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@@ -29,17 +29,20 @@
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/*************************************************************************/
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/*************************************************************************/
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#include "rasterizer_canvas_gles3.h"
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#include "rasterizer_canvas_gles3.h"
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-#include "drivers/gles3/rasterizer_platforms.h"
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-#ifdef GLES3_BACKEND_ENABLED
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+
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+#ifdef GLES3_ENABLED
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#include "core/os/os.h"
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#include "core/os/os.h"
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-#include "drivers/gles3/rasterizer_asserts.h"
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#include "rasterizer_scene_gles3.h"
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#include "rasterizer_scene_gles3.h"
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#include "rasterizer_storage_gles3.h"
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#include "rasterizer_storage_gles3.h"
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#include "core/config/project_settings.h"
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#include "core/config/project_settings.h"
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#include "servers/rendering/rendering_server_default.h"
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#include "servers/rendering/rendering_server_default.h"
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+#ifndef GLES_OVER_GL
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+#define glClearDepth glClearDepthf
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+#endif
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+
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//static const GLenum gl_primitive[] = {
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//static const GLenum gl_primitive[] = {
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// GL_POINTS,
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// GL_POINTS,
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// GL_LINES,
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// GL_LINES,
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@@ -50,1660 +53,1417 @@
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// GL_TRIANGLE_FAN
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// GL_TRIANGLE_FAN
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//};
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//};
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-#if 0
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-void RasterizerCanvasGLES3::_batch_upload_buffers() {
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- // noop?
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- if (!bdata.vertices.size())
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- return;
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+void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
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+ p_mat4[0] = p_transform.elements[0][0];
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+ p_mat4[1] = p_transform.elements[0][1];
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+ p_mat4[2] = 0;
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+ p_mat4[3] = 0;
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+ p_mat4[4] = p_transform.elements[1][0];
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+ p_mat4[5] = p_transform.elements[1][1];
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+ p_mat4[6] = 0;
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+ p_mat4[7] = 0;
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+ p_mat4[8] = 0;
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+ p_mat4[9] = 0;
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+ p_mat4[10] = 1;
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+ p_mat4[11] = 0;
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+ p_mat4[12] = p_transform.elements[2][0];
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+ p_mat4[13] = p_transform.elements[2][1];
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+ p_mat4[14] = 0;
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+ p_mat4[15] = 1;
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+}
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- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
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+void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
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+ p_mat2x4[0] = p_transform.elements[0][0];
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+ p_mat2x4[1] = p_transform.elements[1][0];
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+ p_mat2x4[2] = 0;
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+ p_mat2x4[3] = p_transform.elements[2][0];
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- // usage flag is a project setting
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- GLenum buffer_usage_flag = GL_DYNAMIC_DRAW;
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- if (bdata.buffer_mode_batch_upload_flag_stream) {
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- buffer_usage_flag = GL_STREAM_DRAW;
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- }
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-
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- // orphan the old (for now)
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- if (bdata.buffer_mode_batch_upload_send_null) {
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- glBufferData(GL_ARRAY_BUFFER, 0, 0, buffer_usage_flag); // GL_DYNAMIC_DRAW);
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- }
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+ p_mat2x4[4] = p_transform.elements[0][1];
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+ p_mat2x4[5] = p_transform.elements[1][1];
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+ p_mat2x4[6] = 0;
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+ p_mat2x4[7] = p_transform.elements[2][1];
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+}
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- switch (bdata.fvf) {
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- case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
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- break;
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- case RasterizerStorageCommon::FVF_REGULAR: // no change
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- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertex) * bdata.vertices.size(), bdata.vertices.get_data(), buffer_usage_flag);
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- break;
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- case RasterizerStorageCommon::FVF_COLOR:
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- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexColored) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
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- break;
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- case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
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- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLightAngled) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
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- break;
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- case RasterizerStorageCommon::FVF_MODULATED:
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- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexModulated) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
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- break;
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- case RasterizerStorageCommon::FVF_LARGE:
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- glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLarge) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
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- break;
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- }
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+void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
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+ p_mat2x3[0] = p_transform.elements[0][0];
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+ p_mat2x3[1] = p_transform.elements[0][1];
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+ p_mat2x3[2] = p_transform.elements[1][0];
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+ p_mat2x3[3] = p_transform.elements[1][1];
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+ p_mat2x3[4] = p_transform.elements[2][0];
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+ p_mat2x3[5] = p_transform.elements[2][1];
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+}
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- // might not be necessary
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- glBindBuffer(GL_ARRAY_BUFFER, 0);
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+void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
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+ p_mat4[0] = p_transform.basis.elements[0][0];
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+ p_mat4[1] = p_transform.basis.elements[1][0];
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+ p_mat4[2] = p_transform.basis.elements[2][0];
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+ p_mat4[3] = 0;
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+ p_mat4[4] = p_transform.basis.elements[0][1];
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+ p_mat4[5] = p_transform.basis.elements[1][1];
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+ p_mat4[6] = p_transform.basis.elements[2][1];
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+ p_mat4[7] = 0;
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+ p_mat4[8] = p_transform.basis.elements[0][2];
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+ p_mat4[9] = p_transform.basis.elements[1][2];
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+ p_mat4[10] = p_transform.basis.elements[2][2];
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+ p_mat4[11] = 0;
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+ p_mat4[12] = p_transform.origin.x;
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+ p_mat4[13] = p_transform.origin.y;
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+ p_mat4[14] = p_transform.origin.z;
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+ p_mat4[15] = 1;
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}
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}
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-void RasterizerCanvasGLES3::_batch_render_lines(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material, bool p_anti_alias) {
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- _set_texture_rect_mode(false);
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+void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
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+ storage->frame.current_rt = nullptr;
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- if (state.canvas_shader.bind()) {
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- _set_uniforms();
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- state.canvas_shader.use_material((void *)p_material);
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- }
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+ storage->_set_current_render_target(p_to_render_target);
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- _bind_canvas_texture(RID(), RID());
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+ Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
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- glDisableVertexAttribArray(RS::ARRAY_COLOR);
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- glVertexAttrib4fv(RS::ARRAY_COLOR, (float *)&p_batch.color);
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+ // TODO: Setup Directional Lights
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-#ifdef GLES_OVER_GL
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- if (p_anti_alias)
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- glEnable(GL_LINE_SMOOTH);
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-#endif
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+ // TODO: Setup lights
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- int sizeof_vert = sizeof(BatchVertex);
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+ {
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+ //update canvas state uniform buffer
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+ StateBuffer state_buffer;
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- // bind the index and vertex buffer
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- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
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- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
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+ Size2i ssize = storage->render_target_get_size(p_to_render_target);
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- uint64_t pointer = 0;
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- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof_vert, (const void *)pointer);
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+ Transform3D screen_transform;
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+ screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
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+ screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
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+ _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
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+ _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
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- glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
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+ Transform2D normal_transform = p_canvas_transform;
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+ normal_transform.elements[0].normalize();
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+ normal_transform.elements[1].normalize();
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+ normal_transform.elements[2] = Vector2();
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+ _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
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- int64_t offset = p_batch.first_vert; // 6 inds per quad at 2 bytes each
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+ state_buffer.canvas_modulate[0] = p_modulate.r;
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+ state_buffer.canvas_modulate[1] = p_modulate.g;
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+ state_buffer.canvas_modulate[2] = p_modulate.b;
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+ state_buffer.canvas_modulate[3] = p_modulate.a;
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- int num_elements = p_batch.num_commands * 2;
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- glDrawArrays(GL_LINES, offset, num_elements);
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+ Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
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+ state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
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+ state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
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- storage->info.render._2d_draw_call_count++;
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+ state_buffer.time = storage->frame.time;
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+ state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
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- // may not be necessary .. state change optimization still TODO
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- glBindBuffer(GL_ARRAY_BUFFER, 0);
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- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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+ state_buffer.directional_light_count = 0; //directional_light_count;
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-#ifdef GLES_OVER_GL
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- if (p_anti_alias)
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- glDisable(GL_LINE_SMOOTH);
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-#endif
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-}
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+ Vector2 canvas_scale = p_canvas_transform.get_scale();
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-void RasterizerCanvasGLES3::_batch_render_generic(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material) {
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- ERR_FAIL_COND(p_batch.num_commands <= 0);
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-
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- const bool &use_light_angles = bdata.use_light_angles;
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- const bool &use_modulate = bdata.use_modulate;
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- const bool &use_large_verts = bdata.use_large_verts;
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- const bool &colored_verts = bdata.use_colored_vertices | use_light_angles | use_modulate | use_large_verts;
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-
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- int sizeof_vert;
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-
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- switch (bdata.fvf) {
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- default:
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- sizeof_vert = 0; // prevent compiler warning - this should never happen
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- break;
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- case RasterizerStorageCommon::FVF_UNBATCHED: {
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- sizeof_vert = 0; // prevent compiler warning - this should never happen
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- return;
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- } break;
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- case RasterizerStorageCommon::FVF_REGULAR: // no change
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- sizeof_vert = sizeof(BatchVertex);
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- break;
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- case RasterizerStorageCommon::FVF_COLOR:
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- sizeof_vert = sizeof(BatchVertexColored);
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- break;
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- case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
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- sizeof_vert = sizeof(BatchVertexLightAngled);
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- break;
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- case RasterizerStorageCommon::FVF_MODULATED:
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- sizeof_vert = sizeof(BatchVertexModulated);
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- break;
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- case RasterizerStorageCommon::FVF_LARGE:
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- sizeof_vert = sizeof(BatchVertexLarge);
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- break;
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- }
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+ state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
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+ state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
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- // make sure to set all conditionals BEFORE binding the shader
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- _set_texture_rect_mode(false, use_light_angles, use_modulate, use_large_verts);
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+ state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
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+ state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
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- // batch tex
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- const BatchTex &tex = bdata.batch_textures[p_batch.batch_texture_id];
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- //VSG::rasterizer->gl_check_for_error();
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+ Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
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+ Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
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- // force repeat is set if non power of 2 texture, and repeat is needed if hardware doesn't support npot
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- if (tex.tile_mode == BatchTex::TILE_FORCE_REPEAT) {
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- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_FORCE_REPEAT, true);
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- }
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+ state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
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+ state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
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+ state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
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+ state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
|
|
|
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
|
|
+ //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
|
|
|
|
|
+ state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
|
|
|
|
|
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_state_buffer);
|
|
|
|
|
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- _bind_canvas_texture(tex.RID_texture, tex.RID_normal);
|
|
|
|
|
-
|
|
|
|
|
- // bind the index and vertex buffer
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
|
|
|
|
|
|
|
+ {
|
|
|
|
|
+ state.default_filter = p_default_filter;
|
|
|
|
|
+ state.default_repeat = p_default_repeat;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- uint64_t pointer = 0;
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof_vert, (const void *)pointer);
|
|
|
|
|
|
|
+ state.current_tex = RID();
|
|
|
|
|
+ state.current_tex_ptr = NULL;
|
|
|
|
|
+ state.current_normal = RID();
|
|
|
|
|
+ state.current_specular = RID();
|
|
|
|
|
+ state.canvas_texscreen_used = false;
|
|
|
|
|
|
|
|
- // always send UVs, even within a texture specified because a shader can still use UVs
|
|
|
|
|
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (2 * 4)));
|
|
|
|
|
|
|
+ r_sdf_used = false;
|
|
|
|
|
+ int item_count = 0;
|
|
|
|
|
|
|
|
- // color
|
|
|
|
|
- if (!colored_verts) {
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
- glVertexAttrib4fv(RS::ARRAY_COLOR, p_batch.color.get_data());
|
|
|
|
|
- } else {
|
|
|
|
|
- glEnableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (4 * 4)));
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (use_light_angles) {
|
|
|
|
|
- glEnableVertexAttribArray(RS::ARRAY_TANGENT);
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (8 * 4)));
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
|
|
|
+ Item *ci = p_item_list;
|
|
|
|
|
+ while (ci) {
|
|
|
|
|
+ // just add all items for now
|
|
|
|
|
+ items[item_count++] = ci;
|
|
|
|
|
+
|
|
|
|
|
+ if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
|
|
|
|
|
+ _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
|
|
|
|
|
+ //then reset
|
|
|
|
|
+ item_count = 0;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- if (use_modulate) {
|
|
|
|
|
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV2);
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_TEX_UV2, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (9 * 4)));
|
|
|
|
|
|
|
+ ci = ci->next;
|
|
|
}
|
|
}
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- if (use_large_verts) {
|
|
|
|
|
- glEnableVertexAttribArray(RS::ARRAY_BONES);
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_BONES, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (13 * 4)));
|
|
|
|
|
- glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (15 * 4)));
|
|
|
|
|
- }
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
|
|
|
|
|
+ Item *current_clip = nullptr;
|
|
|
|
|
|
|
|
- // We only want to set the GL wrapping mode if the texture is not already tiled (i.e. set in Import).
|
|
|
|
|
- // This is an optimization left over from the legacy renderer.
|
|
|
|
|
- // If we DID set tiling in the API, and reverted to clamped, then the next draw using this texture
|
|
|
|
|
- // may use clamped mode incorrectly.
|
|
|
|
|
- bool tex_is_already_tiled = tex.flags & RasterizerStorageGLES3::TEXTURE_FLAG_REPEAT;
|
|
|
|
|
-
|
|
|
|
|
- if (tex.tile_mode == BatchTex::TILE_NORMAL) {
|
|
|
|
|
- // if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat
|
|
|
|
|
- if (!tex_is_already_tiled) {
|
|
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
|
|
|
|
|
|
|
|
- // we need to convert explicitly from pod Vec2 to Vector2 ...
|
|
|
|
|
- // could use a cast but this might be unsafe in future
|
|
|
|
|
- Vector2 tps;
|
|
|
|
|
- tex.tex_pixel_size.to(tps);
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, tps);
|
|
|
|
|
-
|
|
|
|
|
- switch (p_batch.type) {
|
|
|
|
|
- default: {
|
|
|
|
|
- // prevent compiler warning
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageCommon::BT_RECT: {
|
|
|
|
|
- int64_t offset = p_batch.first_vert * 3;
|
|
|
|
|
-
|
|
|
|
|
- int num_elements = p_batch.num_commands * 6;
|
|
|
|
|
- glDrawElements(GL_TRIANGLES, num_elements, GL_UNSIGNED_SHORT, (void *)offset);
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageCommon::BT_POLY: {
|
|
|
|
|
- int64_t offset = p_batch.first_vert;
|
|
|
|
|
-
|
|
|
|
|
- int num_elements = p_batch.num_commands;
|
|
|
|
|
- glDrawArrays(GL_TRIANGLES, offset, num_elements);
|
|
|
|
|
- } break;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ RID framebuffer;
|
|
|
|
|
+ Vector<Color> clear_colors;
|
|
|
|
|
|
|
|
- storage->info.render._2d_draw_call_count++;
|
|
|
|
|
-
|
|
|
|
|
- switch (tex.tile_mode) {
|
|
|
|
|
- case BatchTex::TILE_FORCE_REPEAT: {
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_FORCE_REPEAT, false);
|
|
|
|
|
- } break;
|
|
|
|
|
- case BatchTex::TILE_NORMAL: {
|
|
|
|
|
- // if the texture is imported as tiled, no need to revert GL state
|
|
|
|
|
- if (!tex_is_already_tiled) {
|
|
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
- }
|
|
|
|
|
- } break;
|
|
|
|
|
- default: {
|
|
|
|
|
- } break;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ canvas_begin();
|
|
|
|
|
|
|
|
- // could these have ifs?
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_TANGENT);
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_TEX_UV2);
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_BONES);
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
|
|
|
|
|
|
|
+ RID prev_material;
|
|
|
|
|
+ uint32_t index = 0;
|
|
|
|
|
|
|
|
- // may not be necessary .. state change optimization still TODO
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
-}
|
|
|
|
|
-#endif
|
|
|
|
|
-void RasterizerCanvasGLES3::render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material) {
|
|
|
|
|
- int num_batches = bdata.batches.size();
|
|
|
|
|
|
|
+ for (int i = 0; i < p_item_count; i++) {
|
|
|
|
|
+ Item *ci = items[i];
|
|
|
|
|
|
|
|
- for (int batch_num = 0; batch_num < num_batches; batch_num++) {
|
|
|
|
|
- const Batch &batch = bdata.batches[batch_num];
|
|
|
|
|
|
|
+ RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
|
|
|
|
|
+ RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material);
|
|
|
|
|
|
|
|
- switch (batch.type) {
|
|
|
|
|
- case RasterizerStorageCommon::BT_RECT: {
|
|
|
|
|
- //_batch_render_generic(batch, p_material);
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageCommon::BT_POLY: {
|
|
|
|
|
- //_batch_render_generic(batch, p_material);
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageCommon::BT_LINE: {
|
|
|
|
|
- //_batch_render_lines(batch, p_material, false);
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageCommon::BT_LINE_AA: {
|
|
|
|
|
- //_batch_render_lines(batch, p_material, true);
|
|
|
|
|
- } break;
|
|
|
|
|
- default: {
|
|
|
|
|
- int end_command = batch.first_command + batch.num_commands;
|
|
|
|
|
|
|
+ if (material.is_null() && ci->canvas_group != nullptr) {
|
|
|
|
|
+ material = default_canvas_group_material;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- for (int i = batch.first_command; i < end_command; i++) {
|
|
|
|
|
- Item::Command *command = p_commands[i];
|
|
|
|
|
|
|
+ if (material != prev_material) {
|
|
|
|
|
+ RasterizerStorageGLES3::Shader *shader_ptr = NULL;
|
|
|
|
|
|
|
|
- switch (command->type) {
|
|
|
|
|
-#if 0
|
|
|
|
|
- case Item::Command::TYPE_LINE: {
|
|
|
|
|
- Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
|
|
|
|
|
|
|
+ if (material_ptr) {
|
|
|
|
|
+ shader_ptr = material_ptr->shader;
|
|
|
|
|
|
|
|
- _set_texture_rect_mode(false);
|
|
|
|
|
|
|
+ if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
|
|
|
|
|
+ shader_ptr = NULL; // not a canvas item shader, don't use.
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (shader_ptr) {
|
|
|
|
|
+ if (true) { //check that shader has changed
|
|
|
|
|
+ if (shader_ptr->canvas_item.uses_time) {
|
|
|
|
|
+ RenderingServerDefault::redraw_request();
|
|
|
|
|
+ }
|
|
|
|
|
+ //state.canvas_shader.version_bind_shader(shader_ptr->version, CanvasShaderGLES3::MODE_QUAD);
|
|
|
|
|
+ state.current_shader_version = shader_ptr->version;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- _bind_canvas_texture(RID(), RID());
|
|
|
|
|
|
|
+ int tc = material_ptr->textures.size();
|
|
|
|
|
+ Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
|
|
|
|
|
+
|
|
|
|
|
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_ptr->texture_uniforms.ptrw();
|
|
|
|
|
+
|
|
|
|
|
+ for (int ti = 0; ti < tc; i++) {
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + ti);
|
|
|
|
|
+
|
|
|
|
|
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(textures[ti].second);
|
|
|
|
|
+
|
|
|
|
|
+ if (!t) {
|
|
|
|
|
+ switch (texture_uniforms[i].hint) {
|
|
|
|
|
+ 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_ANISOTROPY: {
|
|
|
|
|
+ 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;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
- glVertexAttrib4fv(RS::ARRAY_COLOR, line->color.components);
|
|
|
|
|
|
|
+ //Set texture filter and repeat texture_uniforms[i].filter texture_uniforms[i].repeat
|
|
|
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
|
|
|
|
|
|
|
+ if (t->redraw_if_visible) {
|
|
|
|
|
+ RenderingServerDefault::redraw_request();
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- if (line->width <= 1) {
|
|
|
|
|
- Vector2 verts[2] = {
|
|
|
|
|
- Vector2(line->from.x, line->from.y),
|
|
|
|
|
- Vector2(line->to.x, line->to.y)
|
|
|
|
|
- };
|
|
|
|
|
|
|
+ t = t->get_ptr();
|
|
|
|
|
|
|
|
-#ifdef GLES_OVER_GL
|
|
|
|
|
- if (line->antialiased)
|
|
|
|
|
- glEnable(GL_LINE_SMOOTH);
|
|
|
|
|
|
|
+#ifdef TOOLS_ENABLED
|
|
|
|
|
+ if (t->detect_normal && texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
|
|
|
|
|
+ t->detect_normal(t->detect_normal_ud);
|
|
|
|
|
+ }
|
|
|
#endif
|
|
#endif
|
|
|
- _draw_gui_primitive(2, verts, NULL, NULL);
|
|
|
|
|
|
|
+ if (t->render_target)
|
|
|
|
|
+ t->render_target->used_in_frame = true;
|
|
|
|
|
|
|
|
-#ifdef GLES_OVER_GL
|
|
|
|
|
- if (line->antialiased)
|
|
|
|
|
- glDisable(GL_LINE_SMOOTH);
|
|
|
|
|
-#endif
|
|
|
|
|
- } 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);
|
|
|
|
|
-#ifdef GLES_OVER_GL
|
|
|
|
|
- if (line->antialiased) {
|
|
|
|
|
- glEnable(GL_LINE_SMOOTH);
|
|
|
|
|
- for (int j = 0; j < 4; j++) {
|
|
|
|
|
- Vector2 vertsl[2] = {
|
|
|
|
|
- verts[j],
|
|
|
|
|
- verts[(j + 1) % 4],
|
|
|
|
|
- };
|
|
|
|
|
- _draw_gui_primitive(2, vertsl, NULL, NULL);
|
|
|
|
|
- }
|
|
|
|
|
- glDisable(GL_LINE_SMOOTH);
|
|
|
|
|
- }
|
|
|
|
|
-#endif
|
|
|
|
|
- }
|
|
|
|
|
- } break;
|
|
|
|
|
-#endif
|
|
|
|
|
- case Item::Command::TYPE_PRIMITIVE: {
|
|
|
|
|
- Item::CommandPrimitive *pr = static_cast<Item::CommandPrimitive *>(command);
|
|
|
|
|
-
|
|
|
|
|
- switch (pr->point_count) {
|
|
|
|
|
- case 2: {
|
|
|
|
|
- _legacy_draw_line(pr, p_material);
|
|
|
|
|
- } break;
|
|
|
|
|
- default: {
|
|
|
|
|
- _legacy_draw_primitive(pr, p_material);
|
|
|
|
|
- } break;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- } break;
|
|
|
|
|
-
|
|
|
|
|
- case Item::Command::TYPE_RECT: {
|
|
|
|
|
- Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
|
|
|
|
|
- _bind_quad_buffer();
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
- glVertexAttrib4fv(RS::ARRAY_COLOR, r->modulate.components);
|
|
|
|
|
-
|
|
|
|
|
- bool can_tile = true;
|
|
|
|
|
-
|
|
|
|
|
- // we will take account of render target textures which need to be drawn upside down
|
|
|
|
|
- // quirk of opengl
|
|
|
|
|
- bool upside_down = r->flags & CANVAS_RECT_FLIP_V;
|
|
|
|
|
-
|
|
|
|
|
- // very inefficient, improve this
|
|
|
|
|
- if (r->texture.is_valid()) {
|
|
|
|
|
- RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(r->texture);
|
|
|
|
|
-
|
|
|
|
|
- if (texture) {
|
|
|
|
|
- if (texture->is_upside_down())
|
|
|
|
|
- upside_down = true;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
|
|
|
|
|
- // workaround for when setting tiling does not work due to hardware limitation
|
|
|
|
|
-
|
|
|
|
|
- RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(r->texture);
|
|
|
|
|
-
|
|
|
|
|
- if (texture) {
|
|
|
|
|
- texture = texture->get_ptr();
|
|
|
|
|
-
|
|
|
|
|
- if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_FORCE_REPEAT, true);
|
|
|
|
|
- can_tile = false;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // On some widespread Nvidia cards, the normal draw method can produce some
|
|
|
|
|
- // flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
|
|
|
|
|
- // See GH-9913.
|
|
|
|
|
- // To work it around, we use a simpler draw method which does not flicker, but gives
|
|
|
|
|
- // a non negligible performance hit, so it's opt-in (GH-24466).
|
|
|
|
|
- if (use_nvidia_rect_workaround) {
|
|
|
|
|
- // are we using normal maps, if so we want to use light angle
|
|
|
|
|
- bool send_light_angles = false;
|
|
|
|
|
-
|
|
|
|
|
- // only need to use light angles when normal mapping
|
|
|
|
|
- // otherwise we can use the default shader
|
|
|
|
|
- if (state.current_normal != RID()) {
|
|
|
|
|
- send_light_angles = true;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- _set_texture_rect_mode(false, send_light_angles);
|
|
|
|
|
-
|
|
|
|
|
- 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]);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // FTODO
|
|
|
|
|
- //RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
|
|
|
|
|
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(r->texture, RID());
|
|
|
|
|
-
|
|
|
|
|
- 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),
|
|
|
|
|
- };
|
|
|
|
|
-
|
|
|
|
|
- // for encoding in light angle
|
|
|
|
|
- bool flip_h = false;
|
|
|
|
|
- bool flip_v = false;
|
|
|
|
|
-
|
|
|
|
|
- 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]);
|
|
|
|
|
- flip_h = true;
|
|
|
|
|
- flip_v = !flip_v;
|
|
|
|
|
- }
|
|
|
|
|
- if (upside_down) {
|
|
|
|
|
- SWAP(uvs[0], uvs[3]);
|
|
|
|
|
- SWAP(uvs[1], uvs[2]);
|
|
|
|
|
- flip_v = !flip_v;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
|
-
|
|
|
|
|
- bool untile = false;
|
|
|
|
|
-
|
|
|
|
|
- if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & RasterizerStorageGLES3::TEXTURE_FLAG_REPEAT)) {
|
|
|
|
|
- texture->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
|
- untile = true;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (send_light_angles) {
|
|
|
|
|
- // for single rects, there is no need to fully utilize the light angle,
|
|
|
|
|
- // we only need it to encode flips (horz and vert). But the shader can be reused with
|
|
|
|
|
- // batching in which case the angle encodes the transform as well as
|
|
|
|
|
- // the flips.
|
|
|
|
|
- // Note transpose is NYI. I don't think it worked either with the non-nvidia method.
|
|
|
|
|
-
|
|
|
|
|
- // if horizontal flip, angle is 180
|
|
|
|
|
- float angle = 0.0f;
|
|
|
|
|
- if (flip_h)
|
|
|
|
|
- angle = Math_PI;
|
|
|
|
|
-
|
|
|
|
|
- // add 1 (to take care of zero floating point error with sign)
|
|
|
|
|
- angle += 1.0f;
|
|
|
|
|
-
|
|
|
|
|
- // flip if necessary
|
|
|
|
|
- if (flip_v)
|
|
|
|
|
- angle *= -1.0f;
|
|
|
|
|
-
|
|
|
|
|
- // light angle must be sent for each vert, instead as a single uniform in the uniform draw method
|
|
|
|
|
- // this has the benefit of enabling batching with light angles.
|
|
|
|
|
- float light_angles[4] = { angle, angle, angle, angle };
|
|
|
|
|
-
|
|
|
|
|
- _draw_gui_primitive(4, points, NULL, uvs, light_angles);
|
|
|
|
|
- } else {
|
|
|
|
|
- _draw_gui_primitive(4, points, NULL, uvs);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (untile) {
|
|
|
|
|
- texture->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
|
- }
|
|
|
|
|
- } else {
|
|
|
|
|
- static const Vector2 uvs[4] = {
|
|
|
|
|
- Vector2(0.0, 0.0),
|
|
|
|
|
- Vector2(0.0, 1.0),
|
|
|
|
|
- Vector2(1.0, 1.0),
|
|
|
|
|
- Vector2(1.0, 0.0),
|
|
|
|
|
- };
|
|
|
|
|
-
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2());
|
|
|
|
|
- _draw_gui_primitive(4, points, NULL, uvs);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- } else {
|
|
|
|
|
- // This branch is better for performance, but can produce flicker on Nvidia, see above comment.
|
|
|
|
|
-
|
|
|
|
|
- _set_texture_rect_mode(true);
|
|
|
|
|
-
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
- }
|
|
|
|
|
- _bind_quad_buffer();
|
|
|
|
|
-
|
|
|
|
|
- // FTODO
|
|
|
|
|
- //RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
|
|
|
|
|
- RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(r->texture, RID());
|
|
|
|
|
-
|
|
|
|
|
- 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(CanvasOldShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
|
|
|
|
|
-
|
|
|
|
|
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
|
- storage->info.render._2d_draw_call_count++;
|
|
|
|
|
- } else {
|
|
|
|
|
- bool untile = false;
|
|
|
|
|
-
|
|
|
|
|
- if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & RasterizerStorageGLES3::TEXTURE_FLAG_REPEAT)) {
|
|
|
|
|
- tex->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
|
|
|
- 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 (upside_down) {
|
|
|
|
|
- src_rect.size.y *= -1;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ glBindTexture(t->target, t->tex_id);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- if (r->flags & CANVAS_RECT_TRANSPOSE) {
|
|
|
|
|
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ } else {
|
|
|
|
|
+ //state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
|
|
|
|
|
+ state.current_shader_version = state.canvas_shader_default_version;
|
|
|
|
|
+ }
|
|
|
|
|
+ prev_material = material;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
|
|
|
+ _render_item(p_to_render_target, ci, canvas_transform_inverse, current_clip, p_lights, index);
|
|
|
|
|
+ }
|
|
|
|
|
+ // Render last command
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(index);
|
|
|
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
|
|
|
|
|
|
|
+ canvas_end();
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
|
- storage->info.render._2d_draw_call_count++;
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index) {
|
|
|
|
|
+ RS::CanvasItemTextureFilter current_filter = state.default_filter;
|
|
|
|
|
+ RS::CanvasItemTextureRepeat current_repeat = state.default_repeat;
|
|
|
|
|
|
|
|
- if (untile) {
|
|
|
|
|
- tex->GLSetRepeat(RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
|
|
|
|
|
+ current_filter = p_item->texture_filter;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
|
|
|
|
|
+ current_repeat = p_item->texture_repeat;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_FORCE_REPEAT, false);
|
|
|
|
|
|
|
+ Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
|
|
|
|
|
+ Transform2D draw_transform; // Used by transform command
|
|
|
|
|
|
|
|
- } break;
|
|
|
|
|
- case Item::Command::TYPE_NINEPATCH: {
|
|
|
|
|
- Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
|
|
|
|
|
|
|
+ Color base_color = p_item->final_modulate;
|
|
|
|
|
|
|
|
- _set_texture_rect_mode(false);
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
- }
|
|
|
|
|
- _bind_quad_buffer();
|
|
|
|
|
|
|
+ uint32_t base_flags = 0;
|
|
|
|
|
|
|
|
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
- glVertexAttrib4fv(RS::ARRAY_COLOR, np->color.components);
|
|
|
|
|
|
|
+ RID last_texture;
|
|
|
|
|
+ Size2 texpixel_size;
|
|
|
|
|
|
|
|
- // FTODO
|
|
|
|
|
- //RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
|
|
|
|
|
- RasterizerStorageGLES3::Texture *tex = _bind_canvas_texture(np->texture, RID());
|
|
|
|
|
|
|
+ bool skipping = false;
|
|
|
|
|
|
|
|
- if (!tex) {
|
|
|
|
|
- // FIXME: Handle textureless ninepatch gracefully
|
|
|
|
|
- WARN_PRINT("NinePatch without texture not supported yet in OpenGL backend, skipping.");
|
|
|
|
|
- continue;
|
|
|
|
|
- }
|
|
|
|
|
- if (tex->width == 0 || tex->height == 0) {
|
|
|
|
|
- WARN_PRINT("Cannot set empty texture to NinePatch.");
|
|
|
|
|
- continue;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ const Item::Command *c = p_item->commands;
|
|
|
|
|
+ while (c) {
|
|
|
|
|
+ if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
|
|
|
|
|
+ c = c->next;
|
|
|
|
|
+ continue;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
|
|
|
|
|
|
|
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
|
|
|
|
|
+
|
|
|
|
|
+ for (int i = 0; i < 4; i++) {
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[i] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[i] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[i] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].lights[i] = uint32_t(0);
|
|
|
|
|
+ }
|
|
|
|
|
+ state.instance_data_array[r_index].flags = base_flags;
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
|
|
|
|
|
|
|
|
- // state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].pad[0] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].pad[1] = 0.0;
|
|
|
|
|
|
|
|
- Rect2 source = np->source;
|
|
|
|
|
- if (source.size.x == 0 && source.size.y == 0) {
|
|
|
|
|
- source.size.x = tex->width;
|
|
|
|
|
- source.size.y = tex->height;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
|
|
|
|
|
|
|
|
- float screen_scale = 1.0;
|
|
|
|
|
|
|
+ switch (c->type) {
|
|
|
|
|
+ case Item::Command::TYPE_RECT: {
|
|
|
|
|
+ const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
|
|
|
|
|
|
|
|
- if ((bdata.settings_ninepatch_mode == 1) && (source.size.x != 0) && (source.size.y != 0)) {
|
|
|
|
|
- screen_scale = MIN(np->rect.size.x / source.size.x, np->rect.size.y / source.size.y);
|
|
|
|
|
- screen_scale = MIN(1.0, screen_scale);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (rect->flags & CANVAS_RECT_TILE) {
|
|
|
|
|
+ current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- // prepare vertex buffer
|
|
|
|
|
|
|
+ if (rect->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) {
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(r_index);
|
|
|
|
|
|
|
|
- // this buffer contains [ POS POS UV UV ] *
|
|
|
|
|
|
|
+ state.current_primitive_points = 0;
|
|
|
|
|
+ state.current_command = Item::Command::TYPE_RECT;
|
|
|
|
|
+ }
|
|
|
|
|
+ _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
|
|
|
|
|
+ state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
|
|
|
|
|
|
|
|
- float buffer[16 * 2 + 16 * 2];
|
|
|
|
|
|
|
+ Rect2 src_rect;
|
|
|
|
|
+ Rect2 dst_rect;
|
|
|
|
|
|
|
|
- {
|
|
|
|
|
- // first row
|
|
|
|
|
|
|
+ if (rect->texture != RID()) {
|
|
|
|
|
+ src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
|
|
|
|
+ dst_rect = Rect2(rect->rect.position, rect->rect.size);
|
|
|
|
|
|
|
|
- buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
|
|
|
|
|
- buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
|
|
|
|
|
|
|
+ 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;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
|
|
|
|
|
- buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
|
|
|
|
|
|
|
+ if (rect->flags & CANVAS_RECT_FLIP_H) {
|
|
|
|
|
+ src_rect.size.x *= -1;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
|
|
|
|
|
- buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
|
|
|
|
|
|
|
+ if (rect->flags & CANVAS_RECT_FLIP_V) {
|
|
|
|
|
+ src_rect.size.y *= -1;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
|
|
|
|
|
|
|
+ if (rect->flags & CANVAS_RECT_TRANSPOSE) {
|
|
|
|
|
+ dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
|
|
|
|
|
- buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
|
|
|
|
|
|
|
+ if (rect->flags & CANVAS_RECT_CLIP_UV) {
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= FLAGS_CLIP_RECT_UV;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
|
|
|
|
|
|
|
+ } else {
|
|
|
|
|
+ dst_rect = Rect2(rect->rect.position, rect->rect.size);
|
|
|
|
|
|
|
|
- buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
|
|
|
|
|
- buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
|
|
|
|
|
|
|
+ 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;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- 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;
|
|
|
|
|
|
|
+ src_rect = Rect2(0, 0, 1, 1);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- // second row
|
|
|
|
|
|
|
+ if (rect->flags & CANVAS_RECT_MSDF) {
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= FLAGS_USE_MSDF;
|
|
|
|
|
+ state.instance_data_array[r_index].msdf[0] = rect->px_range; // Pixel range.
|
|
|
|
|
+ state.instance_data_array[r_index].msdf[1] = rect->outline; // Outline size.
|
|
|
|
|
+ state.instance_data_array[r_index].msdf[2] = 0.f; // Reserved.
|
|
|
|
|
+ state.instance_data_array[r_index].msdf[3] = 0.f; // Reserved.
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
|
|
|
|
|
- buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[SIDE_TOP] * screen_scale;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[0] = rect->modulate.r * base_color.r;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[1] = rect->modulate.g * base_color.g;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[2] = rect->modulate.b * base_color.b;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[3] = rect->modulate.a * base_color.a;
|
|
|
|
|
+
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
|
|
|
|
|
+
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
|
|
|
|
|
+ //_render_batch(r_index);
|
|
|
|
|
+ r_index++;
|
|
|
|
|
+ if (r_index >= state.max_instances_per_batch - 1) {
|
|
|
|
|
+ //r_index--;
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(r_index);
|
|
|
|
|
+ }
|
|
|
|
|
+ } break;
|
|
|
|
|
|
|
|
- buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
|
|
|
|
|
- buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
|
|
|
|
|
|
|
+ case Item::Command::TYPE_NINEPATCH: {
|
|
|
|
|
+ /*
|
|
|
|
|
+ const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
|
|
|
|
|
|
|
|
- buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
|
|
|
|
|
- buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[SIDE_TOP] * screen_scale;
|
|
|
|
|
|
|
+ //bind pipeline
|
|
|
|
|
+ {
|
|
|
|
|
+ RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
|
|
|
|
|
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
|
|
|
|
|
|
|
+ //bind textures
|
|
|
|
|
|
|
|
- buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
|
|
|
|
|
- buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[SIDE_TOP] * screen_scale;
|
|
|
|
|
|
|
+ _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, index, last_texture, texpixel_size);
|
|
|
|
|
|
|
|
- buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
|
|
|
|
|
|
|
+ Rect2 src_rect;
|
|
|
|
|
+ Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.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[SIDE_TOP] * screen_scale;
|
|
|
|
|
|
|
+ if (np->texture == RID()) {
|
|
|
|
|
+ texpixel_size = Size2(1, 1);
|
|
|
|
|
+ src_rect = Rect2(0, 0, 1, 1);
|
|
|
|
|
|
|
|
- buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
|
|
|
|
|
- buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[SIDE_TOP]) * texpixel_size.y;
|
|
|
|
|
|
|
+ } else {
|
|
|
|
|
+ if (np->source != Rect2()) {
|
|
|
|
|
+ src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width;
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height;
|
|
|
|
|
|
|
|
- // third row
|
|
|
|
|
|
|
+ } else {
|
|
|
|
|
+ src_rect = Rect2(0, 0, 1, 1);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
|
|
|
|
|
- buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[SIDE_BOTTOM] * screen_scale;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[0] = np->color.r * base_color.r;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[1] = np->color.g * base_color.g;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[2] = np->color.b * base_color.b;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[3] = np->color.a * base_color.a;
|
|
|
|
|
|
|
|
- buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
|
|
|
|
|
- buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[SIDE_BOTTOM]) * texpixel_size.y;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
|
|
|
|
|
|
|
|
- buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
|
|
|
|
|
- buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[SIDE_BOTTOM] * screen_scale;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
|
|
|
|
|
|
|
|
- buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[SIDE_BOTTOM]) * texpixel_size.y;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
|
|
|
|
|
|
|
|
- buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
|
|
|
|
|
- buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[SIDE_BOTTOM] * screen_scale;
|
|
|
|
|
|
|
+ if (np->draw_center) {
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= FLAGS_NINEPACH_DRAW_CENTER;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[SIDE_BOTTOM]) * texpixel_size.y;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[0] = np->margin[SIDE_LEFT];
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[1] = np->margin[SIDE_TOP];
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
|
|
|
|
|
|
|
|
- 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[SIDE_BOTTOM] * screen_scale;
|
|
|
|
|
|
|
+ RD::get_singleton()->draw_list_set_state.instance_data_array[r_index](p_draw_list, &state.instance_data_array[r_index], sizeof(PushConstant));
|
|
|
|
|
+ RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
|
|
|
|
|
+ RD::get_singleton()->draw_list_draw(p_draw_list, true);
|
|
|
|
|
|
|
|
- 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[SIDE_BOTTOM]) * texpixel_size.y;
|
|
|
|
|
|
|
+ // Restore if overridden.
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = texpixel_size.x;
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = texpixel_size.y;
|
|
|
|
|
+*/
|
|
|
|
|
+ } break;
|
|
|
|
|
|
|
|
- // fourth row
|
|
|
|
|
|
|
+ case Item::Command::TYPE_POLYGON: {
|
|
|
|
|
+ const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
|
|
|
|
|
|
|
|
- buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
|
|
|
|
|
- buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
|
|
|
|
|
|
|
+ PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
|
|
|
|
|
+ ERR_CONTINUE(!pb);
|
|
|
|
|
|
|
|
- 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;
|
|
|
|
|
|
|
+ if (polygon->texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) {
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(r_index);
|
|
|
|
|
|
|
|
- buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[SIDE_LEFT] * screen_scale;
|
|
|
|
|
- buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
|
|
|
|
|
|
|
+ state.current_primitive_points = 0;
|
|
|
|
|
+ state.current_command = Item::Command::TYPE_POLYGON;
|
|
|
|
|
+ }
|
|
|
|
|
+ _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
|
|
|
|
|
+ state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
|
|
|
|
|
+
|
|
|
|
|
+ state.current_primitive = polygon->primitive;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[0] = base_color.r;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[1] = base_color.g;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[2] = base_color.b;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[3] = base_color.a;
|
|
|
|
|
+
|
|
|
|
|
+ for (int j = 0; j < 4; j++) {
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[j] = 0;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[j] = 0;
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[j] = 0;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[SIDE_LEFT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
|
|
|
|
|
|
|
+ // If the previous operation is not done yet, allocated a new buffer
|
|
|
|
|
+ GLint syncStatus;
|
|
|
|
|
+ glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
|
|
|
|
|
+ if (syncStatus == GL_UNSIGNALED) {
|
|
|
|
|
+ _allocate_instance_data_buffer();
|
|
|
|
|
+ } else {
|
|
|
|
|
+ glDeleteSync(state.fences[state.current_buffer]);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[SIDE_RIGHT] * screen_scale;
|
|
|
|
|
- buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
|
|
|
|
|
|
|
+ glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
|
|
|
|
|
+#ifdef JAVASCRIPT_ENABLED
|
|
|
|
|
+ //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
|
|
|
|
|
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData), &state.instance_data_array[0], GL_DYNAMIC_DRAW);
|
|
|
|
|
+#else
|
|
|
|
|
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData), GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
|
|
|
|
+ memcpy(ubo, &state.instance_data_array[0], sizeof(InstanceData));
|
|
|
|
|
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
|
|
|
|
|
+#endif
|
|
|
|
|
+ glBindVertexArray(pb->vertex_array);
|
|
|
|
|
|
|
|
- buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[SIDE_RIGHT]) * texpixel_size.x;
|
|
|
|
|
- buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
|
|
|
|
|
|
|
+ static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
|
|
|
|
|
|
|
|
- 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;
|
|
|
|
|
|
|
+ if (pb->index_buffer != 0) {
|
|
|
|
|
+ glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, 0);
|
|
|
|
|
+ } else {
|
|
|
|
|
+ glDrawArrays(prim[polygon->primitive], 0, pb->count);
|
|
|
|
|
+ }
|
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
|
+ state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
|
|
|
|
|
|
- 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;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
|
|
|
|
|
+ } break;
|
|
|
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
|
|
|
|
|
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, _buffer_upload_usage_flag);
|
|
|
|
|
|
|
+ case Item::Command::TYPE_PRIMITIVE: {
|
|
|
|
|
+ const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
|
|
|
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
|
|
|
|
|
|
|
+ if (last_texture != default_canvas_texture || state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) {
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(r_index);
|
|
|
|
|
+ state.current_primitive_points = primitive->point_count;
|
|
|
|
|
+ state.current_command = Item::Command::TYPE_PRIMITIVE;
|
|
|
|
|
+ }
|
|
|
|
|
+ _bind_canvas_texture(RID(), current_filter, current_repeat, r_index, last_texture, texpixel_size);
|
|
|
|
|
+ state.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
|
|
|
|
|
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
|
|
|
|
|
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
|
|
|
|
|
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x;
|
|
|
|
|
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j].y;
|
|
|
|
|
+ Color col = primitive->colors[j] * base_color;
|
|
|
|
|
+ state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
|
|
|
|
|
+ state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
|
|
|
|
|
+ }
|
|
|
|
|
+ r_index++;
|
|
|
|
|
+ if (primitive->point_count == 4) {
|
|
|
|
|
+ // Reset base data
|
|
|
|
|
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
|
|
|
|
|
+
|
|
|
|
|
+ state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t j = 0; j < 3; j++) {
|
|
|
|
|
+ //second half of triangle
|
|
|
|
|
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
|
|
|
|
|
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
|
|
|
|
|
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
|
|
|
|
|
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
|
|
|
|
|
+ Color col = primitive->colors[j + 1] * base_color;
|
|
|
|
|
+ state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
|
|
|
|
|
+ state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
|
|
|
|
|
+ }
|
|
|
|
|
+ r_index++;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (r_index >= state.max_instances_per_batch - 1) {
|
|
|
|
|
+ //r_index--;
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(r_index);
|
|
|
|
|
+ }
|
|
|
|
|
+ } break;
|
|
|
|
|
|
|
|
- //glEnableVertexAttribArray(RS::ARRAY_VERTEX);
|
|
|
|
|
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
|
|
|
|
|
|
|
+ case Item::Command::TYPE_MESH:
|
|
|
|
|
+ case Item::Command::TYPE_MULTIMESH:
|
|
|
|
|
+ case Item::Command::TYPE_PARTICLES: {
|
|
|
|
|
+ /*
|
|
|
|
|
+ RID mesh;
|
|
|
|
|
+ RID mesh_instance;
|
|
|
|
|
+ RID texture;
|
|
|
|
|
+ Color modulate(1, 1, 1, 1);
|
|
|
|
|
+ int instance_count = 1;
|
|
|
|
|
+
|
|
|
|
|
+ if (c->type == Item::Command::TYPE_MESH) {
|
|
|
|
|
+ const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
|
|
|
|
|
+ mesh = m->mesh;
|
|
|
|
|
+ mesh_instance = m->mesh_instance;
|
|
|
|
|
+ texture = m->texture;
|
|
|
|
|
+ modulate = m->modulate;
|
|
|
|
|
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
|
|
|
|
|
+ } else if (c->type == Item::Command::TYPE_MULTIMESH) {
|
|
|
|
|
+ const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
|
|
|
|
|
+ RID multimesh = mm->multimesh;
|
|
|
|
|
+ mesh = storage->multimesh_get_mesh(multimesh);
|
|
|
|
|
+ texture = mm->texture;
|
|
|
|
|
+
|
|
|
|
|
+ if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- //glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
|
|
|
|
|
- glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
|
|
|
|
|
|
|
+ instance_count = storage->multimesh_get_instances_to_draw(multimesh);
|
|
|
|
|
|
|
|
- //glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_SHORT, NULL);
|
|
|
|
|
|
|
+ if (instance_count == 0) {
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
- storage->info.render._2d_draw_call_count++;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= 1; //multimesh, trails disabled
|
|
|
|
|
+ if (storage->multimesh_uses_colors(multimesh)) {
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_COLORS;
|
|
|
|
|
+ }
|
|
|
|
|
+ if (storage->multimesh_uses_custom_data(multimesh)) {
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- } break;
|
|
|
|
|
-#if 0
|
|
|
|
|
- case Item::Command::TYPE_CIRCLE: {
|
|
|
|
|
- Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
|
|
|
|
|
|
|
+ // TODO: implement particles here
|
|
|
|
|
|
|
|
- _set_texture_rect_mode(false);
|
|
|
|
|
|
|
+ if (mesh.is_null()) {
|
|
|
|
|
+ break;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (texture != last_texture || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) {
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(r_index);
|
|
|
|
|
+ state.current_primitive_points = 0;
|
|
|
|
|
+ state.current_command = c->type;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- static const int num_points = 32;
|
|
|
|
|
|
|
+ _bind_canvas_texture(texture, current_filter, current_repeat, r_index, last_texture, texpixel_size);
|
|
|
|
|
|
|
|
- Vector2 points[num_points + 1];
|
|
|
|
|
- points[num_points] = circle->pos;
|
|
|
|
|
|
|
+ uint32_t surf_count = storage->mesh_get_surface_count(mesh);
|
|
|
|
|
|
|
|
- int indices[num_points * 3];
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[0] = base_color.r * modulate.r;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[1] = base_color.g * modulate.g;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[2] = base_color.b * modulate.b;
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[3] = base_color.a * modulate.a;
|
|
|
|
|
|
|
|
- for (int j = 0; j < num_points; j++) {
|
|
|
|
|
- points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius;
|
|
|
|
|
- indices[j * 3 + 0] = j;
|
|
|
|
|
- indices[j * 3 + 1] = (j + 1) % num_points;
|
|
|
|
|
- indices[j * 3 + 2] = num_points;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ for (int j = 0; j < 4; j++) {
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[j] = 0;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[j] = 0;
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[j] = 0;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- _bind_canvas_texture(RID(), RID());
|
|
|
|
|
|
|
+ for (uint32_t j = 0; j < surf_count; j++) {
|
|
|
|
|
+ RS::SurfaceData *surface = storage->mesh_get_surface(mesh, j);
|
|
|
|
|
|
|
|
- _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
|
|
|
|
|
- } break;
|
|
|
|
|
-#endif
|
|
|
|
|
- case Item::Command::TYPE_POLYGON: {
|
|
|
|
|
- Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
|
|
|
|
|
- //const PolyData &pd = _polydata[polygon->polygon.polygon_id];
|
|
|
|
|
-
|
|
|
|
|
- switch (polygon->primitive) {
|
|
|
|
|
- case RS::PRIMITIVE_TRIANGLES: {
|
|
|
|
|
- _legacy_draw_poly_triangles(polygon, p_material);
|
|
|
|
|
- } break;
|
|
|
|
|
- default:
|
|
|
|
|
- break;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- } break;
|
|
|
|
|
-#if 0
|
|
|
|
|
- case Item::Command::TYPE_MESH: {
|
|
|
|
|
- Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
|
|
|
|
|
-
|
|
|
|
|
- _set_texture_rect_mode(false);
|
|
|
|
|
-
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- RasterizerStorageGLES3::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(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
|
|
|
|
|
+ ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
|
|
|
|
|
|
|
|
- RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.get_or_null(mesh->mesh);
|
|
|
|
|
- if (mesh_data) {
|
|
|
|
|
- for (int j = 0; j < mesh_data->surfaces.size(); j++) {
|
|
|
|
|
- RasterizerStorageGLES3::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 k = 0; k < RS::ARRAY_MAX - 1; k++) {
|
|
|
|
|
- if (s->attribs[k].enabled) {
|
|
|
|
|
- glEnableVertexAttribArray(k);
|
|
|
|
|
- glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
|
|
|
|
|
- } else {
|
|
|
|
|
- glDisableVertexAttribArray(k);
|
|
|
|
|
- switch (k) {
|
|
|
|
|
- case RS::ARRAY_NORMAL: {
|
|
|
|
|
- glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
|
|
|
|
|
- } break;
|
|
|
|
|
- case RS::ARRAY_COLOR: {
|
|
|
|
|
- glVertexAttrib4f(RS::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 j = 1; j < RS::ARRAY_MAX - 1; j++) {
|
|
|
|
|
- glDisableVertexAttribArray(j);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- storage->info.render._2d_draw_call_count++;
|
|
|
|
|
- } break;
|
|
|
|
|
- case Item::Command::TYPE_MULTIMESH: {
|
|
|
|
|
- Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
|
|
|
|
|
-
|
|
|
|
|
- RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.get_or_null(mmesh->multimesh);
|
|
|
|
|
-
|
|
|
|
|
- if (!multi_mesh)
|
|
|
|
|
- break;
|
|
|
|
|
-
|
|
|
|
|
- RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.get_or_null(multi_mesh->mesh);
|
|
|
|
|
-
|
|
|
|
|
- if (!mesh_data)
|
|
|
|
|
- break;
|
|
|
|
|
-
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
|
|
|
|
|
- _set_texture_rect_mode(false);
|
|
|
|
|
-
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- RasterizerStorageGLES3::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(CanvasShaderGLES3::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++) {
|
|
|
|
|
- RasterizerStorageGLES3::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 k = 0; k < RS::ARRAY_MAX - 1; k++) {
|
|
|
|
|
- if (s->attribs[k].enabled) {
|
|
|
|
|
- glEnableVertexAttribArray(k);
|
|
|
|
|
- glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
|
|
|
|
|
- } else {
|
|
|
|
|
- glDisableVertexAttribArray(k);
|
|
|
|
|
- switch (k) {
|
|
|
|
|
- case RS::ARRAY_NORMAL: {
|
|
|
|
|
- glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
|
|
|
|
|
- } break;
|
|
|
|
|
- case RS::ARRAY_COLOR: {
|
|
|
|
|
- glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
|
|
|
-
|
|
|
|
|
- } break;
|
|
|
|
|
- default: {
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- for (int k = 0; k < amount; k++) {
|
|
|
|
|
- const float *buffer = base_buffer + k * stride;
|
|
|
|
|
-
|
|
|
|
|
- {
|
|
|
|
|
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
|
|
|
|
|
- glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
|
|
|
|
|
- if (multi_mesh->transform_format == RS::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 == RS::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);
|
|
|
|
|
- }
|
|
|
|
|
- } else {
|
|
|
|
|
- glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, 1.0, 1.0, 1.0, 1.0);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (multi_mesh->custom_data_floats) {
|
|
|
|
|
- if (multi_mesh->custom_data_format == RS::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);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // LIGHT ANGLE PR replaced USE_INSTANCE_CUSTOM line with below .. think it was a typo,
|
|
|
|
|
- // but just in case, made this note.
|
|
|
|
|
- //_set_texture_rect_mode(false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
|
|
|
|
|
-
|
|
|
|
|
- storage->info.render._2d_draw_call_count++;
|
|
|
|
|
- } break;
|
|
|
|
|
- case Item::Command::TYPE_POLYLINE: {
|
|
|
|
|
- Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
|
|
|
|
|
-
|
|
|
|
|
- _set_texture_rect_mode(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);
|
|
|
|
|
-#ifdef GLES_OVER_GL
|
|
|
|
|
- glEnable(GL_LINE_SMOOTH);
|
|
|
|
|
- if (pline->multiline) {
|
|
|
|
|
- //needs to be different
|
|
|
|
|
- } else {
|
|
|
|
|
- _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
|
|
|
|
|
- }
|
|
|
|
|
- glDisable(GL_LINE_SMOOTH);
|
|
|
|
|
-#endif
|
|
|
|
|
- } else {
|
|
|
|
|
-#ifdef GLES_OVER_GL
|
|
|
|
|
- if (pline->antialiased)
|
|
|
|
|
- glEnable(GL_LINE_SMOOTH);
|
|
|
|
|
-#endif
|
|
|
|
|
|
|
+ glBindVertexArray(surface->vertex_array);
|
|
|
|
|
+ static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
|
|
|
|
|
|
|
|
- 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_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
-#ifdef GLES_OVER_GL
|
|
|
|
|
- if (pline->antialiased)
|
|
|
|
|
- glDisable(GL_LINE_SMOOTH);
|
|
|
|
|
-#endif
|
|
|
|
|
- }
|
|
|
|
|
- } break;
|
|
|
|
|
-
|
|
|
|
|
- case Item::Command::TYPE_PRIMITIVE: {
|
|
|
|
|
- Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
|
|
|
|
|
- _set_texture_rect_mode(false);
|
|
|
|
|
-
|
|
|
|
|
- if (state.canvas_shader.bind()) {
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)p_material);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- ERR_CONTINUE(primitive->points.size() < 1);
|
|
|
|
|
-
|
|
|
|
|
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
|
|
|
|
|
-
|
|
|
|
|
- if (texture) {
|
|
|
|
|
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- // we need a temporary because this must be nulled out
|
|
|
|
|
- // if only a single color specified
|
|
|
|
|
- const Color *colors = primitive->colors.ptr();
|
|
|
|
|
- if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
|
|
|
|
|
- Color c = primitive->colors[0];
|
|
|
|
|
- glVertexAttrib4f(RS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
|
|
|
|
|
- colors = nullptr;
|
|
|
|
|
- } else if (primitive->colors.empty()) {
|
|
|
|
|
- glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1);
|
|
|
|
|
- }
|
|
|
|
|
-#ifdef RASTERIZER_EXTRA_CHECKS
|
|
|
|
|
- else {
|
|
|
|
|
- RAST_DEV_DEBUG_ASSERT(primitive->colors.size() == primitive->points.size());
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- if (primitive->uvs.ptr()) {
|
|
|
|
|
- RAST_DEV_DEBUG_ASSERT(primitive->uvs.size() == primitive->points.size());
|
|
|
|
|
- }
|
|
|
|
|
-#endif
|
|
|
|
|
|
|
+ // Draw directly, no need to batch
|
|
|
|
|
+ }
|
|
|
|
|
+ */
|
|
|
|
|
+ } break;
|
|
|
|
|
+ case Item::Command::TYPE_TRANSFORM: {
|
|
|
|
|
+ const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
|
|
|
|
|
+ draw_transform = transform->xform;
|
|
|
|
|
+ } break;
|
|
|
|
|
|
|
|
- _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), colors, primitive->uvs.ptr());
|
|
|
|
|
- } break;
|
|
|
|
|
-#endif
|
|
|
|
|
- case Item::Command::TYPE_TRANSFORM: {
|
|
|
|
|
- Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
|
|
|
|
|
- state.uniforms.extra_matrix = transform->xform;
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasOldShaderGLES3::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 (p_current_clip) {
|
|
|
|
|
- if (ci->ignore != r_reclip) {
|
|
|
|
|
- if (ci->ignore) {
|
|
|
|
|
- glDisable(GL_SCISSOR_TEST);
|
|
|
|
|
- r_reclip = true;
|
|
|
|
|
- } else {
|
|
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
|
|
-
|
|
|
|
|
- int x = p_current_clip->final_clip_rect.position.x;
|
|
|
|
|
- int y = storage->frame.current_rt->height - (p_current_clip->final_clip_rect.position.y + p_current_clip->final_clip_rect.size.y);
|
|
|
|
|
- int w = p_current_clip->final_clip_rect.size.x;
|
|
|
|
|
- int h = p_current_clip->final_clip_rect.size.y;
|
|
|
|
|
-
|
|
|
|
|
- // FTODO
|
|
|
|
|
- // if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP])
|
|
|
|
|
- // y = p_current_clip->final_clip_rect.position.y;
|
|
|
|
|
-
|
|
|
|
|
- glScissor(x, y, w, h);
|
|
|
|
|
-
|
|
|
|
|
- r_reclip = false;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
- } break;
|
|
|
|
|
- default: {
|
|
|
|
|
- // FIXME: Proper error handling if relevant
|
|
|
|
|
- //print_line("other");
|
|
|
|
|
- } break;
|
|
|
|
|
|
|
+ case Item::Command::TYPE_CLIP_IGNORE: {
|
|
|
|
|
+ /*
|
|
|
|
|
+ const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
|
|
|
|
|
+ if (current_clip) {
|
|
|
|
|
+ if (ci->ignore != reclip) {
|
|
|
|
|
+ if (ci->ignore) {
|
|
|
|
|
+ RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
|
|
|
|
|
+ reclip = true;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
|
|
|
|
|
+ reclip = false;
|
|
|
|
|
+ }
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
+ */
|
|
|
|
|
+ } break;
|
|
|
|
|
+ case Item::Command::TYPE_ANIMATION_SLICE: {
|
|
|
|
|
+ /*
|
|
|
|
|
+ const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
|
|
|
|
|
+ double current_time = RendererCompositorRD::singleton->get_total_time();
|
|
|
|
|
+ double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
|
|
|
|
|
+ skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
|
|
|
|
|
+
|
|
|
|
|
+ RenderingServerDefault::redraw_request(); // animation visible means redraw request
|
|
|
|
|
+ */
|
|
|
|
|
+ } break;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- } // default
|
|
|
|
|
- break;
|
|
|
|
|
|
|
+ c = c->next;
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
|
|
|
|
|
+ if (state.end_batch && r_index > 0) {
|
|
|
|
|
+ // If the previous operation is not done yet, allocate a new buffer
|
|
|
|
|
+ GLint syncStatus;
|
|
|
|
|
+ glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
|
|
|
|
|
+ if (syncStatus == GL_UNSIGNALED) {
|
|
|
|
|
+ _allocate_instance_data_buffer();
|
|
|
|
|
+ } else {
|
|
|
|
|
+ glDeleteSync(state.fences[state.current_buffer]);
|
|
|
}
|
|
}
|
|
|
|
|
+
|
|
|
|
|
+ glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]);
|
|
|
|
|
+#ifdef JAVASCRIPT_ENABLED
|
|
|
|
|
+ //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
|
|
|
|
|
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * r_index, state.instance_data_array, GL_DYNAMIC_DRAW);
|
|
|
|
|
+#else
|
|
|
|
|
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * r_index, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
|
|
|
|
+ memcpy(ubo, state.instance_data_array, sizeof(InstanceData) * r_index);
|
|
|
|
|
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
|
|
|
|
|
+#endif
|
|
|
|
|
+ glBindVertexArray(data.canvas_quad_array);
|
|
|
|
|
+ if (state.current_primitive_points == 0) {
|
|
|
|
|
+ glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, r_index);
|
|
|
|
|
+ } else {
|
|
|
|
|
+ static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
|
|
|
|
|
+ glDrawArraysInstanced(prim[state.current_primitive_points], 0, state.current_primitive_points, r_index);
|
|
|
|
|
+ }
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
|
+
|
|
|
|
|
+ state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
|
|
|
|
|
+ state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
|
|
|
|
|
+ state.end_batch = false;
|
|
|
|
|
+ //copy the new data into the base of the batch
|
|
|
|
|
+ for (int i = 0; i < 4; i++) {
|
|
|
|
|
+ state.instance_data_array[0].modulation[i] = state.instance_data_array[r_index].modulation[i];
|
|
|
|
|
+ state.instance_data_array[0].ninepatch_margins[i] = state.instance_data_array[r_index].ninepatch_margins[i];
|
|
|
|
|
+ state.instance_data_array[0].src_rect[i] = state.instance_data_array[r_index].src_rect[i];
|
|
|
|
|
+ state.instance_data_array[0].dst_rect[i] = state.instance_data_array[r_index].dst_rect[i];
|
|
|
|
|
+ state.instance_data_array[0].lights[i] = state.instance_data_array[r_index].lights[i];
|
|
|
|
|
+ }
|
|
|
|
|
+ state.instance_data_array[0].flags = state.instance_data_array[r_index].flags;
|
|
|
|
|
+ state.instance_data_array[0].color_texture_pixel_size[0] = state.instance_data_array[r_index].color_texture_pixel_size[0];
|
|
|
|
|
+ state.instance_data_array[0].color_texture_pixel_size[1] = state.instance_data_array[r_index].color_texture_pixel_size[1];
|
|
|
|
|
+
|
|
|
|
|
+ state.instance_data_array[0].pad[0] = state.instance_data_array[r_index].pad[0];
|
|
|
|
|
+ state.instance_data_array[0].pad[1] = state.instance_data_array[r_index].pad[1];
|
|
|
|
|
+ for (int i = 0; i < 6; i++) {
|
|
|
|
|
+ state.instance_data_array[0].world[i] = state.instance_data_array[r_index].world[i];
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ r_index = 0;
|
|
|
}
|
|
}
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::canvas_end() {
|
|
|
|
|
- batch_canvas_end();
|
|
|
|
|
- RasterizerCanvasBaseGLES3::canvas_end();
|
|
|
|
|
|
|
+// TODO maybe dont use
|
|
|
|
|
+void RasterizerCanvasGLES3::_end_batch(uint32_t &r_index) {
|
|
|
|
|
+ for (int i = 0; i < 4; i++) {
|
|
|
|
|
+ state.instance_data_array[r_index].modulation[i] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].src_rect[i] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].dst_rect[i] = 0.0;
|
|
|
|
|
+ }
|
|
|
|
|
+ state.instance_data_array[r_index].flags = uint32_t(0);
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
|
|
|
|
|
+
|
|
|
|
|
+ state.instance_data_array[r_index].pad[0] = 0.0;
|
|
|
|
|
+ state.instance_data_array[r_index].pad[1] = 0.0;
|
|
|
|
|
+
|
|
|
|
|
+ state.instance_data_array[r_index].lights[0] = uint32_t(0);
|
|
|
|
|
+ state.instance_data_array[r_index].lights[1] = uint32_t(0);
|
|
|
|
|
+ state.instance_data_array[r_index].lights[2] = uint32_t(0);
|
|
|
|
|
+ state.instance_data_array[r_index].lights[3] = uint32_t(0);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::canvas_begin() {
|
|
|
|
|
- batch_canvas_begin();
|
|
|
|
|
- RasterizerCanvasBaseGLES3::canvas_begin();
|
|
|
|
|
|
|
+RID RasterizerCanvasGLES3::light_create() {
|
|
|
|
|
+ return RID();
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
|
|
|
|
|
- batch_canvas_render_items_begin(p_modulate, p_light, p_base_transform);
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::canvas_render_items_end() {
|
|
|
|
|
- batch_canvas_render_items_end();
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
|
|
|
|
|
- storage->frame.current_rt = nullptr;
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- // first set the current render target
|
|
|
|
|
- storage->_set_current_render_target(p_to_render_target);
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- // binds the render target (framebuffer)
|
|
|
|
|
- canvas_begin();
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- canvas_render_items_begin(p_modulate, p_light_list, p_canvas_transform);
|
|
|
|
|
- canvas_render_items_internal(p_item_list, 0, p_modulate, p_light_list, p_canvas_transform);
|
|
|
|
|
- canvas_render_items_end();
|
|
|
|
|
|
|
+RID RasterizerCanvasGLES3::occluder_polygon_create() {
|
|
|
|
|
+ return RID();
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- canvas_end();
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- // not sure why these are needed to get frame to render?
|
|
|
|
|
- storage->_set_current_render_target(RID());
|
|
|
|
|
- // storage->frame.current_rt = nullptr;
|
|
|
|
|
- // canvas_begin();
|
|
|
|
|
- // canvas_end();
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::canvas_render_items_internal(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
|
|
|
|
|
- batch_canvas_render_items(p_item_list, p_z, p_modulate, p_light, p_base_transform);
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- //glClearColor(Math::randf(), 0, 1, 1);
|
|
|
|
|
|
|
+bool RasterizerCanvasGLES3::free(RID p_rid) {
|
|
|
|
|
+ return true;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
|
|
|
|
|
- // parameters are easier to pass around in a structure
|
|
|
|
|
- RenderItemState ris;
|
|
|
|
|
- ris.item_group_z = p_z;
|
|
|
|
|
- ris.item_group_modulate = p_modulate;
|
|
|
|
|
- ris.item_group_light = p_light;
|
|
|
|
|
- ris.item_group_base_transform = p_base_transform;
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::update() {
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_SKELETON, false);
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::canvas_begin() {
|
|
|
|
|
+ state.using_transparent_rt = false;
|
|
|
|
|
|
|
|
- state.current_tex = RID();
|
|
|
|
|
- state.current_tex_ptr = NULL;
|
|
|
|
|
- state.current_normal = RID();
|
|
|
|
|
- state.canvas_texscreen_used = false;
|
|
|
|
|
|
|
+ if (storage->frame.current_rt) {
|
|
|
|
|
+ storage->bind_framebuffer(storage->frame.current_rt->fbo);
|
|
|
|
|
+ state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) {
|
|
|
|
|
+ const Color &col = storage->frame.current_rt->clear_color;
|
|
|
|
|
+ glClearColor(col.r, col.g, col.b, col.a);
|
|
|
|
|
+
|
|
|
|
|
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
|
+ storage->frame.current_rt->clear_requested = false;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ reset_canvas();
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- while (p_item_list) {
|
|
|
|
|
- Item *ci = p_item_list;
|
|
|
|
|
- _legacy_canvas_render_item(ci, ris);
|
|
|
|
|
- p_item_list = p_item_list->next;
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::canvas_end() {
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size) {
|
|
|
|
|
+ if (p_texture == RID()) {
|
|
|
|
|
+ p_texture = default_canvas_texture;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- if (ris.current_clip) {
|
|
|
|
|
- glDisable(GL_SCISSOR_TEST);
|
|
|
|
|
|
|
+ if (r_last_texture == p_texture) {
|
|
|
|
|
+ return; //nothing to do, its the same
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_SKELETON, false);
|
|
|
|
|
-}
|
|
|
|
|
|
|
+ state.end_batch = true;
|
|
|
|
|
+ _render_batch(r_index);
|
|
|
|
|
|
|
|
-// Legacy non-batched implementation for regression testing.
|
|
|
|
|
-// Should be removed after testing phase to avoid duplicate codepaths.
|
|
|
|
|
-void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris) {
|
|
|
|
|
- storage->info.render._2d_item_count++;
|
|
|
|
|
|
|
+ RasterizerStorageGLES3::CanvasTexture *ct = nullptr;
|
|
|
|
|
|
|
|
- // defaults
|
|
|
|
|
- state.current_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
|
|
|
|
|
- state.current_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
|
|
|
|
|
|
|
+ RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(p_texture);
|
|
|
|
|
+
|
|
|
|
|
+ if (t) {
|
|
|
|
|
+ //regular texture
|
|
|
|
|
+ if (!t->canvas_texture) {
|
|
|
|
|
+ t->canvas_texture = memnew(RasterizerStorageGLES3::CanvasTexture);
|
|
|
|
|
+ t->canvas_texture->diffuse = p_texture;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- if (p_ci->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
|
|
|
|
|
- state.current_filter = p_ci->texture_filter;
|
|
|
|
|
|
|
+ ct = t->canvas_texture;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ ct = storage->canvas_texture_owner.get_or_null(p_texture);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- if (p_ci->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
|
|
|
|
|
- state.current_repeat = p_ci->texture_repeat;
|
|
|
|
|
|
|
+ if (!ct) {
|
|
|
|
|
+ // Invalid Texture RID.
|
|
|
|
|
+ _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index, r_last_texture, r_texpixel_size);
|
|
|
|
|
+ return;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- if (r_ris.current_clip != p_ci->final_clip_owner) {
|
|
|
|
|
- r_ris.current_clip = p_ci->final_clip_owner;
|
|
|
|
|
-
|
|
|
|
|
- if (r_ris.current_clip) {
|
|
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
|
|
- int y = storage->_dims.rt_height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
|
|
|
|
|
- // int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
|
|
|
|
|
- // FTODO
|
|
|
|
|
- // if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP])
|
|
|
|
|
- // y = r_ris.current_clip->final_clip_rect.position.y;
|
|
|
|
|
- glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
|
|
|
|
|
-
|
|
|
|
|
- // debug VFLIP
|
|
|
|
|
- // if ((r_ris.current_clip->final_clip_rect.position.x == 223)
|
|
|
|
|
- // && (y == 54)
|
|
|
|
|
- // && (r_ris.current_clip->final_clip_rect.size.width == 1383))
|
|
|
|
|
- // {
|
|
|
|
|
- // glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
|
|
|
|
|
- // }
|
|
|
|
|
|
|
+ RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
|
|
|
|
|
+ ERR_FAIL_COND(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
|
|
|
|
|
|
|
|
- } else {
|
|
|
|
|
- glDisable(GL_SCISSOR_TEST);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
|
|
|
|
|
+ ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
|
|
|
|
|
+
|
|
|
|
|
+ RasterizerStorageGLES3::Texture *texture = storage->texture_owner.get_or_null(ct->diffuse);
|
|
|
|
|
+
|
|
|
|
|
+ if (!texture) {
|
|
|
|
|
+ state.current_tex = RID();
|
|
|
|
|
+ state.current_tex_ptr = NULL;
|
|
|
|
|
+ ct->size_cache = Size2i(1, 1);
|
|
|
|
|
+
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
|
|
|
+
|
|
|
|
|
+ } else {
|
|
|
|
|
+ texture = texture->get_ptr();
|
|
|
|
|
+
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, texture->tex_id);
|
|
|
|
|
+
|
|
|
|
|
+ state.current_tex = ct->diffuse;
|
|
|
|
|
+ state.current_tex_ptr = texture;
|
|
|
|
|
+ ct->size_cache = Size2i(texture->width, texture->height);
|
|
|
|
|
+
|
|
|
|
|
+ texture->GLSetFilter(GL_TEXTURE_2D, filter);
|
|
|
|
|
+ texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- // TODO: copy back buffer
|
|
|
|
|
|
|
+ RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.get_or_null(ct->normal_map);
|
|
|
|
|
|
|
|
- if (p_ci->copy_back_buffer) {
|
|
|
|
|
- if (p_ci->copy_back_buffer->full) {
|
|
|
|
|
- _copy_texscreen(Rect2());
|
|
|
|
|
- } else {
|
|
|
|
|
- _copy_texscreen(p_ci->copy_back_buffer->rect);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (!normal_map) {
|
|
|
|
|
+ state.current_normal = RID();
|
|
|
|
|
+ ct->use_normal_cache = false;
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
|
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
|
|
|
|
|
+
|
|
|
|
|
+ } else {
|
|
|
|
|
+ normal_map = normal_map->get_ptr();
|
|
|
|
|
+
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
|
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
|
|
|
|
|
+ state.current_normal = ct->normal_map;
|
|
|
|
|
+ ct->use_normal_cache = true;
|
|
|
|
|
+ texture->GLSetFilter(GL_TEXTURE_2D, filter);
|
|
|
|
|
+ texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-#if 0
|
|
|
|
|
- RasterizerStorageGLES3::Skeleton *skeleton = NULL;
|
|
|
|
|
|
|
+ RasterizerStorageGLES3::Texture *specular_map = storage->texture_owner.get_or_null(ct->specular);
|
|
|
|
|
|
|
|
- {
|
|
|
|
|
- //skeleton handling
|
|
|
|
|
- if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
|
|
|
|
|
- skeleton = storage->skeleton_owner.get(p_ci->skeleton);
|
|
|
|
|
- if (!skeleton->use_2d) {
|
|
|
|
|
- skeleton = NULL;
|
|
|
|
|
- } else {
|
|
|
|
|
- state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
|
|
|
|
|
- state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
|
|
|
|
|
- state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (!specular_map) {
|
|
|
|
|
+ state.current_specular = RID();
|
|
|
|
|
+ ct->use_specular_cache = false;
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
|
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
|
|
|
|
|
|
- bool use_skeleton = skeleton != NULL;
|
|
|
|
|
- if (r_ris.prev_use_skeleton != use_skeleton) {
|
|
|
|
|
- r_ris.rebind_shader = true;
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
|
|
|
|
|
- r_ris.prev_use_skeleton = use_skeleton;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ } else {
|
|
|
|
|
+ specular_map = specular_map->get_ptr();
|
|
|
|
|
+
|
|
|
|
|
+ glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
|
|
|
|
|
+ glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
|
|
|
|
|
+ state.current_specular = ct->specular;
|
|
|
|
|
+ ct->use_specular_cache = true;
|
|
|
|
|
+ texture->GLSetFilter(GL_TEXTURE_2D, filter);
|
|
|
|
|
+ texture->GLSetRepeat(GL_TEXTURE_2D, repeat);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- 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;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if (ct->use_specular_cache) {
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
|
|
|
}
|
|
}
|
|
|
-#endif
|
|
|
|
|
|
|
|
|
|
- Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
|
|
|
|
|
|
|
+ if (ct->use_normal_cache) {
|
|
|
|
|
+ state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- RID material = material_owner->material;
|
|
|
|
|
- RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.get_or_null(material);
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].specular_shininess = uint32_t(CLAMP(ct->specular_color.a * 255.0, 0, 255)) << 24;
|
|
|
|
|
+ state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.b * 255.0, 0, 255)) << 16;
|
|
|
|
|
+ state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
|
|
|
|
|
+ state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
|
|
|
|
|
|
|
|
- if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
|
|
|
|
|
- RasterizerStorageGLES3::Shader *shader_ptr = NULL;
|
|
|
|
|
|
|
+ r_texpixel_size.x = 1.0 / float(ct->size_cache.x);
|
|
|
|
|
+ r_texpixel_size.y = 1.0 / float(ct->size_cache.y);
|
|
|
|
|
|
|
|
- if (material_ptr) {
|
|
|
|
|
- shader_ptr = material_ptr->shader;
|
|
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[0] = r_texpixel_size.x;
|
|
|
|
|
+ state.instance_data_array[r_index].color_texture_pixel_size[1] = r_texpixel_size.y;
|
|
|
|
|
|
|
|
- if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) {
|
|
|
|
|
- shader_ptr = NULL; // not a canvas item shader, don't use.
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ r_last_texture = p_texture;
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- if (shader_ptr) {
|
|
|
|
|
- if (shader_ptr->canvas_item.uses_screen_texture) {
|
|
|
|
|
- if (!state.canvas_texscreen_used) {
|
|
|
|
|
- //copy if not copied before
|
|
|
|
|
- _copy_texscreen(Rect2());
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::_set_uniforms() {
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- // blend mode will have been enabled so make sure we disable it again later on
|
|
|
|
|
- //last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::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->copy_screen_effect.color) {
|
|
|
|
|
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
|
|
|
|
|
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ // Default to Mix.
|
|
|
|
|
+ glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
+ if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
|
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
+ } else {
|
|
|
|
|
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
|
|
|
|
|
+ // We interleave the vertex data into one big VBO to improve cache coherence
|
|
|
|
|
+ uint32_t vertex_count = p_points.size();
|
|
|
|
|
+ uint32_t stride = 2;
|
|
|
|
|
+ if ((uint32_t)p_colors.size() == vertex_count) {
|
|
|
|
|
+ stride += 4;
|
|
|
|
|
+ }
|
|
|
|
|
+ if ((uint32_t)p_uvs.size() == vertex_count) {
|
|
|
|
|
+ stride += 2;
|
|
|
|
|
+ }
|
|
|
|
|
+ if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
|
|
|
|
|
+ stride += 4;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ PolygonBuffers pb;
|
|
|
|
|
+ glGenBuffers(1, &pb.vertex_buffer);
|
|
|
|
|
+ glGenVertexArrays(1, &pb.vertex_array);
|
|
|
|
|
+ glBindVertexArray(pb.vertex_array);
|
|
|
|
|
+ pb.count = vertex_count;
|
|
|
|
|
+ pb.index_buffer = 0;
|
|
|
|
|
+
|
|
|
|
|
+ uint32_t buffer_size = stride * p_points.size();
|
|
|
|
|
+
|
|
|
|
|
+ Vector<uint8_t> polygon_buffer;
|
|
|
|
|
+ polygon_buffer.resize(buffer_size * sizeof(float));
|
|
|
|
|
+ {
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
|
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
|
|
|
|
|
+ const uint8_t *r = polygon_buffer.ptr();
|
|
|
|
|
+ float *fptr = (float *)r;
|
|
|
|
|
+ uint32_t *uptr = (uint32_t *)r;
|
|
|
|
|
+ uint32_t base_offset = 0;
|
|
|
|
|
+ {
|
|
|
|
|
+ // Always uses vertex positions
|
|
|
|
|
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
|
|
|
|
|
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
|
|
|
|
|
+ const Vector2 *points_ptr = p_points.ptr();
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t i = 0; i < vertex_count; i++) {
|
|
|
|
|
+ fptr[base_offset + i * stride + 0] = points_ptr[i].x;
|
|
|
|
|
+ fptr[base_offset + i * stride + 1] = points_ptr[i].y;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- if (shader_ptr != r_ris.shader_cache) {
|
|
|
|
|
- if (shader_ptr->canvas_item.uses_time) {
|
|
|
|
|
- RenderingServerDefault::redraw_request();
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ base_offset += 2;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
|
|
|
|
|
- state.canvas_shader.bind();
|
|
|
|
|
|
|
+ // Next add colors
|
|
|
|
|
+ if (p_colors.size() == 1) {
|
|
|
|
|
+ glDisableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
+ Color m = p_colors[0];
|
|
|
|
|
+ glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
|
|
|
|
|
+ } else if ((uint32_t)p_colors.size() == vertex_count) {
|
|
|
|
|
+ glEnableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
+ glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
|
|
|
|
|
+
|
|
|
|
|
+ const Color *color_ptr = p_colors.ptr();
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t i = 0; i < vertex_count; i++) {
|
|
|
|
|
+ fptr[base_offset + i * stride + 0] = color_ptr[i].r;
|
|
|
|
|
+ fptr[base_offset + i * stride + 1] = color_ptr[i].g;
|
|
|
|
|
+ fptr[base_offset + i * stride + 2] = color_ptr[i].b;
|
|
|
|
|
+ fptr[base_offset + i * stride + 3] = color_ptr[i].a;
|
|
|
}
|
|
}
|
|
|
|
|
+ base_offset += 4;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ glDisableVertexAttribArray(RS::ARRAY_COLOR);
|
|
|
|
|
+ glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- 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);
|
|
|
|
|
-
|
|
|
|
|
- RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(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_ANISOTROPY: {
|
|
|
|
|
- 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;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ if ((uint32_t)p_uvs.size() == vertex_count) {
|
|
|
|
|
+ glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
|
|
|
|
|
+ glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
|
|
|
|
|
|
|
|
- continue;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ const Vector2 *uv_ptr = p_uvs.ptr();
|
|
|
|
|
|
|
|
- if (t->redraw_if_visible) {
|
|
|
|
|
- RenderingServerDefault::redraw_request();
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ for (uint32_t i = 0; i < vertex_count; i++) {
|
|
|
|
|
+ fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
|
|
|
|
|
+ fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- t = t->get_ptr();
|
|
|
|
|
|
|
+ base_offset += 2;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
-#ifdef TOOLS_ENABLED
|
|
|
|
|
- if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
|
|
|
|
|
- t->detect_normal(t->detect_normal_ud);
|
|
|
|
|
- }
|
|
|
|
|
-#endif
|
|
|
|
|
- if (t->render_target)
|
|
|
|
|
- t->render_target->used_in_frame = true;
|
|
|
|
|
|
|
+ if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
|
|
|
|
|
+ glEnableVertexAttribArray(RS::ARRAY_BONES);
|
|
|
|
|
+ glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
|
|
|
|
|
|
|
|
- glBindTexture(t->target, t->tex_id);
|
|
|
|
|
|
|
+ const int *bone_ptr = p_bones.ptr();
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t i = 0; i < vertex_count; i++) {
|
|
|
|
|
+ uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
|
|
|
|
|
+
|
|
|
|
|
+ bone16w[0] = bone_ptr[i * 4 + 0];
|
|
|
|
|
+ bone16w[1] = bone_ptr[i * 4 + 1];
|
|
|
|
|
+ bone16w[2] = bone_ptr[i * 4 + 2];
|
|
|
|
|
+ bone16w[3] = bone_ptr[i * 4 + 3];
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
+ base_offset += 2;
|
|
|
} else {
|
|
} else {
|
|
|
- state.canvas_shader.set_custom_shader(0);
|
|
|
|
|
- state.canvas_shader.bind();
|
|
|
|
|
|
|
+ glDisableVertexAttribArray(RS::ARRAY_BONES);
|
|
|
}
|
|
}
|
|
|
- state.canvas_shader.use_material((void *)material_ptr);
|
|
|
|
|
|
|
|
|
|
- r_ris.shader_cache = shader_ptr;
|
|
|
|
|
|
|
+ if ((uint32_t)p_weights.size() == vertex_count * 4) {
|
|
|
|
|
+ glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
|
|
|
|
|
+ glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
|
|
|
|
|
|
|
|
- r_ris.canvas_last_material = material;
|
|
|
|
|
|
|
+ const float *weight_ptr = p_weights.ptr();
|
|
|
|
|
|
|
|
- r_ris.rebind_shader = false;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ for (uint32_t i = 0; i < vertex_count; i++) {
|
|
|
|
|
+ uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
|
|
|
|
|
|
|
|
- int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
|
|
|
|
|
- bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
|
|
|
|
|
- bool reclip = false;
|
|
|
|
|
|
|
+ weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
|
|
|
|
|
+ weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
|
|
|
|
|
+ weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
|
|
|
|
|
+ weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- if (r_ris.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[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
|
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
- } else {
|
|
|
|
|
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ base_offset += 2;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
|
|
|
|
|
- glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
|
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
|
|
|
|
|
- } else {
|
|
|
|
|
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ ERR_FAIL_COND_V(base_offset != stride, 0);
|
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, vertex_count * stride * sizeof(float), polygon_buffer.ptr(), GL_STATIC_DRAW);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
|
|
|
|
|
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
|
|
|
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
|
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
|
|
|
|
|
- } else {
|
|
|
|
|
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
|
|
|
|
|
- }
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
|
|
|
|
|
- glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
|
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
|
|
|
|
|
- } else {
|
|
|
|
|
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
|
|
|
|
|
- }
|
|
|
|
|
- } break;
|
|
|
|
|
- case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
|
|
|
|
|
- glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
|
|
|
|
|
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
- } else {
|
|
|
|
|
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
|
|
|
- }
|
|
|
|
|
- } break;
|
|
|
|
|
|
|
+ if (p_indices.size()) {
|
|
|
|
|
+ //create indices, as indices were requested
|
|
|
|
|
+ Vector<uint8_t> index_buffer;
|
|
|
|
|
+ index_buffer.resize(p_indices.size() * sizeof(int32_t));
|
|
|
|
|
+ {
|
|
|
|
|
+ uint8_t *w = index_buffer.ptrw();
|
|
|
|
|
+ memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
|
|
|
}
|
|
}
|
|
|
|
|
+ glGenBuffers(1, &pb.index_buffer);
|
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
|
|
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
|
|
|
|
|
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
|
|
|
|
|
+ pb.count = p_indices.size();
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- state.uniforms.final_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
|
|
|
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
- state.uniforms.modelview_matrix = p_ci->final_transform;
|
|
|
|
|
- state.uniforms.extra_matrix = Transform2D();
|
|
|
|
|
|
|
+ PolygonID id = polygon_buffers.last_id++;
|
|
|
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
|
|
+ polygon_buffers.polygons[id] = pb;
|
|
|
|
|
|
|
|
- if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked))
|
|
|
|
|
- _legacy_canvas_item_render_commands(p_ci, NULL, reclip, material_ptr);
|
|
|
|
|
|
|
+ return id;
|
|
|
|
|
+}
|
|
|
|
|
+void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
|
|
|
|
|
+ PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
|
|
|
|
|
+ ERR_FAIL_COND(!pb_ptr);
|
|
|
|
|
|
|
|
- r_ris.rebind_shader = true; // hacked in for now.
|
|
|
|
|
|
|
+ PolygonBuffers &pb = *pb_ptr;
|
|
|
|
|
|
|
|
- if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
|
|
|
|
|
- Light *light = r_ris.item_group_light;
|
|
|
|
|
- bool light_used = false;
|
|
|
|
|
- RS::CanvasLightBlendMode bmode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
|
|
|
|
|
- state.uniforms.final_modulate = p_ci->final_modulate; // remove the canvas modulate
|
|
|
|
|
|
|
+ if (pb.index_buffer != 0) {
|
|
|
|
|
+ glDeleteBuffers(1, &pb.index_buffer);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- while (light) {
|
|
|
|
|
- if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
|
|
|
|
|
- //intersects this light
|
|
|
|
|
|
|
+ glDeleteVertexArrays(1, &pb.vertex_array);
|
|
|
|
|
+ glDeleteBuffers(1, &pb.vertex_buffer);
|
|
|
|
|
|
|
|
- if (!light_used || bmode != light->blend_mode) {
|
|
|
|
|
- bmode = light->blend_mode;
|
|
|
|
|
|
|
+ polygon_buffers.polygons.erase(p_polygon);
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- switch (bmode) {
|
|
|
|
|
- case RS::CANVAS_LIGHT_BLEND_MODE_ADD: {
|
|
|
|
|
- glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
|
|
|
+// Creates a new uniform buffer and uses it right away
|
|
|
|
|
+// This expands the instance buffer continually
|
|
|
|
|
+// In theory allocations can reach as high as number_of_draw_calls * 3 frames
|
|
|
|
|
+// because OpenGL can start rendering subsequent frames before finishing the current one
|
|
|
|
|
+void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
|
|
|
|
|
+ GLuint new_buffer;
|
|
|
|
|
+ glGenBuffers(1, &new_buffer);
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
|
|
|
|
|
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
|
|
|
|
|
+ state.current_buffer = (state.current_buffer + 1);
|
|
|
|
|
+ state.canvas_instance_data_buffers.insert(state.current_buffer, new_buffer);
|
|
|
|
|
+ state.fences.insert(state.current_buffer, GLsync());
|
|
|
|
|
+ state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
|
+}
|
|
|
|
|
|
|
|
- } break;
|
|
|
|
|
- case RS::CANVAS_LIGHT_BLEND_MODE_SUB: {
|
|
|
|
|
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
|
|
|
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
|
- } break;
|
|
|
|
|
- case RS::CANVAS_LIGHT_BLEND_MODE_MIX: {
|
|
|
|
|
- // case RS::CANVAS_LIGHT_MODE_MASK: {
|
|
|
|
|
- glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
|
|
+void RasterizerCanvasGLES3::initialize() {
|
|
|
|
|
+ // quad buffer
|
|
|
|
|
+ {
|
|
|
|
|
+ glGenBuffers(1, &data.canvas_quad_vertices);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
|
|
|
|
|
|
|
|
- } break;
|
|
|
|
|
- }
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ const float qv[8] = {
|
|
|
|
|
+ 0, 0,
|
|
|
|
|
+ 0, 1,
|
|
|
|
|
+ 1, 1,
|
|
|
|
|
+ 1, 0
|
|
|
|
|
+ };
|
|
|
|
|
|
|
|
- if (!light_used) {
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_LIGHTING, true);
|
|
|
|
|
- light_used = true;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
- // FTODO
|
|
|
|
|
- //bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
|
|
|
|
|
- bool has_shadow = light->use_shadow && p_ci->light_mask & light->item_shadow_mask;
|
|
|
|
|
-
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_SHADOWS, has_shadow);
|
|
|
|
|
- if (has_shadow) {
|
|
|
|
|
- // FTODO
|
|
|
|
|
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_USE_GRADIENT, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_NONE);
|
|
|
|
|
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF3);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF3, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF5);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF7, false);
|
|
|
|
|
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF7);
|
|
|
|
|
- //state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF9);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF9, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF13);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
- state.canvas_shader.bind();
|
|
|
|
|
- state.using_light = light;
|
|
|
|
|
- state.using_shadow = has_shadow;
|
|
|
|
|
|
|
+ glGenVertexArrays(1, &data.canvas_quad_array);
|
|
|
|
|
+ glBindVertexArray(data.canvas_quad_array);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
|
|
|
|
|
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
|
|
|
|
|
+ glEnableVertexAttribArray(0);
|
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- //always re-set uniforms, since light parameters changed
|
|
|
|
|
- _set_uniforms();
|
|
|
|
|
- state.canvas_shader.use_material((void *)material_ptr);
|
|
|
|
|
|
|
+ {
|
|
|
|
|
+ //particle quad buffers
|
|
|
|
|
+
|
|
|
|
|
+ glGenBuffers(1, &data.particle_quad_vertices);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
|
|
|
|
|
+ {
|
|
|
|
|
+ //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
|
|
|
|
|
+ const float qv[16] = {
|
|
|
|
|
+ -0.5, -0.5,
|
|
|
|
|
+ 0.0, 0.0,
|
|
|
|
|
+ -0.5, 0.5,
|
|
|
|
|
+ 0.0, 1.0,
|
|
|
|
|
+ 0.5, 0.5,
|
|
|
|
|
+ 1.0, 1.0,
|
|
|
|
|
+ 0.5, -0.5,
|
|
|
|
|
+ 1.0, 0.0
|
|
|
|
|
+ };
|
|
|
|
|
+
|
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
|
|
|
|
|
- RasterizerStorageGLES3::Texture *t = storage->texture_owner.get_or_null(light->texture);
|
|
|
|
|
- if (!t) {
|
|
|
|
|
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
|
|
|
|
|
- } else {
|
|
|
|
|
- t = t->get_ptr();
|
|
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
|
|
|
+
|
|
|
|
|
+ glGenVertexArrays(1, &data.particle_quad_array);
|
|
|
|
|
+ glBindVertexArray(data.particle_quad_array);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
|
|
|
|
|
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
|
|
|
|
|
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
|
|
|
|
|
+ glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
|
|
|
|
|
+ glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
|
|
|
|
|
+ glBindVertexArray(0);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
- glBindTexture(t->target, t->tex_id);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ // ninepatch buffers
|
|
|
|
|
+ {
|
|
|
|
|
+ // array buffer
|
|
|
|
|
+ glGenBuffers(1, &data.ninepatch_vertices);
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
|
|
|
|
|
|
|
|
- glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
- _legacy_canvas_item_render_commands(p_ci, NULL, reclip, material_ptr); //redraw using light
|
|
|
|
|
|
|
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
|
|
|
|
- state.using_light = NULL;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
- light = light->next_ptr;
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ // element buffer
|
|
|
|
|
+ glGenBuffers(1, &data.ninepatch_elements);
|
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
|
|
|
|
|
|
|
|
- if (light_used) {
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_LIGHTING, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_SHADOWS, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_NEAREST, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF3, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF5, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF7, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF9, false);
|
|
|
|
|
- state.canvas_shader.set_conditional(CanvasOldShaderGLES3::SHADOW_FILTER_PCF13, false);
|
|
|
|
|
|
|
+#define _EIDX(y, x) (y * 4 + x)
|
|
|
|
|
+ uint8_t elems[3 * 2 * 9] = {
|
|
|
|
|
+ // first row
|
|
|
|
|
|
|
|
- state.canvas_shader.bind();
|
|
|
|
|
|
|
+ _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
|
|
|
|
|
+ _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
|
|
|
|
|
|
|
|
- r_ris.last_blend_mode = -1;
|
|
|
|
|
|
|
+ _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
|
|
|
|
|
+ _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
|
|
|
|
|
|
|
|
-#if 0
|
|
|
|
|
- //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);
|
|
|
|
|
|
|
+ _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
|
|
|
|
|
+ _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
|
|
|
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
|
|
|
|
|
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
|
|
|
|
|
|
|
+ // second row
|
|
|
|
|
|
|
|
- glBlendEquation(GL_FUNC_ADD);
|
|
|
|
|
|
|
+ _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
|
|
|
|
|
+ _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
|
|
|
|
|
|
|
|
- if (storage->frame.current_rt->flags[RendererStorage::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);
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ // 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
|
|
|
|
|
|
|
|
- //@TODO RESET canvas_blend_mode
|
|
|
|
|
-#endif
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ _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);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- if (reclip) {
|
|
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
|
|
- int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
|
|
|
|
|
- // FTODO
|
|
|
|
|
- // if (storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_VFLIP])
|
|
|
|
|
- // y = r_ris.current_clip->final_clip_rect.position.y;
|
|
|
|
|
- glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
|
|
|
|
|
|
|
+ //state.canvas_shadow_shader.init();
|
|
|
|
|
+
|
|
|
|
|
+ int uniform_max_size;
|
|
|
|
|
+ glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &uniform_max_size);
|
|
|
|
|
+ if (uniform_max_size < 65536) {
|
|
|
|
|
+ state.max_lights_per_render = 64;
|
|
|
|
|
+ state.max_instances_per_batch = 128;
|
|
|
|
|
+ } else {
|
|
|
|
|
+ state.max_lights_per_render = 256;
|
|
|
|
|
+ state.max_instances_per_batch = 512;
|
|
|
}
|
|
}
|
|
|
-}
|
|
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const {
|
|
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
|
|
- glScissor(p_x, p_y, p_width, p_height);
|
|
|
|
|
-}
|
|
|
|
|
|
|
+ // Reserve 64 Uniform Buffers for instance data
|
|
|
|
|
+ state.canvas_instance_data_buffers.resize(64);
|
|
|
|
|
+ state.fences.resize(64);
|
|
|
|
|
+ glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
|
|
|
|
|
+ for (int i = 0; i < 64; i++) {
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
|
|
|
|
|
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
|
|
|
|
|
+ }
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::gl_disable_scissor() const {
|
|
|
|
|
- glDisable(GL_SCISSOR_TEST);
|
|
|
|
|
-}
|
|
|
|
|
|
|
+ state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_batch);
|
|
|
|
|
|
|
|
-void RasterizerCanvasGLES3::initialize() {
|
|
|
|
|
- RasterizerCanvasBaseGLES3::initialize();
|
|
|
|
|
|
|
+ glGenBuffers(1, &state.canvas_state_buffer);
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
|
|
|
|
|
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
|
|
|
|
|
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
|
|
|
|
- batch_initialize();
|
|
|
|
|
|
|
+ String global_defines;
|
|
|
|
|
+ global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
|
|
|
|
|
+ global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n";
|
|
|
|
|
+ global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
|
|
|
|
|
|
|
|
- // just reserve some space (may not be needed as we are orphaning, but hey ho)
|
|
|
|
|
- glGenBuffers(1, &bdata.gl_vertex_buffer);
|
|
|
|
|
|
|
+ state.canvas_shader.initialize(global_defines);
|
|
|
|
|
+ state.canvas_shader_default_version = state.canvas_shader.version_create();
|
|
|
|
|
+ state.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
|
|
|
|
|
|
|
|
- if (bdata.vertex_buffer_size_bytes) {
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
|
|
|
|
|
- glBufferData(GL_ARRAY_BUFFER, bdata.vertex_buffer_size_bytes, NULL, GL_DYNAMIC_DRAW);
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
+ //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
|
|
|
|
|
|
|
|
- // pre fill index buffer, the indices never need to change so can be static
|
|
|
|
|
- glGenBuffers(1, &bdata.gl_index_buffer);
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
|
|
|
|
|
-
|
|
|
|
|
- Vector<uint16_t> indices;
|
|
|
|
|
- indices.resize(bdata.index_buffer_size_units);
|
|
|
|
|
-
|
|
|
|
|
- for (unsigned int q = 0; q < bdata.max_quads; q++) {
|
|
|
|
|
- int i_pos = q * 6; // 6 inds per quad
|
|
|
|
|
- int q_pos = q * 4; // 4 verts per quad
|
|
|
|
|
- indices.set(i_pos, q_pos);
|
|
|
|
|
- indices.set(i_pos + 1, q_pos + 1);
|
|
|
|
|
- indices.set(i_pos + 2, q_pos + 2);
|
|
|
|
|
- indices.set(i_pos + 3, q_pos);
|
|
|
|
|
- indices.set(i_pos + 4, q_pos + 2);
|
|
|
|
|
- indices.set(i_pos + 5, q_pos + 3);
|
|
|
|
|
-
|
|
|
|
|
- // we can only use 16 bit indices in OpenGL!
|
|
|
|
|
-#ifdef DEBUG_ENABLED
|
|
|
|
|
- CRASH_COND((q_pos + 3) > 65535);
|
|
|
|
|
-#endif
|
|
|
|
|
- }
|
|
|
|
|
|
|
+ //state.canvas_shader.bind();
|
|
|
|
|
|
|
|
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, bdata.index_buffer_size_bytes, &indices[0], GL_STATIC_DRAW);
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
+ //state.lens_shader.init();
|
|
|
|
|
+
|
|
|
|
|
+ //state.canvas_shader.set_conditional(CanvasOldShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
|
|
|
|
|
|
|
|
- } // only if there is a vertex buffer (batching is on)
|
|
|
|
|
|
|
+ {
|
|
|
|
|
+ default_canvas_group_shader = storage->shader_allocate();
|
|
|
|
|
+ storage->shader_initialize(default_canvas_group_shader);
|
|
|
|
|
+
|
|
|
|
|
+ storage->shader_set_code(default_canvas_group_shader, R"(
|
|
|
|
|
+// Default CanvasGroup shader.
|
|
|
|
|
+
|
|
|
|
|
+shader_type canvas_item;
|
|
|
|
|
+
|
|
|
|
|
+void fragment() {
|
|
|
|
|
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
|
|
|
|
|
+
|
|
|
|
|
+ if (c.a > 0.0001) {
|
|
|
|
|
+ c.rgb /= c.a;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ COLOR *= c;
|
|
|
|
|
+}
|
|
|
|
|
+)");
|
|
|
|
|
+ default_canvas_group_material = storage->material_allocate();
|
|
|
|
|
+ storage->material_initialize(default_canvas_group_material);
|
|
|
|
|
+
|
|
|
|
|
+ storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ default_canvas_texture = storage->canvas_texture_allocate();
|
|
|
|
|
+ storage->canvas_texture_initialize(default_canvas_texture);
|
|
|
|
|
+
|
|
|
|
|
+ state.using_light = NULL;
|
|
|
|
|
+ state.using_transparent_rt = false;
|
|
|
|
|
+ state.using_skeleton = false;
|
|
|
|
|
+ state.current_shader_version = state.canvas_shader_default_version;
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
|
|
RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
|
|
|
- batch_constructor();
|
|
|
|
|
|
|
+}
|
|
|
|
|
+RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
|
|
|
|
|
+ state.canvas_shader.version_free(state.canvas_shader_default_version);
|
|
|
|
|
+ storage->free(default_canvas_group_material);
|
|
|
|
|
+ storage->free(default_canvas_group_shader);
|
|
|
|
|
+ storage->free(default_canvas_texture);
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void RasterizerCanvasGLES3::finalize() {
|
|
|
|
|
+ glDeleteBuffers(1, &data.canvas_quad_vertices);
|
|
|
|
|
+ glDeleteVertexArrays(1, &data.canvas_quad_array);
|
|
|
|
|
+
|
|
|
|
|
+ glDeleteBuffers(1, &data.canvas_quad_vertices);
|
|
|
|
|
+ glDeleteVertexArrays(1, &data.canvas_quad_array);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
-#endif // GLES3_BACKEND_ENABLED
|
|
|
|
|
|
|
+#endif // GLES3_ENABLED
|