rasterizer_canvas_gles2.cpp 56 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2018 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_gles2.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_scene_gles2.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. RID RasterizerCanvasGLES2::light_internal_create() {
  39. return RID();
  40. }
  41. void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
  42. }
  43. void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
  44. }
  45. void RasterizerCanvasGLES2::_set_uniforms() {
  46. state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
  47. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  48. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  49. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
  50. state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
  51. if (storage->frame.current_rt) {
  52. Vector2 screen_pixel_size;
  53. screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
  54. screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
  55. state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
  56. }
  57. }
  58. void RasterizerCanvasGLES2::canvas_begin() {
  59. state.canvas_shader.bind();
  60. if (storage->frame.current_rt) {
  61. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  62. glColorMask(1, 1, 1, 1);
  63. }
  64. if (storage->frame.clear_request) {
  65. glColorMask(true, true, true, true);
  66. glClearColor(storage->frame.clear_request_color.r,
  67. storage->frame.clear_request_color.g,
  68. storage->frame.clear_request_color.b,
  69. storage->frame.clear_request_color.a);
  70. glClear(GL_COLOR_BUFFER_BIT);
  71. storage->frame.clear_request = false;
  72. }
  73. /*
  74. if (storage->frame.current_rt) {
  75. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  76. glColorMask(1, 1, 1, 1);
  77. }
  78. */
  79. reset_canvas();
  80. glActiveTexture(GL_TEXTURE0);
  81. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  82. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  83. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  84. // set up default uniforms
  85. Transform canvas_transform;
  86. if (storage->frame.current_rt) {
  87. float csy = 1.0;
  88. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  89. csy = -1.0;
  90. }
  91. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  92. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  93. } else {
  94. Vector2 ssize = OS::get_singleton()->get_window_size();
  95. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  96. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  97. }
  98. state.uniforms.projection_matrix = canvas_transform;
  99. state.uniforms.final_modulate = Color(1, 1, 1, 1);
  100. state.uniforms.modelview_matrix = Transform2D();
  101. state.uniforms.extra_matrix = Transform2D();
  102. _set_uniforms();
  103. _bind_quad_buffer();
  104. }
  105. void RasterizerCanvasGLES2::canvas_end() {
  106. glBindBuffer(GL_ARRAY_BUFFER, 0);
  107. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  108. glDisableVertexAttribArray(i);
  109. }
  110. state.using_texture_rect = false;
  111. state.using_ninepatch = false;
  112. }
  113. RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
  114. RasterizerStorageGLES2::Texture *tex_return = NULL;
  115. if (p_texture.is_valid()) {
  116. RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
  117. if (!texture) {
  118. state.current_tex = RID();
  119. state.current_tex_ptr = NULL;
  120. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  121. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  122. } else {
  123. texture = texture->get_ptr();
  124. if (texture->redraw_if_visible) {
  125. VisualServerRaster::redraw_request();
  126. }
  127. if (texture->render_target) {
  128. texture->render_target->used_in_frame = true;
  129. }
  130. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  131. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  132. state.current_tex = p_texture;
  133. state.current_tex_ptr = texture;
  134. tex_return = texture;
  135. }
  136. } else {
  137. state.current_tex = RID();
  138. state.current_tex_ptr = NULL;
  139. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  140. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  141. }
  142. if (p_normal_map == state.current_normal) {
  143. //do none
  144. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  145. } else if (p_normal_map.is_valid()) {
  146. RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  147. if (!normal_map) {
  148. state.current_normal = RID();
  149. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  150. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  151. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  152. } else {
  153. normal_map = normal_map->get_ptr();
  154. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  155. VisualServerRaster::redraw_request();
  156. }
  157. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  158. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  159. state.current_normal = p_normal_map;
  160. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
  161. }
  162. } else {
  163. state.current_normal = RID();
  164. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  165. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  166. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  167. }
  168. return tex_return;
  169. }
  170. void RasterizerCanvasGLES2::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
  171. }
  172. void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  173. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  174. uint32_t buffer_ofs = 0;
  175. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  176. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  177. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  178. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  179. if (p_singlecolor) {
  180. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  181. Color m = *p_colors;
  182. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  183. } else if (!p_colors) {
  184. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  185. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  186. } else {
  187. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  188. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  189. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  190. buffer_ofs += sizeof(Color) * p_vertex_count;
  191. }
  192. if (p_uvs) {
  193. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  194. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  195. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  196. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  197. } else {
  198. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  199. }
  200. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  201. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  202. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  203. glBindBuffer(GL_ARRAY_BUFFER, 0);
  204. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  205. }
  206. void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  207. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  208. uint32_t buffer_ofs = 0;
  209. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  210. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  211. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0);
  212. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  213. if (p_singlecolor) {
  214. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  215. Color m = *p_colors;
  216. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  217. } else if (!p_colors) {
  218. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  219. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  220. } else {
  221. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  222. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  223. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  224. buffer_ofs += sizeof(Color) * p_vertex_count;
  225. }
  226. if (p_uvs) {
  227. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  228. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  229. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  230. } else {
  231. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  232. }
  233. glDrawArrays(p_primitive, 0, p_vertex_count);
  234. glBindBuffer(GL_ARRAY_BUFFER, 0);
  235. }
  236. void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  237. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  238. int color_offset = 0;
  239. int uv_offset = 0;
  240. int stride = 2;
  241. if (p_colors) {
  242. color_offset = stride;
  243. stride += 4;
  244. }
  245. if (p_uvs) {
  246. uv_offset = stride;
  247. stride += 2;
  248. }
  249. float buffer_data[(2 + 2 + 4) * 4];
  250. for (int i = 0; i < p_points; i++) {
  251. buffer_data[stride * i + 0] = p_vertices[i].x;
  252. buffer_data[stride * i + 1] = p_vertices[i].y;
  253. }
  254. if (p_colors) {
  255. for (int i = 0; i < p_points; i++) {
  256. buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
  257. buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
  258. buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
  259. buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
  260. }
  261. }
  262. if (p_uvs) {
  263. for (int i = 0; i < p_points; i++) {
  264. buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
  265. buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
  266. }
  267. }
  268. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  269. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
  270. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
  271. if (p_colors) {
  272. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float));
  273. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  274. }
  275. if (p_uvs) {
  276. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float));
  277. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  278. }
  279. glDrawArrays(prim[p_points], 0, p_points);
  280. glBindBuffer(GL_ARRAY_BUFFER, 0);
  281. }
  282. void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
  283. int command_count = p_item->commands.size();
  284. Item::Command **commands = p_item->commands.ptrw();
  285. for (int i = 0; i < command_count; i++) {
  286. Item::Command *command = commands[i];
  287. switch (command->type) {
  288. case Item::Command::TYPE_LINE: {
  289. Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
  290. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  291. if (state.canvas_shader.bind()) {
  292. _set_uniforms();
  293. state.canvas_shader.use_material((void *)p_material);
  294. }
  295. _bind_canvas_texture(RID(), RID());
  296. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  297. glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
  298. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  299. if (line->width <= 1) {
  300. Vector2 verts[2] = {
  301. Vector2(line->from.x, line->from.y),
  302. Vector2(line->to.x, line->to.y)
  303. };
  304. _draw_gui_primitive(2, verts, NULL, NULL);
  305. } else {
  306. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  307. Vector2 verts[4] = {
  308. line->from - t,
  309. line->from + t,
  310. line->to + t,
  311. line->to - t
  312. };
  313. _draw_gui_primitive(4, verts, NULL, NULL);
  314. }
  315. } break;
  316. case Item::Command::TYPE_RECT: {
  317. Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
  318. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  319. glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
  320. #if 1
  321. //more compatible
  322. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  323. if (state.canvas_shader.bind()) {
  324. _set_uniforms();
  325. state.canvas_shader.use_material((void *)p_material);
  326. }
  327. Size2 abs_size = r->rect.size.abs();
  328. Vector2 points[4] = {
  329. r->rect.position,
  330. r->rect.position + Vector2(abs_size.x, 0.0),
  331. r->rect.position + abs_size,
  332. r->rect.position + Vector2(0.0, abs_size.y),
  333. };
  334. if (r->rect.size.x < 0) {
  335. SWAP(points[0], points[1]);
  336. SWAP(points[2], points[3]);
  337. }
  338. if (r->rect.size.y < 0) {
  339. SWAP(points[0], points[3]);
  340. SWAP(points[1], points[2]);
  341. }
  342. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
  343. if (texture) {
  344. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  345. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  346. Vector2 uvs[4] = {
  347. src_rect.position,
  348. src_rect.position + Vector2(src_rect.size.x, 0.0),
  349. src_rect.position + src_rect.size,
  350. src_rect.position + Vector2(0.0, src_rect.size.y),
  351. };
  352. if (r->flags & CANVAS_RECT_FLIP_H) {
  353. SWAP(uvs[0], uvs[1]);
  354. SWAP(uvs[2], uvs[3]);
  355. }
  356. if (r->flags & CANVAS_RECT_FLIP_V) {
  357. SWAP(uvs[0], uvs[3]);
  358. SWAP(uvs[1], uvs[2]);
  359. }
  360. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  361. SWAP(uvs[1], uvs[3]);
  362. }
  363. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  364. bool untile = false;
  365. if (r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  366. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  367. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  368. untile = true;
  369. }
  370. _draw_gui_primitive(4, points, NULL, uvs);
  371. if (untile) {
  372. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  373. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  374. }
  375. } else {
  376. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
  377. _draw_gui_primitive(4, points, NULL, NULL);
  378. }
  379. #else
  380. //disabled because it fails on buggy nvidia drivers
  381. _bind_quad_buffer();
  382. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  383. if (state.canvas_shader.bind()) {
  384. _set_uniforms();
  385. state.canvas_shader.use_material((void *)p_material);
  386. }
  387. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
  388. if (!tex) {
  389. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  390. if (dst_rect.size.width < 0) {
  391. dst_rect.position.x += dst_rect.size.width;
  392. dst_rect.size.width *= -1;
  393. }
  394. if (dst_rect.size.height < 0) {
  395. dst_rect.position.y += dst_rect.size.height;
  396. dst_rect.size.height *= -1;
  397. }
  398. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  399. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
  400. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  401. } else {
  402. bool untile = false;
  403. if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
  404. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  405. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  406. untile = true;
  407. }
  408. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  409. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  410. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  411. if (dst_rect.size.width < 0) {
  412. dst_rect.position.x += dst_rect.size.width;
  413. dst_rect.size.width *= -1;
  414. }
  415. if (dst_rect.size.height < 0) {
  416. dst_rect.position.y += dst_rect.size.height;
  417. dst_rect.size.height *= -1;
  418. }
  419. if (r->flags & CANVAS_RECT_FLIP_H) {
  420. src_rect.size.x *= -1;
  421. }
  422. if (r->flags & CANVAS_RECT_FLIP_V) {
  423. src_rect.size.y *= -1;
  424. }
  425. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  426. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  427. }
  428. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  429. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  430. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  431. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  432. if (untile) {
  433. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  434. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  435. }
  436. }
  437. glBindBuffer(GL_ARRAY_BUFFER, 0);
  438. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  439. #endif
  440. } break;
  441. case Item::Command::TYPE_NINEPATCH: {
  442. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
  443. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  444. if (state.canvas_shader.bind()) {
  445. _set_uniforms();
  446. state.canvas_shader.use_material((void *)p_material);
  447. }
  448. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  449. glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
  450. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
  451. if (!tex) {
  452. // FIXME: Handle textureless ninepatch gracefully
  453. WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
  454. continue;
  455. }
  456. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  457. // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  458. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  459. Rect2 source = np->source;
  460. if (source.size.x == 0 && source.size.y == 0) {
  461. source.size.x = tex->width;
  462. source.size.y = tex->height;
  463. }
  464. // prepare vertex buffer
  465. // this buffer contains [ POS POS UV UV ] *
  466. float buffer[16 * 2 + 16 * 2];
  467. {
  468. // first row
  469. buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
  470. buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
  471. buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  472. buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
  473. buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  474. buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
  475. buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  476. buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
  477. buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  478. buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
  479. buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  480. buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
  481. buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  482. buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
  483. buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  484. buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
  485. // second row
  486. buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
  487. buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];
  488. buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  489. buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  490. buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  491. buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];
  492. buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  493. buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  494. buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  495. buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];
  496. buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  497. buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  498. buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  499. buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];
  500. buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  501. buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  502. // third row
  503. buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
  504. buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  505. buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  506. buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  507. buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  508. buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  509. buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  510. buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  511. buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  512. buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  513. buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  514. buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  515. buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  516. buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  517. buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  518. buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  519. // fourth row
  520. buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
  521. buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
  522. buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  523. buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
  524. buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  525. buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
  526. buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  527. buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
  528. buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  529. buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
  530. buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  531. buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
  532. buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  533. buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
  534. buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  535. buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
  536. }
  537. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  538. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);
  539. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  540. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  541. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  542. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
  543. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2));
  544. glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
  545. glBindBuffer(GL_ARRAY_BUFFER, 0);
  546. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  547. } break;
  548. case Item::Command::TYPE_CIRCLE: {
  549. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
  550. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  551. if (state.canvas_shader.bind()) {
  552. _set_uniforms();
  553. state.canvas_shader.use_material((void *)p_material);
  554. }
  555. static const int num_points = 32;
  556. Vector2 points[num_points + 1];
  557. points[num_points] = circle->pos;
  558. int indices[num_points * 3];
  559. for (int i = 0; i < num_points; i++) {
  560. points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius;
  561. indices[i * 3 + 0] = i;
  562. indices[i * 3 + 1] = (i + 1) % num_points;
  563. indices[i * 3 + 2] = num_points;
  564. }
  565. _bind_canvas_texture(RID(), RID());
  566. _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
  567. } break;
  568. case Item::Command::TYPE_POLYGON: {
  569. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
  570. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  571. if (state.canvas_shader.bind()) {
  572. _set_uniforms();
  573. state.canvas_shader.use_material((void *)p_material);
  574. }
  575. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  576. if (texture) {
  577. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  578. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  579. }
  580. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  581. } break;
  582. case Item::Command::TYPE_POLYLINE: {
  583. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
  584. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  585. if (state.canvas_shader.bind()) {
  586. _set_uniforms();
  587. state.canvas_shader.use_material((void *)p_material);
  588. }
  589. _bind_canvas_texture(RID(), RID());
  590. if (pline->triangles.size()) {
  591. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  592. } else {
  593. if (pline->multiline) {
  594. int todo = pline->lines.size() / 2;
  595. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  596. int offset = 0;
  597. while (todo) {
  598. int to_draw = MIN(max_per_call, todo);
  599. _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);
  600. todo -= to_draw;
  601. offset += to_draw * 2;
  602. }
  603. } else {
  604. _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  605. }
  606. }
  607. } break;
  608. case Item::Command::TYPE_PRIMITIVE: {
  609. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
  610. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  611. if (state.canvas_shader.bind()) {
  612. _set_uniforms();
  613. state.canvas_shader.use_material((void *)p_material);
  614. }
  615. ERR_CONTINUE(primitive->points.size() < 1);
  616. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  617. if (texture) {
  618. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  619. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  620. }
  621. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  622. Color c = primitive->colors[0];
  623. glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
  624. } else if (primitive->colors.empty()) {
  625. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  626. }
  627. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  628. } break;
  629. case Item::Command::TYPE_TRANSFORM: {
  630. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
  631. state.uniforms.extra_matrix = transform->xform;
  632. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  633. } break;
  634. case Item::Command::TYPE_PARTICLES: {
  635. } break;
  636. case Item::Command::TYPE_CLIP_IGNORE: {
  637. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
  638. if (current_clip) {
  639. if (ci->ignore != reclip) {
  640. if (ci->ignore) {
  641. glDisable(GL_SCISSOR_TEST);
  642. reclip = true;
  643. } else {
  644. glEnable(GL_SCISSOR_TEST);
  645. int x = current_clip->final_clip_rect.position.x;
  646. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  647. int w = current_clip->final_clip_rect.size.x;
  648. int h = current_clip->final_clip_rect.size.y;
  649. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  650. y = current_clip->final_clip_rect.position.y;
  651. glScissor(x, y, w, h);
  652. reclip = false;
  653. }
  654. }
  655. }
  656. } break;
  657. default: {
  658. // FIXME: Proper error handling if relevant
  659. //print_line("other");
  660. } break;
  661. }
  662. }
  663. }
  664. void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
  665. // This isn't really working yet, so disabling for now.
  666. }
  667. void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  668. Item *current_clip = NULL;
  669. RasterizerStorageGLES2::Shader *shader_cache = NULL;
  670. bool rebind_shader = true;
  671. state.current_tex = RID();
  672. state.current_tex_ptr = NULL;
  673. state.current_normal = RID();
  674. glActiveTexture(GL_TEXTURE0);
  675. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  676. int last_blend_mode = -1;
  677. RID canvas_last_material = RID();
  678. while (p_item_list) {
  679. Item *ci = p_item_list;
  680. if (current_clip != ci->final_clip_owner) {
  681. current_clip = ci->final_clip_owner;
  682. if (current_clip) {
  683. glEnable(GL_SCISSOR_TEST);
  684. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  685. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  686. y = current_clip->final_clip_rect.position.y;
  687. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  688. } else {
  689. glDisable(GL_SCISSOR_TEST);
  690. }
  691. }
  692. // TODO: copy back buffer
  693. if (ci->copy_back_buffer) {
  694. if (ci->copy_back_buffer->full) {
  695. _copy_texscreen(Rect2());
  696. } else {
  697. _copy_texscreen(ci->copy_back_buffer->rect);
  698. }
  699. }
  700. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  701. RID material = material_owner->material;
  702. RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
  703. if (material != canvas_last_material || rebind_shader) {
  704. RasterizerStorageGLES2::Shader *shader_ptr = NULL;
  705. if (material_ptr) {
  706. shader_ptr = material_ptr->shader;
  707. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  708. shader_ptr = NULL; // not a canvas item shader, don't use.
  709. }
  710. }
  711. if (shader_ptr) {
  712. if (shader_ptr->canvas_item.uses_screen_texture) {
  713. _copy_texscreen(Rect2());
  714. }
  715. if (shader_ptr != shader_cache) {
  716. if (shader_ptr->canvas_item.uses_time) {
  717. VisualServerRaster::redraw_request();
  718. }
  719. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  720. state.canvas_shader.bind();
  721. }
  722. int tc = material_ptr->textures.size();
  723. Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
  724. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  725. for (int i = 0; i < tc; i++) {
  726. glActiveTexture(GL_TEXTURE0 + i);
  727. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
  728. if (!t) {
  729. switch (texture_hints[i]) {
  730. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  731. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  732. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  733. } break;
  734. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  735. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  736. } break;
  737. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  738. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  739. } break;
  740. default: {
  741. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  742. } break;
  743. }
  744. continue;
  745. }
  746. t = t->get_ptr();
  747. if (t->redraw_if_visible) {
  748. VisualServerRaster::redraw_request();
  749. }
  750. glBindTexture(t->target, t->tex_id);
  751. }
  752. } else {
  753. state.canvas_shader.set_custom_shader(0);
  754. state.canvas_shader.bind();
  755. }
  756. state.canvas_shader.use_material((void *)material_ptr);
  757. shader_cache = shader_ptr;
  758. canvas_last_material = material;
  759. rebind_shader = false;
  760. }
  761. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
  762. bool unshaded = (shader_cache && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX);
  763. bool reclip = false;
  764. if (last_blend_mode != blend_mode) {
  765. switch (blend_mode) {
  766. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
  767. glBlendEquation(GL_FUNC_ADD);
  768. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  769. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  770. } else {
  771. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  772. }
  773. } break;
  774. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
  775. glBlendEquation(GL_FUNC_ADD);
  776. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  777. } break;
  778. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
  779. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  780. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  781. } break;
  782. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
  783. glBlendEquation(GL_FUNC_ADD);
  784. glBlendFunc(GL_DST_COLOR, GL_ZERO);
  785. } break;
  786. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  787. glBlendEquation(GL_FUNC_ADD);
  788. glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  789. } break;
  790. }
  791. }
  792. state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
  793. state.uniforms.modelview_matrix = ci->final_transform;
  794. state.uniforms.extra_matrix = Transform2D();
  795. _set_uniforms();
  796. if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
  797. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
  798. rebind_shader = true; // hacked in for now.
  799. if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  800. Light *light = p_light;
  801. bool light_used = false;
  802. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  803. state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
  804. while (light) {
  805. 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)) {
  806. //intersects this light
  807. if (!light_used || mode != light->mode) {
  808. mode = light->mode;
  809. switch (mode) {
  810. case VS::CANVAS_LIGHT_MODE_ADD: {
  811. glBlendEquation(GL_FUNC_ADD);
  812. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  813. } break;
  814. case VS::CANVAS_LIGHT_MODE_SUB: {
  815. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  816. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  817. } break;
  818. case VS::CANVAS_LIGHT_MODE_MIX:
  819. case VS::CANVAS_LIGHT_MODE_MASK: {
  820. glBlendEquation(GL_FUNC_ADD);
  821. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  822. } break;
  823. }
  824. }
  825. if (!light_used) {
  826. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
  827. light_used = true;
  828. }
  829. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  830. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
  831. if (has_shadow) {
  832. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  833. switch (light->shadow_filter) {
  834. case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
  835. case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
  836. case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
  837. case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
  838. case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
  839. case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
  840. }
  841. }
  842. bool light_rebind = state.canvas_shader.bind();
  843. if (light_rebind) {
  844. _set_uniforms();
  845. }
  846. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
  847. Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
  848. basis_inverse[2] = Vector2();
  849. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
  850. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
  851. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
  852. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
  853. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
  854. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
  855. if (has_shadow) {
  856. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  857. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  858. glBindTexture(GL_TEXTURE_2D, cls->distance);
  859. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
  860. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
  861. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
  862. if (light->radius_cache == 0) {
  863. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
  864. } else {
  865. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
  866. }
  867. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
  868. /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
  869. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  870. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  871. }
  872. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  873. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
  874. if (!t) {
  875. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  876. } else {
  877. t = t->get_ptr();
  878. glBindTexture(t->target, t->tex_id);
  879. }
  880. glActiveTexture(GL_TEXTURE0);
  881. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
  882. }
  883. light = light->next_ptr;
  884. }
  885. if (light_used) {
  886. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
  887. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
  888. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
  889. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
  890. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
  891. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
  892. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
  893. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
  894. state.canvas_shader.bind();
  895. last_blend_mode = -1;
  896. /*
  897. //this is set again, so it should not be needed anyway?
  898. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  899. ci->final_modulate.r * p_modulate.r,
  900. ci->final_modulate.g * p_modulate.g,
  901. ci->final_modulate.b * p_modulate.b,
  902. ci->final_modulate.a * p_modulate.a );
  903. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
  904. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
  905. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
  906. glBlendEquation(GL_FUNC_ADD);
  907. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  908. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  909. } else {
  910. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  911. }
  912. //@TODO RESET canvas_blend_mode
  913. */
  914. }
  915. }
  916. if (reclip) {
  917. glEnable(GL_SCISSOR_TEST);
  918. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  919. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  920. y = current_clip->final_clip_rect.position.y;
  921. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  922. }
  923. p_item_list = p_item_list->next;
  924. }
  925. if (current_clip) {
  926. glDisable(GL_SCISSOR_TEST);
  927. }
  928. }
  929. void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  930. }
  931. void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  932. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  933. ERR_FAIL_COND(!cls);
  934. glDisable(GL_BLEND);
  935. glDisable(GL_SCISSOR_TEST);
  936. glDisable(GL_DITHER);
  937. glDisable(GL_CULL_FACE);
  938. glDepthFunc(GL_LEQUAL);
  939. glEnable(GL_DEPTH_TEST);
  940. glDepthMask(true);
  941. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  942. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  943. state.canvas_shadow_shader.bind();
  944. glViewport(0, 0, cls->size, cls->height);
  945. glClearDepth(1.0f);
  946. glClearColor(1, 1, 1, 1);
  947. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  948. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  949. for (int i = 0; i < 4; i++) {
  950. //make sure it remains orthogonal, makes easy to read angle later
  951. Transform light;
  952. light.origin[0] = p_light_xform[2][0];
  953. light.origin[1] = p_light_xform[2][1];
  954. light.basis[0][0] = p_light_xform[0][0];
  955. light.basis[0][1] = p_light_xform[1][0];
  956. light.basis[1][0] = p_light_xform[0][1];
  957. light.basis[1][1] = p_light_xform[1][1];
  958. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  959. //p_near=1;
  960. CameraMatrix projection;
  961. {
  962. real_t fov = 90;
  963. real_t nearp = p_near;
  964. real_t farp = p_far;
  965. real_t aspect = 1.0;
  966. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  967. real_t ymin = -ymax;
  968. real_t xmin = ymin * aspect;
  969. real_t xmax = ymax * aspect;
  970. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  971. }
  972. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  973. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  974. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
  975. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
  976. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
  977. if (i == 0)
  978. *p_xform_cache = projection;
  979. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  980. LightOccluderInstance *instance = p_occluders;
  981. while (instance) {
  982. RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  983. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  984. instance = instance->next;
  985. continue;
  986. }
  987. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
  988. if (cull != instance->cull_cache) {
  989. cull = instance->cull_cache;
  990. switch (cull) {
  991. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  992. glDisable(GL_CULL_FACE);
  993. } break;
  994. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  995. glEnable(GL_CULL_FACE);
  996. glCullFace(GL_FRONT);
  997. } break;
  998. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  999. glEnable(GL_CULL_FACE);
  1000. glCullFace(GL_BACK);
  1001. } break;
  1002. }
  1003. }
  1004. glBindVertexArray(cc->array_id);
  1005. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1006. instance = instance->next;
  1007. }
  1008. }
  1009. glBindVertexArray(0);
  1010. }
  1011. void RasterizerCanvasGLES2::reset_canvas() {
  1012. glDisable(GL_CULL_FACE);
  1013. glDisable(GL_DEPTH_TEST);
  1014. glDisable(GL_SCISSOR_TEST);
  1015. glDisable(GL_DITHER);
  1016. glEnable(GL_BLEND);
  1017. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1018. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1019. } else {
  1020. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1021. }
  1022. // bind the back buffer to a texture so shaders can use it.
  1023. // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
  1024. // keeping this for now as there's nothing else that uses texture unit 2
  1025. // TODO ^
  1026. if (storage->frame.current_rt) {
  1027. // glActiveTexture(GL_TEXTURE0 + 2);
  1028. // glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
  1029. }
  1030. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1031. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1032. }
  1033. void RasterizerCanvasGLES2::_bind_quad_buffer() {
  1034. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1035. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1036. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
  1037. }
  1038. void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1039. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  1040. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  1041. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1042. }
  1043. void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  1044. Vector2 half_size;
  1045. if (storage->frame.current_rt) {
  1046. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  1047. } else {
  1048. half_size = OS::get_singleton()->get_window_size();
  1049. }
  1050. half_size *= 0.5;
  1051. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  1052. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  1053. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  1054. // setup our lens shader
  1055. state.lens_shader.bind();
  1056. state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
  1057. state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
  1058. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
  1059. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
  1060. state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
  1061. state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
  1062. state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
  1063. // bind our quad buffer
  1064. _bind_quad_buffer();
  1065. // and draw
  1066. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1067. // and cleanup
  1068. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1069. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  1070. glDisableVertexAttribArray(i);
  1071. }
  1072. }
  1073. void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
  1074. }
  1075. void RasterizerCanvasGLES2::initialize() {
  1076. // quad buffer
  1077. {
  1078. glGenBuffers(1, &data.canvas_quad_vertices);
  1079. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1080. const float qv[8] = {
  1081. 0, 0,
  1082. 0, 1,
  1083. 1, 1,
  1084. 1, 0
  1085. };
  1086. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1087. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1088. }
  1089. // polygon buffer
  1090. {
  1091. uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1092. 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"));
  1093. poly_size *= 1024;
  1094. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1095. glGenBuffers(1, &data.polygon_buffer);
  1096. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1097. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
  1098. data.polygon_buffer_size = poly_size;
  1099. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1100. uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128);
  1101. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1102. index_size *= 1024; // kb
  1103. glGenBuffers(1, &data.polygon_index_buffer);
  1104. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1105. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
  1106. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1107. }
  1108. // ninepatch buffers
  1109. {
  1110. // array buffer
  1111. glGenBuffers(1, &data.ninepatch_vertices);
  1112. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  1113. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
  1114. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1115. // element buffer
  1116. glGenBuffers(1, &data.ninepatch_elements);
  1117. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  1118. #define _EIDX(y, x) (y * 4 + x)
  1119. uint8_t elems[3 * 2 * 9] = {
  1120. // first row
  1121. _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
  1122. _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
  1123. _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
  1124. _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
  1125. _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
  1126. _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
  1127. // second row
  1128. _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
  1129. _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
  1130. // the center one would be here, but we'll put it at the end
  1131. // so it's easier to disable the center and be able to use
  1132. // one draw call for both
  1133. _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
  1134. _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
  1135. // third row
  1136. _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
  1137. _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
  1138. _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
  1139. _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
  1140. _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
  1141. _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
  1142. // center field
  1143. _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
  1144. _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
  1145. };
  1146. #undef _EIDX
  1147. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
  1148. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1149. }
  1150. state.canvas_shadow_shader.init();
  1151. state.canvas_shader.init();
  1152. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  1153. state.canvas_shader.bind();
  1154. state.lens_shader.init();
  1155. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1156. }
  1157. void RasterizerCanvasGLES2::finalize() {
  1158. }
  1159. RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
  1160. }