindBuffer(GL_ARRAY_BUFFER,0);


		for(int i=0;i<4;i++) {
			glGenVertexArrays(1,&data.primitive_quad_buffer_arrays[i]);
			glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
			glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);

			int uv_ofs=0;
			int color_ofs=0;
			int stride=2*4;

			if (i&1) { //color
				color_ofs=stride;
				stride+=4*4;
			}

			if (i&2) { //uv
				uv_ofs=stride;
				stride+=2*4;
			}


			glEnableVertexAttribArray(VS::ARRAY_VERTEX);
			glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0);

			if (i&1) {
				glEnableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttribPointer(VS::ARRAY_COLOR,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs);
			}

			if (i&2) {
				glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
				glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+uv_ofs);
			}

			glBindVertexArray(0);
		}
	}


	store_transform(Transform(),state.canvas_item_ubo_data.projection_matrix);


	glGenBuffers(1, &state.canvas_item_ubo);
	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
	glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
	glBindBuffer(GL_UNIFORM_BUFFER, 0);

	state.canvas_shader.init();
	state.canvas_shader.set_base_material_tex_index(1);
	state.canvas_shadow_shader.init();

	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);
	state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);


}


void RasterizerCanvasGLES3::finalize() {

	glDeleteBuffers(1,&data.canvas_quad_vertices);
	glDeleteVertexArrays(1,&data.canvas_quad_array);
}

RasterizerCanvasGLES3::RasterizerCanvasGLES3()
{

}
