rasterizer_canvas_gles3.cpp 79 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles3.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_scene_gles3.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
  39. p_array[0] = p_mtx.elements[0][0];
  40. p_array[1] = p_mtx.elements[0][1];
  41. p_array[2] = 0;
  42. p_array[3] = 0;
  43. p_array[4] = p_mtx.elements[1][0];
  44. p_array[5] = p_mtx.elements[1][1];
  45. p_array[6] = 0;
  46. p_array[7] = 0;
  47. p_array[8] = 0;
  48. p_array[9] = 0;
  49. p_array[10] = 1;
  50. p_array[11] = 0;
  51. p_array[12] = p_mtx.elements[2][0];
  52. p_array[13] = p_mtx.elements[2][1];
  53. p_array[14] = 0;
  54. p_array[15] = 1;
  55. }
  56. static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  57. p_array[0] = p_mtx.basis.elements[0][0];
  58. p_array[1] = p_mtx.basis.elements[1][0];
  59. p_array[2] = p_mtx.basis.elements[2][0];
  60. p_array[3] = 0;
  61. p_array[4] = p_mtx.basis.elements[0][1];
  62. p_array[5] = p_mtx.basis.elements[1][1];
  63. p_array[6] = p_mtx.basis.elements[2][1];
  64. p_array[7] = 0;
  65. p_array[8] = p_mtx.basis.elements[0][2];
  66. p_array[9] = p_mtx.basis.elements[1][2];
  67. p_array[10] = p_mtx.basis.elements[2][2];
  68. p_array[11] = 0;
  69. p_array[12] = p_mtx.origin.x;
  70. p_array[13] = p_mtx.origin.y;
  71. p_array[14] = p_mtx.origin.z;
  72. p_array[15] = 1;
  73. }
  74. static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  75. for (int i = 0; i < 4; i++) {
  76. for (int j = 0; j < 4; j++) {
  77. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  78. }
  79. }
  80. }
  81. RID RasterizerCanvasGLES3::light_internal_create() {
  82. LightInternal *li = memnew(LightInternal);
  83. glGenBuffers(1, &li->ubo);
  84. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  85. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  86. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  87. return light_internal_owner.make_rid(li);
  88. }
  89. void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
  90. LightInternal *li = light_internal_owner.getornull(p_rid);
  91. ERR_FAIL_COND(!li);
  92. store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
  93. store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
  94. store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
  95. for (int i = 0; i < 4; i++) {
  96. li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
  97. li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
  98. }
  99. li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
  100. li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
  101. li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
  102. li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
  103. li->ubo_data.light_height = p_light->height;
  104. if (p_light->radius_cache == 0)
  105. li->ubo_data.shadow_gradient = 0;
  106. else
  107. li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
  108. li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
  109. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  110. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data);
  111. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  112. }
  113. void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
  114. LightInternal *li = light_internal_owner.getornull(p_rid);
  115. ERR_FAIL_COND(!li);
  116. glDeleteBuffers(1, &li->ubo);
  117. light_internal_owner.free(p_rid);
  118. memdelete(li);
  119. }
  120. void RasterizerCanvasGLES3::canvas_begin() {
  121. if (storage->frame.current_rt && storage->frame.clear_request) {
  122. // a clear request may be pending, so do it
  123. bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  124. glClearColor(storage->frame.clear_request_color.r,
  125. storage->frame.clear_request_color.g,
  126. storage->frame.clear_request_color.b,
  127. transparent ? storage->frame.clear_request_color.a : 1.0);
  128. glClear(GL_COLOR_BUFFER_BIT);
  129. storage->frame.clear_request = false;
  130. glColorMask(1, 1, 1, transparent ? 1 : 0);
  131. }
  132. reset_canvas();
  133. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
  134. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  135. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  136. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  137. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  138. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  139. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  140. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  141. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  142. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  143. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
  144. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  145. state.canvas_shader.set_custom_shader(0);
  146. state.canvas_shader.bind();
  147. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
  148. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
  149. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  150. if (storage->frame.current_rt) {
  151. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  152. } else {
  153. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  154. }
  155. //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
  156. //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
  157. //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
  158. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  159. glBindVertexArray(data.canvas_quad_array);
  160. state.using_texture_rect = true;
  161. state.using_ninepatch = false;
  162. state.using_skeleton = false;
  163. }
  164. void RasterizerCanvasGLES3::canvas_end() {
  165. glBindVertexArray(0);
  166. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  167. glColorMask(1, 1, 1, 1);
  168. state.using_texture_rect = false;
  169. state.using_ninepatch = false;
  170. }
  171. RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
  172. RasterizerStorageGLES3::Texture *tex_return = NULL;
  173. if (p_texture == state.current_tex && !p_force) {
  174. tex_return = state.current_tex_ptr;
  175. } else if (p_texture.is_valid()) {
  176. RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
  177. if (!texture) {
  178. state.current_tex = RID();
  179. state.current_tex_ptr = NULL;
  180. glActiveTexture(GL_TEXTURE0);
  181. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  182. } else {
  183. if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  184. VisualServerRaster::redraw_request();
  185. }
  186. texture = texture->get_ptr();
  187. if (texture->render_target)
  188. texture->render_target->used_in_frame = true;
  189. glActiveTexture(GL_TEXTURE0);
  190. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  191. state.current_tex = p_texture;
  192. state.current_tex_ptr = texture;
  193. tex_return = texture;
  194. }
  195. } else {
  196. glActiveTexture(GL_TEXTURE0);
  197. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  198. state.current_tex = RID();
  199. state.current_tex_ptr = NULL;
  200. }
  201. if (p_normal_map == state.current_normal && !p_force) {
  202. //do none
  203. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  204. } else if (p_normal_map.is_valid()) {
  205. RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  206. if (!normal_map) {
  207. state.current_normal = RID();
  208. glActiveTexture(GL_TEXTURE1);
  209. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  210. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  211. } else {
  212. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  213. VisualServerRaster::redraw_request();
  214. }
  215. normal_map = normal_map->get_ptr();
  216. glActiveTexture(GL_TEXTURE1);
  217. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  218. state.current_normal = p_normal_map;
  219. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
  220. }
  221. } else {
  222. state.current_normal = RID();
  223. glActiveTexture(GL_TEXTURE1);
  224. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  225. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  226. }
  227. return tex_return;
  228. }
  229. void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
  230. if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
  231. return;
  232. if (p_enable) {
  233. glBindVertexArray(data.canvas_quad_array);
  234. } else {
  235. glBindVertexArray(0);
  236. glBindBuffer(GL_ARRAY_BUFFER, 0);
  237. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  238. }
  239. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
  240. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
  241. state.canvas_shader.bind();
  242. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  243. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  244. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  245. if (state.using_skeleton) {
  246. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  247. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  248. }
  249. if (storage->frame.current_rt) {
  250. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  251. } else {
  252. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  253. }
  254. state.using_texture_rect = p_enable;
  255. state.using_ninepatch = p_ninepatch;
  256. }
  257. void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {
  258. glBindVertexArray(data.polygon_buffer_pointer_array);
  259. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  260. uint32_t buffer_ofs = 0;
  261. //vertex
  262. #ifdef DEBUG_ENABLED
  263. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  264. #endif
  265. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  266. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  267. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  268. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  269. //color
  270. #ifdef DEBUG_ENABLED
  271. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  272. #endif
  273. if (p_singlecolor) {
  274. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  275. Color m = *p_colors;
  276. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  277. } else if (!p_colors) {
  278. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  279. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  280. } else {
  281. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  282. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  283. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  284. buffer_ofs += sizeof(Color) * p_vertex_count;
  285. }
  286. #ifdef DEBUG_ENABLED
  287. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  288. #endif
  289. if (p_uvs) {
  290. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  291. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  292. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  293. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  294. } else {
  295. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  296. }
  297. #ifdef DEBUG_ENABLED
  298. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  299. #endif
  300. if (p_bones && p_weights) {
  301. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
  302. glEnableVertexAttribArray(VS::ARRAY_BONES);
  303. //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  304. glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  305. buffer_ofs += sizeof(int) * 4 * p_vertex_count;
  306. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
  307. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  308. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  309. buffer_ofs += sizeof(float) * 4 * p_vertex_count;
  310. } else if (state.using_skeleton) {
  311. glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
  312. glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
  313. }
  314. #ifdef DEBUG_ENABLED
  315. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  316. #endif
  317. //bind the indices buffer.
  318. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  319. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  320. //draw the triangles.
  321. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  322. storage->frame.canvas_draw_commands++;
  323. if (p_bones && p_weights) {
  324. //not used so often, so disable when used
  325. glDisableVertexAttribArray(VS::ARRAY_BONES);
  326. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  327. }
  328. glBindVertexArray(0);
  329. }
  330. void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  331. glBindVertexArray(data.polygon_buffer_pointer_array);
  332. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  333. uint32_t buffer_ofs = 0;
  334. //vertex
  335. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  336. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  337. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  338. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  339. //color
  340. if (p_singlecolor) {
  341. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  342. Color m = *p_colors;
  343. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  344. } else if (!p_colors) {
  345. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  346. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  347. } else {
  348. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  349. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  350. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  351. buffer_ofs += sizeof(Color) * p_vertex_count;
  352. }
  353. if (p_uvs) {
  354. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  355. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  356. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  357. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  358. } else {
  359. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  360. }
  361. glDrawArrays(p_primitive, 0, p_vertex_count);
  362. storage->frame.canvas_draw_commands++;
  363. glBindVertexArray(0);
  364. }
  365. void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  366. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  367. //#define GLES_USE_PRIMITIVE_BUFFER
  368. int version = 0;
  369. int color_ofs = 0;
  370. int uv_ofs = 0;
  371. int stride = 2;
  372. if (p_colors) { //color
  373. version |= 1;
  374. color_ofs = stride;
  375. stride += 4;
  376. }
  377. if (p_uvs) { //uv
  378. version |= 2;
  379. uv_ofs = stride;
  380. stride += 2;
  381. }
  382. float b[(2 + 2 + 4) * 4];
  383. for (int i = 0; i < p_points; i++) {
  384. b[stride * i + 0] = p_vertices[i].x;
  385. b[stride * i + 1] = p_vertices[i].y;
  386. }
  387. if (p_colors) {
  388. for (int i = 0; i < p_points; i++) {
  389. b[stride * i + color_ofs + 0] = p_colors[i].r;
  390. b[stride * i + color_ofs + 1] = p_colors[i].g;
  391. b[stride * i + color_ofs + 2] = p_colors[i].b;
  392. b[stride * i + color_ofs + 3] = p_colors[i].a;
  393. }
  394. }
  395. if (p_uvs) {
  396. for (int i = 0; i < p_points; i++) {
  397. b[stride * i + uv_ofs + 0] = p_uvs[i].x;
  398. b[stride * i + uv_ofs + 1] = p_uvs[i].y;
  399. }
  400. }
  401. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  402. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
  403. glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
  404. glDrawArrays(prim[p_points], 0, p_points);
  405. glBindVertexArray(0);
  406. glBindBuffer(GL_ARRAY_BUFFER, 0);
  407. storage->frame.canvas_draw_commands++;
  408. }
  409. static const GLenum gl_primitive[] = {
  410. GL_POINTS,
  411. GL_LINES,
  412. GL_LINE_STRIP,
  413. GL_LINE_LOOP,
  414. GL_TRIANGLES,
  415. GL_TRIANGLE_STRIP,
  416. GL_TRIANGLE_FAN
  417. };
  418. void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
  419. int cc = p_item->commands.size();
  420. Item::Command **commands = p_item->commands.ptrw();
  421. for (int i = 0; i < cc; i++) {
  422. Item::Command *c = commands[i];
  423. switch (c->type) {
  424. case Item::Command::TYPE_LINE: {
  425. Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
  426. _set_texture_rect_mode(false);
  427. _bind_canvas_texture(RID(), RID());
  428. glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
  429. if (line->width <= 1) {
  430. Vector2 verts[2] = {
  431. Vector2(line->from.x, line->from.y),
  432. Vector2(line->to.x, line->to.y)
  433. };
  434. #ifdef GLES_OVER_GL
  435. if (line->antialiased)
  436. glEnable(GL_LINE_SMOOTH);
  437. #endif
  438. //glLineWidth(line->width);
  439. _draw_gui_primitive(2, verts, NULL, NULL);
  440. #ifdef GLES_OVER_GL
  441. if (line->antialiased)
  442. glDisable(GL_LINE_SMOOTH);
  443. #endif
  444. } else {
  445. //thicker line
  446. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  447. Vector2 verts[4] = {
  448. line->from - t,
  449. line->from + t,
  450. line->to + t,
  451. line->to - t,
  452. };
  453. //glLineWidth(line->width);
  454. _draw_gui_primitive(4, verts, NULL, NULL);
  455. #ifdef GLES_OVER_GL
  456. if (line->antialiased) {
  457. glEnable(GL_LINE_SMOOTH);
  458. for (int j = 0; j < 4; j++) {
  459. Vector2 vertsl[2] = {
  460. verts[j],
  461. verts[(j + 1) % 4],
  462. };
  463. _draw_gui_primitive(2, vertsl, NULL, NULL);
  464. }
  465. glDisable(GL_LINE_SMOOTH);
  466. }
  467. #endif
  468. }
  469. } break;
  470. case Item::Command::TYPE_POLYLINE: {
  471. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
  472. _set_texture_rect_mode(false);
  473. _bind_canvas_texture(RID(), RID());
  474. if (pline->triangles.size()) {
  475. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  476. #ifdef GLES_OVER_GL
  477. glEnable(GL_LINE_SMOOTH);
  478. if (pline->multiline) {
  479. //needs to be different
  480. } else {
  481. _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  482. }
  483. glDisable(GL_LINE_SMOOTH);
  484. #endif
  485. } else {
  486. #ifdef GLES_OVER_GL
  487. if (pline->antialiased)
  488. glEnable(GL_LINE_SMOOTH);
  489. #endif
  490. if (pline->multiline) {
  491. int todo = pline->lines.size() / 2;
  492. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  493. int offset = 0;
  494. while (todo) {
  495. int to_draw = MIN(max_per_call, todo);
  496. _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);
  497. todo -= to_draw;
  498. offset += to_draw * 2;
  499. }
  500. } else {
  501. _draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  502. }
  503. #ifdef GLES_OVER_GL
  504. if (pline->antialiased)
  505. glDisable(GL_LINE_SMOOTH);
  506. #endif
  507. }
  508. } break;
  509. case Item::Command::TYPE_RECT: {
  510. Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
  511. _set_texture_rect_mode(true);
  512. //set color
  513. glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
  514. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
  515. if (texture) {
  516. bool untile = false;
  517. if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  518. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  519. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  520. untile = true;
  521. }
  522. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  523. Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  524. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  525. if (dst_rect.size.width < 0) {
  526. dst_rect.position.x += dst_rect.size.width;
  527. dst_rect.size.width *= -1;
  528. }
  529. if (dst_rect.size.height < 0) {
  530. dst_rect.position.y += dst_rect.size.height;
  531. dst_rect.size.height *= -1;
  532. }
  533. if (rect->flags & CANVAS_RECT_FLIP_H) {
  534. src_rect.size.x *= -1;
  535. }
  536. if (rect->flags & CANVAS_RECT_FLIP_V) {
  537. src_rect.size.y *= -1;
  538. }
  539. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  540. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  541. }
  542. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  543. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  544. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  545. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
  546. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  547. if (untile) {
  548. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  549. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  550. }
  551. } else {
  552. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  553. if (dst_rect.size.width < 0) {
  554. dst_rect.position.x += dst_rect.size.width;
  555. dst_rect.size.width *= -1;
  556. }
  557. if (dst_rect.size.height < 0) {
  558. dst_rect.position.y += dst_rect.size.height;
  559. dst_rect.size.height *= -1;
  560. }
  561. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  562. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  563. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  564. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  565. }
  566. storage->frame.canvas_draw_commands++;
  567. } break;
  568. case Item::Command::TYPE_NINEPATCH: {
  569. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
  570. _set_texture_rect_mode(true, true);
  571. glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
  572. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
  573. Size2 texpixel_size;
  574. if (!texture) {
  575. texpixel_size = Size2(1, 1);
  576. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  577. } else {
  578. if (np->source != Rect2()) {
  579. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  580. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
  581. } else {
  582. texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
  583. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  584. }
  585. }
  586. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  587. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  588. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
  589. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
  590. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
  591. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
  592. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
  593. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  594. storage->frame.canvas_draw_commands++;
  595. } break;
  596. case Item::Command::TYPE_PRIMITIVE: {
  597. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
  598. _set_texture_rect_mode(false);
  599. ERR_CONTINUE(primitive->points.size() < 1);
  600. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  601. if (texture) {
  602. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  603. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  604. }
  605. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  606. Color col = primitive->colors[0];
  607. glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a);
  608. } else if (primitive->colors.empty()) {
  609. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  610. }
  611. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  612. } break;
  613. case Item::Command::TYPE_POLYGON: {
  614. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
  615. _set_texture_rect_mode(false);
  616. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  617. if (texture) {
  618. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  619. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  620. }
  621. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
  622. #ifdef GLES_OVER_GL
  623. if (polygon->antialiased) {
  624. glEnable(GL_LINE_SMOOTH);
  625. _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  626. glDisable(GL_LINE_SMOOTH);
  627. }
  628. #endif
  629. } break;
  630. case Item::Command::TYPE_MESH: {
  631. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  632. _set_texture_rect_mode(false);
  633. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  634. if (texture) {
  635. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  636. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  637. }
  638. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
  639. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  640. if (mesh_data) {
  641. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  642. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  643. // 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
  644. glBindVertexArray(s->array_id);
  645. glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
  646. if (s->index_array_len) {
  647. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  648. } else {
  649. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  650. }
  651. glBindVertexArray(0);
  652. }
  653. }
  654. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  655. } break;
  656. case Item::Command::TYPE_MULTIMESH: {
  657. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
  658. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  659. if (!multi_mesh)
  660. break;
  661. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  662. if (!mesh_data)
  663. break;
  664. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  665. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  666. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  667. //reset shader and force rebind
  668. state.using_texture_rect = true;
  669. _set_texture_rect_mode(false);
  670. if (texture) {
  671. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  672. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  673. }
  674. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  675. if (amount == -1) {
  676. amount = multi_mesh->size;
  677. }
  678. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  679. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  680. // 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
  681. glBindVertexArray(s->instancing_array_id);
  682. glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
  683. int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
  684. glEnableVertexAttribArray(8);
  685. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
  686. glVertexAttribDivisor(8, 1);
  687. glEnableVertexAttribArray(9);
  688. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
  689. glVertexAttribDivisor(9, 1);
  690. int color_ofs;
  691. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  692. glEnableVertexAttribArray(10);
  693. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
  694. glVertexAttribDivisor(10, 1);
  695. color_ofs = 12 * 4;
  696. } else {
  697. glDisableVertexAttribArray(10);
  698. glVertexAttrib4f(10, 0, 0, 1, 0);
  699. color_ofs = 8 * 4;
  700. }
  701. int custom_data_ofs = color_ofs;
  702. switch (multi_mesh->color_format) {
  703. case VS::MULTIMESH_COLOR_NONE: {
  704. glDisableVertexAttribArray(11);
  705. glVertexAttrib4f(11, 1, 1, 1, 1);
  706. } break;
  707. case VS::MULTIMESH_COLOR_8BIT: {
  708. glEnableVertexAttribArray(11);
  709. glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  710. glVertexAttribDivisor(11, 1);
  711. custom_data_ofs += 4;
  712. } break;
  713. case VS::MULTIMESH_COLOR_FLOAT: {
  714. glEnableVertexAttribArray(11);
  715. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  716. glVertexAttribDivisor(11, 1);
  717. custom_data_ofs += 4 * 4;
  718. } break;
  719. }
  720. switch (multi_mesh->custom_data_format) {
  721. case VS::MULTIMESH_CUSTOM_DATA_NONE: {
  722. glDisableVertexAttribArray(12);
  723. glVertexAttrib4f(12, 1, 1, 1, 1);
  724. } break;
  725. case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
  726. glEnableVertexAttribArray(12);
  727. glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  728. glVertexAttribDivisor(12, 1);
  729. } break;
  730. case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
  731. glEnableVertexAttribArray(12);
  732. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  733. glVertexAttribDivisor(12, 1);
  734. } break;
  735. }
  736. if (s->index_array_len) {
  737. glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
  738. } else {
  739. glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
  740. }
  741. glBindVertexArray(0);
  742. }
  743. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  744. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  745. state.using_texture_rect = true;
  746. _set_texture_rect_mode(false);
  747. } break;
  748. case Item::Command::TYPE_PARTICLES: {
  749. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  750. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  751. if (!particles)
  752. break;
  753. if (particles->inactive && !particles->emitting)
  754. break;
  755. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  756. VisualServerRaster::redraw_request();
  757. storage->particles_request_process(particles_cmd->particles);
  758. //enable instancing
  759. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  760. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  761. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  762. //reset shader and force rebind
  763. state.using_texture_rect = true;
  764. _set_texture_rect_mode(false);
  765. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  766. if (texture) {
  767. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  768. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  769. } else {
  770. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  771. }
  772. if (!particles->use_local_coords) {
  773. Transform2D inv_xf;
  774. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  775. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  776. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  777. inv_xf.affine_invert();
  778. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  779. }
  780. glBindVertexArray(data.particle_quad_array); //use particle quad array
  781. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  782. int stride = sizeof(float) * 4 * 6;
  783. int amount = particles->amount;
  784. if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
  785. glEnableVertexAttribArray(8); //xform x
  786. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  787. glVertexAttribDivisor(8, 1);
  788. glEnableVertexAttribArray(9); //xform y
  789. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  790. glVertexAttribDivisor(9, 1);
  791. glEnableVertexAttribArray(10); //xform z
  792. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  793. glVertexAttribDivisor(10, 1);
  794. glEnableVertexAttribArray(11); //color
  795. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  796. glVertexAttribDivisor(11, 1);
  797. glEnableVertexAttribArray(12); //custom
  798. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  799. glVertexAttribDivisor(12, 1);
  800. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  801. } else {
  802. //split
  803. int split = int(Math::ceil(particles->phase * particles->amount));
  804. if (amount - split > 0) {
  805. glEnableVertexAttribArray(8); //xform x
  806. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
  807. glVertexAttribDivisor(8, 1);
  808. glEnableVertexAttribArray(9); //xform y
  809. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
  810. glVertexAttribDivisor(9, 1);
  811. glEnableVertexAttribArray(10); //xform z
  812. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
  813. glVertexAttribDivisor(10, 1);
  814. glEnableVertexAttribArray(11); //color
  815. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
  816. glVertexAttribDivisor(11, 1);
  817. glEnableVertexAttribArray(12); //custom
  818. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
  819. glVertexAttribDivisor(12, 1);
  820. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  821. }
  822. if (split > 0) {
  823. glEnableVertexAttribArray(8); //xform x
  824. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  825. glVertexAttribDivisor(8, 1);
  826. glEnableVertexAttribArray(9); //xform y
  827. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  828. glVertexAttribDivisor(9, 1);
  829. glEnableVertexAttribArray(10); //xform z
  830. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  831. glVertexAttribDivisor(10, 1);
  832. glEnableVertexAttribArray(11); //color
  833. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  834. glVertexAttribDivisor(11, 1);
  835. glEnableVertexAttribArray(12); //custom
  836. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  837. glVertexAttribDivisor(12, 1);
  838. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  839. }
  840. }
  841. glBindVertexArray(0);
  842. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  843. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  844. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  845. state.using_texture_rect = true;
  846. _set_texture_rect_mode(false);
  847. } break;
  848. case Item::Command::TYPE_CIRCLE: {
  849. _set_texture_rect_mode(false);
  850. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
  851. static const int numpoints = 32;
  852. Vector2 points[numpoints + 1];
  853. points[numpoints] = circle->pos;
  854. int indices[numpoints * 3];
  855. for (int j = 0; j < numpoints; j++) {
  856. points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius;
  857. indices[j * 3 + 0] = j;
  858. indices[j * 3 + 1] = (j + 1) % numpoints;
  859. indices[j * 3 + 2] = numpoints;
  860. }
  861. _bind_canvas_texture(RID(), RID());
  862. _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
  863. //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  864. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  865. } break;
  866. case Item::Command::TYPE_TRANSFORM: {
  867. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
  868. state.extra_matrix = transform->xform;
  869. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  870. } break;
  871. case Item::Command::TYPE_CLIP_IGNORE: {
  872. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
  873. if (current_clip) {
  874. if (ci->ignore != reclip) {
  875. if (ci->ignore) {
  876. glDisable(GL_SCISSOR_TEST);
  877. reclip = true;
  878. } else {
  879. glEnable(GL_SCISSOR_TEST);
  880. //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
  881. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  882. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  883. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  884. y = current_clip->final_clip_rect.position.y;
  885. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  886. reclip = false;
  887. }
  888. }
  889. }
  890. } break;
  891. }
  892. }
  893. }
  894. void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
  895. if (storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0) {
  896. ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
  897. ERR_FAIL();
  898. }
  899. glDisable(GL_BLEND);
  900. state.canvas_texscreen_used = true;
  901. //blur diffuse into effect mipmaps using separatable convolution
  902. //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
  903. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  904. Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
  905. if (p_rect != Rect2()) {
  906. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
  907. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
  908. }
  909. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
  910. glActiveTexture(GL_TEXTURE0);
  911. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  912. storage->shaders.copy.bind();
  913. storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
  914. scene_render->_copy_screen();
  915. for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
  916. int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
  917. int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
  918. glViewport(0, 0, vp_w, vp_h);
  919. //horizontal pass
  920. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
  921. scene_render->state.effect_blur_shader.bind();
  922. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  923. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  924. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  925. glActiveTexture(GL_TEXTURE0);
  926. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
  927. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
  928. scene_render->_copy_screen();
  929. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
  930. //vertical pass
  931. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
  932. scene_render->state.effect_blur_shader.bind();
  933. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  934. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  935. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  936. glActiveTexture(GL_TEXTURE0);
  937. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
  938. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
  939. scene_render->_copy_screen();
  940. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
  941. }
  942. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
  943. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
  944. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  945. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  946. // back to canvas, force rebind
  947. state.using_texture_rect = true;
  948. _set_texture_rect_mode(false);
  949. _bind_canvas_texture(state.current_tex, state.current_normal, true);
  950. glEnable(GL_BLEND);
  951. }
  952. void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform) {
  953. Item *current_clip = NULL;
  954. RasterizerStorageGLES3::Shader *shader_cache = NULL;
  955. bool rebind_shader = true;
  956. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  957. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  958. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  959. state.current_tex = RID();
  960. state.current_tex_ptr = NULL;
  961. state.current_normal = RID();
  962. glActiveTexture(GL_TEXTURE0);
  963. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  964. int last_blend_mode = -1;
  965. RID canvas_last_material;
  966. bool prev_distance_field = false;
  967. bool prev_use_skeleton = false;
  968. while (p_item_list) {
  969. Item *ci = p_item_list;
  970. if (prev_distance_field != ci->distance_field) {
  971. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
  972. prev_distance_field = ci->distance_field;
  973. rebind_shader = true;
  974. }
  975. if (current_clip != ci->final_clip_owner) {
  976. current_clip = ci->final_clip_owner;
  977. //setup clip
  978. if (current_clip) {
  979. glEnable(GL_SCISSOR_TEST);
  980. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  981. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  982. y = current_clip->final_clip_rect.position.y;
  983. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  984. } else {
  985. glDisable(GL_SCISSOR_TEST);
  986. }
  987. }
  988. if (ci->copy_back_buffer) {
  989. if (ci->copy_back_buffer->full) {
  990. _copy_texscreen(Rect2());
  991. } else {
  992. _copy_texscreen(ci->copy_back_buffer->rect);
  993. }
  994. }
  995. RasterizerStorageGLES3::Skeleton *skeleton = NULL;
  996. {
  997. //skeleton handling
  998. if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
  999. skeleton = storage->skeleton_owner.get(ci->skeleton);
  1000. if (!skeleton->use_2d) {
  1001. skeleton = NULL;
  1002. } else {
  1003. state.skeleton_transform = p_transform * skeleton->base_transform_2d;
  1004. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  1005. }
  1006. }
  1007. bool use_skeleton = skeleton != NULL;
  1008. if (prev_use_skeleton != use_skeleton) {
  1009. rebind_shader = true;
  1010. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  1011. prev_use_skeleton = use_skeleton;
  1012. }
  1013. if (skeleton) {
  1014. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1015. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  1016. state.using_skeleton = true;
  1017. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  1018. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  1019. } else {
  1020. state.using_skeleton = false;
  1021. }
  1022. }
  1023. //begin rect
  1024. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  1025. RID material = material_owner->material;
  1026. if (material != canvas_last_material || rebind_shader) {
  1027. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  1028. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  1029. if (material_ptr) {
  1030. shader_ptr = material_ptr->shader;
  1031. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  1032. shader_ptr = NULL; //do not use non canvasitem shader
  1033. }
  1034. }
  1035. if (shader_ptr) {
  1036. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  1037. //copy if not copied before
  1038. _copy_texscreen(Rect2());
  1039. // blend mode will have been enabled so make sure we disable it again later on
  1040. last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
  1041. }
  1042. if (shader_ptr != shader_cache || rebind_shader) {
  1043. if (shader_ptr->canvas_item.uses_time) {
  1044. VisualServerRaster::redraw_request();
  1045. }
  1046. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  1047. state.canvas_shader.bind();
  1048. }
  1049. if (material_ptr->ubo_id) {
  1050. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  1051. }
  1052. int tc = material_ptr->textures.size();
  1053. RID *textures = material_ptr->textures.ptrw();
  1054. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  1055. for (int i = 0; i < tc; i++) {
  1056. glActiveTexture(GL_TEXTURE2 + i);
  1057. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  1058. if (!t) {
  1059. switch (texture_hints[i]) {
  1060. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  1061. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  1062. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1063. } break;
  1064. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  1065. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  1066. } break;
  1067. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1068. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  1069. } break;
  1070. default: {
  1071. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1072. } break;
  1073. }
  1074. //check hints
  1075. continue;
  1076. }
  1077. if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  1078. VisualServerRaster::redraw_request();
  1079. }
  1080. t = t->get_ptr();
  1081. if (storage->config.srgb_decode_supported && t->using_srgb) {
  1082. //no srgb in 2D
  1083. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  1084. t->using_srgb = false;
  1085. }
  1086. glBindTexture(t->target, t->tex_id);
  1087. }
  1088. } else {
  1089. state.canvas_shader.set_custom_shader(0);
  1090. state.canvas_shader.bind();
  1091. }
  1092. shader_cache = shader_ptr;
  1093. canvas_last_material = material;
  1094. rebind_shader = false;
  1095. }
  1096. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1097. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  1098. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1099. }
  1100. bool unshaded = shader_cache && (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));
  1101. bool reclip = false;
  1102. if (last_blend_mode != blend_mode) {
  1103. if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1104. // re-enable it
  1105. glEnable(GL_BLEND);
  1106. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1107. // disable it
  1108. glDisable(GL_BLEND);
  1109. }
  1110. switch (blend_mode) {
  1111. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  1112. // nothing to do here
  1113. } break;
  1114. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  1115. glBlendEquation(GL_FUNC_ADD);
  1116. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1117. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1118. } else {
  1119. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1120. }
  1121. } break;
  1122. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  1123. glBlendEquation(GL_FUNC_ADD);
  1124. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1125. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1126. } else {
  1127. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1128. }
  1129. } break;
  1130. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  1131. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1132. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1133. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1134. } else {
  1135. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1136. }
  1137. } break;
  1138. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  1139. glBlendEquation(GL_FUNC_ADD);
  1140. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1141. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1142. } else {
  1143. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1144. }
  1145. } break;
  1146. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1147. glBlendEquation(GL_FUNC_ADD);
  1148. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1149. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1150. } else {
  1151. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1152. }
  1153. } break;
  1154. }
  1155. last_blend_mode = blend_mode;
  1156. }
  1157. 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);
  1158. state.final_transform = ci->final_transform;
  1159. state.extra_matrix = Transform2D();
  1160. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1161. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1162. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  1163. if (storage->frame.current_rt) {
  1164. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1165. } else {
  1166. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1167. }
  1168. if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
  1169. _canvas_item_render_commands(ci, current_clip, reclip);
  1170. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  1171. Light *light = p_light;
  1172. bool light_used = false;
  1173. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1174. state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate
  1175. while (light) {
  1176. if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
  1177. //intersects this light
  1178. if (!light_used || mode != light->mode) {
  1179. mode = light->mode;
  1180. switch (mode) {
  1181. case VS::CANVAS_LIGHT_MODE_ADD: {
  1182. glBlendEquation(GL_FUNC_ADD);
  1183. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1184. } break;
  1185. case VS::CANVAS_LIGHT_MODE_SUB: {
  1186. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1187. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1188. } break;
  1189. case VS::CANVAS_LIGHT_MODE_MIX:
  1190. case VS::CANVAS_LIGHT_MODE_MASK: {
  1191. glBlendEquation(GL_FUNC_ADD);
  1192. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1193. } break;
  1194. }
  1195. }
  1196. if (!light_used) {
  1197. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  1198. light_used = true;
  1199. }
  1200. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  1201. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  1202. if (has_shadow) {
  1203. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1204. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  1205. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  1206. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  1207. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  1208. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  1209. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  1210. }
  1211. bool light_rebind = state.canvas_shader.bind();
  1212. if (light_rebind) {
  1213. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1214. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1215. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  1216. }
  1217. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
  1218. if (has_shadow) {
  1219. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1220. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  1221. glBindTexture(GL_TEXTURE_2D, cls->distance);
  1222. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  1223. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  1224. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  1225. }
  1226. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1227. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  1228. if (!t) {
  1229. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1230. } else {
  1231. t = t->get_ptr();
  1232. glBindTexture(t->target, t->tex_id);
  1233. }
  1234. glActiveTexture(GL_TEXTURE0);
  1235. _canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
  1236. }
  1237. light = light->next_ptr;
  1238. }
  1239. if (light_used) {
  1240. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1241. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1242. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  1243. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  1244. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  1245. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  1246. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  1247. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  1248. state.canvas_shader.bind();
  1249. last_blend_mode = -1;
  1250. /*
  1251. //this is set again, so it should not be needed anyway?
  1252. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1253. ci->final_modulate.r * p_modulate.r,
  1254. ci->final_modulate.g * p_modulate.g,
  1255. ci->final_modulate.b * p_modulate.b,
  1256. ci->final_modulate.a * p_modulate.a );
  1257. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  1258. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  1259. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  1260. glBlendEquation(GL_FUNC_ADD);
  1261. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1262. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1263. } else {
  1264. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1265. }
  1266. //@TODO RESET canvas_blend_mode
  1267. */
  1268. }
  1269. }
  1270. if (reclip) {
  1271. glEnable(GL_SCISSOR_TEST);
  1272. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1273. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1274. y = current_clip->final_clip_rect.position.y;
  1275. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1276. }
  1277. p_item_list = p_item_list->next;
  1278. }
  1279. if (current_clip) {
  1280. glDisable(GL_SCISSOR_TEST);
  1281. }
  1282. //disable states that may have been used
  1283. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  1284. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  1285. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  1286. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  1287. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  1288. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1289. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1290. }
  1291. void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  1292. Light *light = p_lights_with_shadow;
  1293. canvas_begin(); //reset
  1294. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1295. int h = 10;
  1296. int w = storage->frame.current_rt->width;
  1297. int ofs = h;
  1298. glDisable(GL_BLEND);
  1299. while (light) {
  1300. if (light->shadow_buffer.is_valid()) {
  1301. RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1302. if (sb) {
  1303. glBindTexture(GL_TEXTURE_2D, sb->distance);
  1304. draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
  1305. ofs += h * 2;
  1306. }
  1307. }
  1308. light = light->shadows_next_ptr;
  1309. }
  1310. canvas_end();
  1311. }
  1312. 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) {
  1313. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  1314. ERR_FAIL_COND(!cls);
  1315. glDisable(GL_BLEND);
  1316. glDisable(GL_SCISSOR_TEST);
  1317. glDisable(GL_DITHER);
  1318. glDisable(GL_CULL_FACE);
  1319. glDepthFunc(GL_LEQUAL);
  1320. glEnable(GL_DEPTH_TEST);
  1321. glDepthMask(true);
  1322. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  1323. state.canvas_shadow_shader.bind();
  1324. glViewport(0, 0, cls->size, cls->height);
  1325. glClearDepth(1.0f);
  1326. glClearColor(1, 1, 1, 1);
  1327. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1328. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1329. for (int i = 0; i < 4; i++) {
  1330. //make sure it remains orthogonal, makes easy to read angle later
  1331. Transform light;
  1332. light.origin[0] = p_light_xform[2][0];
  1333. light.origin[1] = p_light_xform[2][1];
  1334. light.basis[0][0] = p_light_xform[0][0];
  1335. light.basis[0][1] = p_light_xform[1][0];
  1336. light.basis[1][0] = p_light_xform[0][1];
  1337. light.basis[1][1] = p_light_xform[1][1];
  1338. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1339. //p_near=1;
  1340. CameraMatrix projection;
  1341. {
  1342. real_t fov = 90;
  1343. real_t nearp = p_near;
  1344. real_t farp = p_far;
  1345. real_t aspect = 1.0;
  1346. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1347. real_t ymin = -ymax;
  1348. real_t xmin = ymin * aspect;
  1349. real_t xmax = ymax * aspect;
  1350. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1351. }
  1352. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  1353. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1354. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
  1355. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
  1356. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
  1357. if (i == 0)
  1358. *p_xform_cache = projection;
  1359. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  1360. LightOccluderInstance *instance = p_occluders;
  1361. while (instance) {
  1362. RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  1363. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  1364. instance = instance->next;
  1365. continue;
  1366. }
  1367. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
  1368. if (cull != instance->cull_cache) {
  1369. cull = instance->cull_cache;
  1370. switch (cull) {
  1371. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  1372. glDisable(GL_CULL_FACE);
  1373. } break;
  1374. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  1375. glEnable(GL_CULL_FACE);
  1376. glCullFace(GL_FRONT);
  1377. } break;
  1378. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  1379. glEnable(GL_CULL_FACE);
  1380. glCullFace(GL_BACK);
  1381. } break;
  1382. }
  1383. }
  1384. glBindVertexArray(cc->array_id);
  1385. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1386. instance = instance->next;
  1387. }
  1388. }
  1389. glBindVertexArray(0);
  1390. }
  1391. void RasterizerCanvasGLES3::reset_canvas() {
  1392. if (storage->frame.current_rt) {
  1393. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  1394. glColorMask(1, 1, 1, 1); //don't touch alpha
  1395. }
  1396. glBindVertexArray(0);
  1397. glDisable(GL_CULL_FACE);
  1398. glDisable(GL_DEPTH_TEST);
  1399. glDisable(GL_SCISSOR_TEST);
  1400. glDisable(GL_DITHER);
  1401. glEnable(GL_BLEND);
  1402. glBlendEquation(GL_FUNC_ADD);
  1403. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1404. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1405. } else {
  1406. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1407. }
  1408. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  1409. //glLineWidth(1.0);
  1410. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1411. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1412. //use for reading from screen
  1413. if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
  1414. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  1415. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
  1416. }
  1417. glActiveTexture(GL_TEXTURE0);
  1418. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1419. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1420. Transform canvas_transform;
  1421. if (storage->frame.current_rt) {
  1422. float csy = 1.0;
  1423. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  1424. csy = -1.0;
  1425. }
  1426. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  1427. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  1428. } else {
  1429. Vector2 ssize = OS::get_singleton()->get_window_size();
  1430. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1431. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  1432. }
  1433. state.vp = canvas_transform;
  1434. store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
  1435. state.canvas_item_ubo_data.time = storage->frame.time[0];
  1436. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1437. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
  1438. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1439. state.canvas_texscreen_used = false;
  1440. }
  1441. void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1442. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  1443. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  1444. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1445. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1446. }
  1447. void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  1448. Vector2 half_size;
  1449. if (storage->frame.current_rt) {
  1450. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  1451. } else {
  1452. half_size = OS::get_singleton()->get_window_size();
  1453. }
  1454. half_size *= 0.5;
  1455. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  1456. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  1457. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  1458. // setup our lens shader
  1459. state.lens_shader.bind();
  1460. state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
  1461. state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
  1462. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
  1463. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
  1464. state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
  1465. state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
  1466. state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
  1467. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  1468. glBindVertexArray(data.canvas_quad_array);
  1469. // and draw
  1470. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1471. glBindVertexArray(0);
  1472. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  1473. }
  1474. void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {
  1475. Vector2 window_size = OS::get_singleton()->get_window_size();
  1476. int window_h = window_size.height;
  1477. int window_w = window_size.width;
  1478. glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
  1479. glViewport(0, 0, window_size.width, window_size.height);
  1480. canvas_begin();
  1481. if (black_image[MARGIN_LEFT].is_valid()) {
  1482. _bind_canvas_texture(black_image[MARGIN_LEFT], RID());
  1483. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  1484. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
  1485. } else if (black_margin[MARGIN_LEFT]) {
  1486. glActiveTexture(GL_TEXTURE0);
  1487. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1488. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  1489. }
  1490. if (black_image[MARGIN_RIGHT].is_valid()) {
  1491. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
  1492. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  1493. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y));
  1494. } else if (black_margin[MARGIN_RIGHT]) {
  1495. glActiveTexture(GL_TEXTURE0);
  1496. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1497. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  1498. }
  1499. if (black_image[MARGIN_TOP].is_valid()) {
  1500. _bind_canvas_texture(black_image[MARGIN_TOP], RID());
  1501. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  1502. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
  1503. } else if (black_margin[MARGIN_TOP]) {
  1504. glActiveTexture(GL_TEXTURE0);
  1505. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1506. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  1507. }
  1508. if (black_image[MARGIN_BOTTOM].is_valid()) {
  1509. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
  1510. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  1511. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y));
  1512. } else if (black_margin[MARGIN_BOTTOM]) {
  1513. glActiveTexture(GL_TEXTURE0);
  1514. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1515. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  1516. }
  1517. }
  1518. void RasterizerCanvasGLES3::initialize() {
  1519. {
  1520. //quad buffers
  1521. glGenBuffers(1, &data.canvas_quad_vertices);
  1522. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1523. {
  1524. const float qv[8] = {
  1525. 0, 0,
  1526. 0, 1,
  1527. 1, 1,
  1528. 1, 0
  1529. };
  1530. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1531. }
  1532. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1533. glGenVertexArrays(1, &data.canvas_quad_array);
  1534. glBindVertexArray(data.canvas_quad_array);
  1535. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1536. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
  1537. glEnableVertexAttribArray(0);
  1538. glBindVertexArray(0);
  1539. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1540. }
  1541. {
  1542. //particle quad buffers
  1543. glGenBuffers(1, &data.particle_quad_vertices);
  1544. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1545. {
  1546. //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
  1547. const float qv[16] = {
  1548. -0.5, -0.5,
  1549. 0.0, 0.0,
  1550. -0.5, 0.5,
  1551. 0.0, 1.0,
  1552. 0.5, 0.5,
  1553. 1.0, 1.0,
  1554. 0.5, -0.5,
  1555. 1.0, 0.0
  1556. };
  1557. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  1558. }
  1559. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1560. glGenVertexArrays(1, &data.particle_quad_array);
  1561. glBindVertexArray(data.particle_quad_array);
  1562. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1563. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1564. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
  1565. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1566. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
  1567. glBindVertexArray(0);
  1568. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1569. }
  1570. {
  1571. uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1572. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1573. poly_size *= 1024; //kb
  1574. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1575. glGenBuffers(1, &data.polygon_buffer);
  1576. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1577. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1578. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1579. data.polygon_buffer_size = poly_size;
  1580. //quad arrays
  1581. for (int i = 0; i < 4; i++) {
  1582. glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
  1583. glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
  1584. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1585. int uv_ofs = 0;
  1586. int color_ofs = 0;
  1587. int stride = 2 * 4;
  1588. if (i & 1) { //color
  1589. color_ofs = stride;
  1590. stride += 4 * 4;
  1591. }
  1592. if (i & 2) { //uv
  1593. uv_ofs = stride;
  1594. stride += 2 * 4;
  1595. }
  1596. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1597. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL);
  1598. if (i & 1) {
  1599. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  1600. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  1601. }
  1602. if (i & 2) {
  1603. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1604. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
  1605. }
  1606. glBindVertexArray(0);
  1607. }
  1608. glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
  1609. uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  1610. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1611. index_size *= 1024; //kb
  1612. glGenBuffers(1, &data.polygon_index_buffer);
  1613. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1614. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1615. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1616. }
  1617. store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
  1618. glGenBuffers(1, &state.canvas_item_ubo);
  1619. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1620. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1621. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1622. state.canvas_shader.init();
  1623. state.canvas_shader.set_base_material_tex_index(2);
  1624. state.canvas_shadow_shader.init();
  1625. state.lens_shader.init();
  1626. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1627. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1628. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1629. }
  1630. void RasterizerCanvasGLES3::finalize() {
  1631. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1632. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1633. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1634. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1635. glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
  1636. }
  1637. RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
  1638. }