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@@ -298,54 +298,89 @@ void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_sc
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}
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}
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-void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
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- if (p_image.is_null() || p_image->is_empty())
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+void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_color, RenderingServer::SplashStretchMode p_stretch_mode, bool p_use_filter) {
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+ if (p_image.is_null() || p_image->is_empty()) {
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return;
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+ }
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- Size2i win_size = DisplayServer::get_singleton()->screen_get_size();
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+ Size2 window_size = DisplayServer::get_singleton()->screen_get_size();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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- glViewport(0, 0, win_size.width, win_size.height);
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+ glViewport(0, 0, window_size.width, window_size.height);
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glDisable(GL_BLEND);
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glDepthMask(GL_FALSE);
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- if (false) {
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- // if (OS::get_singleton()->get_window_per_pixel_transparency_enabled()) {
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- glClearColor(0.0, 0.0, 0.0, 0.0);
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- } else {
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- glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
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- }
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+ glClearColor(p_color.r, p_color.g, p_color.b, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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canvas.canvas_begin();
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RID texture = storage.texture_create();
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+ // FIXME: Handle p_filter.
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//storage.texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
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storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
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storage.texture_set_data(texture, p_image);
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+ // Stretch code synced with RendererCompositorRD.
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Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
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Rect2 screenrect;
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- if (p_scale) {
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- if (win_size.width > win_size.height) {
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- //scale horizontally
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- screenrect.size.y = win_size.height;
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- screenrect.size.x = imgrect.size.x * win_size.height / imgrect.size.y;
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- screenrect.position.x = (win_size.width - screenrect.size.x) / 2;
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-
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- } else {
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- //scale vertically
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- screenrect.size.x = win_size.width;
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- screenrect.size.y = imgrect.size.y * win_size.width / imgrect.size.x;
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- screenrect.position.y = (win_size.height - screenrect.size.y) / 2;
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- }
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- } else {
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- screenrect = imgrect;
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- screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
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+ switch (p_stretch_mode) {
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+ case RenderingServer::SPLASH_STRETCH_MODE_DISABLED: {
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+ screenrect = imgrect;
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+ screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
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+ } break;
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+ case RenderingServer::SPLASH_STRETCH_MODE_KEEP: {
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+ if (window_size.width > window_size.height) {
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+ // Scale horizontally.
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+ screenrect.size.y = window_size.height;
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+ screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
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+ screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
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+ } else {
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+ // Scale vertically.
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+ screenrect.size.x = window_size.width;
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+ screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
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+ screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
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+ }
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+ } break;
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+ case RenderingServer::SPLASH_STRETCH_MODE_KEEP_WIDTH: {
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+ // Scale vertically.
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+ screenrect.size.x = window_size.width;
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+ screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
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+ screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
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+ } break;
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+ case RenderingServer::SPLASH_STRETCH_MODE_KEEP_HEIGHT: {
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+ // Scale horizontally.
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+ screenrect.size.y = window_size.height;
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+ screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
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+ screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
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+ } break;
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+ case RenderingServer::SPLASH_STRETCH_MODE_COVER: {
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+ double window_aspect = (double)window_size.width / window_size.height;
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+ double img_aspect = imgrect.size.x / imgrect.size.y;
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+
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+ if (window_aspect > img_aspect) {
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+ // Scale vertically.
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+ screenrect.size.x = window_size.width;
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+ screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
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+ screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
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+ } else {
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+ // Scale horizontally.
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+ screenrect.size.y = window_size.height;
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+ screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
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+ screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
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+ }
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+ } break;
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+ case RenderingServer::SPLASH_STRETCH_MODE_EXPAND: {
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+ screenrect.size.x = window_size.width;
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+ screenrect.size.y = window_size.height;
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+ } break;
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}
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+ // FIXME: Actually draw the image after binding it, using screenrect for scaling.
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+
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RasterizerStorageGLES3::Texture *t = storage.texture_owner.get_or_null(texture);
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glActiveTexture(GL_TEXTURE0 + storage.config.max_texture_image_units - 1);
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glBindTexture(GL_TEXTURE_2D, t->tex_id);
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+ //canvas->draw_generic_textured_rect(screenrect, Rect2(0, 0, 1, 1));
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glBindTexture(GL_TEXTURE_2D, 0);
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canvas.canvas_end();
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