rasterizer_canvas_gles3.cpp 46 KB

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  1. #include "rasterizer_canvas_gles3.h"
  2. #include "os/os.h"
  3. static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) {
  4. p_array[ 0]=p_mtx.elements[0][0];
  5. p_array[ 1]=p_mtx.elements[0][1];
  6. p_array[ 2]=0;
  7. p_array[ 3]=0;
  8. p_array[ 4]=p_mtx.elements[1][0];
  9. p_array[ 5]=p_mtx.elements[1][1];
  10. p_array[ 6]=0;
  11. p_array[ 7]=0;
  12. p_array[ 8]=0;
  13. p_array[ 9]=0;
  14. p_array[10]=1;
  15. p_array[11]=0;
  16. p_array[12]=p_mtx.elements[2][0];
  17. p_array[13]=p_mtx.elements[2][1];
  18. p_array[14]=0;
  19. p_array[15]=1;
  20. }
  21. static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
  22. p_array[ 0]=p_mtx.basis.elements[0][0];
  23. p_array[ 1]=p_mtx.basis.elements[1][0];
  24. p_array[ 2]=p_mtx.basis.elements[2][0];
  25. p_array[ 3]=0;
  26. p_array[ 4]=p_mtx.basis.elements[0][1];
  27. p_array[ 5]=p_mtx.basis.elements[1][1];
  28. p_array[ 6]=p_mtx.basis.elements[2][1];
  29. p_array[ 7]=0;
  30. p_array[ 8]=p_mtx.basis.elements[0][2];
  31. p_array[ 9]=p_mtx.basis.elements[1][2];
  32. p_array[10]=p_mtx.basis.elements[2][2];
  33. p_array[11]=0;
  34. p_array[12]=p_mtx.origin.x;
  35. p_array[13]=p_mtx.origin.y;
  36. p_array[14]=p_mtx.origin.z;
  37. p_array[15]=1;
  38. }
  39. static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {
  40. for (int i=0;i<4;i++) {
  41. for (int j=0;j<4;j++) {
  42. p_array[i*4+j]=p_mtx.matrix[i][j];
  43. }
  44. }
  45. }
  46. RID RasterizerCanvasGLES3::light_internal_create() {
  47. LightInternal * li = memnew( LightInternal );
  48. glGenBuffers(1, &li->ubo);
  49. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  50. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  51. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  52. return light_internal_owner.make_rid(li);
  53. }
  54. void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) {
  55. LightInternal * li = light_internal_owner.getornull(p_rid);
  56. ERR_FAIL_COND(!li);
  57. store_matrix32(p_light->light_shader_xform,li->ubo_data.light_matrix);
  58. store_matrix32(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix);
  59. store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix);
  60. for(int i=0;i<4;i++) {
  61. li->ubo_data.color[i]=p_light->color[i]*p_light->energy;
  62. li->ubo_data.shadow_color[i]=p_light->shadow_color[i];
  63. }
  64. li->ubo_data.light_pos[0]=p_light->light_shader_pos.x;
  65. li->ubo_data.light_pos[1]=p_light->light_shader_pos.y;
  66. li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size;
  67. li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0;
  68. li->ubo_data.light_height=p_light->height;
  69. if (p_light->radius_cache==0)
  70. li->ubo_data.shadow_gradient=0;
  71. else
  72. li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1);;
  73. li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1);
  74. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  75. glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data);
  76. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  77. }
  78. void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
  79. LightInternal * li = light_internal_owner.getornull(p_rid);
  80. ERR_FAIL_COND(!li);
  81. glDeleteBuffers(1,&li->ubo);
  82. light_internal_owner.free(p_rid);
  83. memdelete(li);
  84. }
  85. void RasterizerCanvasGLES3::canvas_begin(){
  86. if (storage->frame.current_rt && storage->frame.clear_request) {
  87. // a clear request may be pending, so do it
  88. glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
  89. glClear(GL_COLOR_BUFFER_BIT);
  90. storage->frame.clear_request=false;
  91. }
  92. /*canvas_shader.unbind();
  93. canvas_shader.set_custom_shader(0);
  94. canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false);
  95. canvas_shader.bind();
  96. canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
  97. canvas_use_modulate=false;*/
  98. reset_canvas();
  99. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true);
  100. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
  101. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
  102. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
  103. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
  104. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
  105. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
  106. state.canvas_shader.set_custom_shader(0);
  107. state.canvas_shader.bind();
  108. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,Color(1,1,1,1));
  109. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Matrix32());
  110. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
  111. // state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
  112. //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
  113. //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
  114. glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo);
  115. glBindVertexArray(data.canvas_quad_array);
  116. state.using_texture_rect=true;
  117. }
  118. void RasterizerCanvasGLES3::canvas_end(){
  119. glBindVertexArray(0);
  120. glBindBufferBase(GL_UNIFORM_BUFFER,0,0);
  121. state.using_texture_rect=false;
  122. }
  123. RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) {
  124. if (p_texture==state.current_tex) {
  125. return state.current_tex_ptr;
  126. }
  127. if (p_texture.is_valid()) {
  128. RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture);
  129. if (!texture) {
  130. state.current_tex=RID();
  131. state.current_tex_ptr=NULL;
  132. glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  133. return NULL;
  134. }
  135. if (texture->render_target)
  136. texture->render_target->used_in_frame=true;
  137. glBindTexture(GL_TEXTURE_2D,texture->tex_id);
  138. state.current_tex=p_texture;
  139. state.current_tex_ptr=texture;
  140. return texture;
  141. } else {
  142. glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  143. state.current_tex=RID();
  144. state.current_tex_ptr=NULL;
  145. }
  146. return NULL;
  147. }
  148. void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) {
  149. if (state.using_texture_rect==p_enable)
  150. return;
  151. if (p_enable) {
  152. glBindVertexArray(data.canvas_quad_array);
  153. } else {
  154. glBindVertexArray(0);
  155. glBindBuffer(GL_ARRAY_BUFFER,0);
  156. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  157. }
  158. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable);
  159. state.canvas_shader.bind();
  160. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  161. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  162. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
  163. state.using_texture_rect=p_enable;
  164. }
  165. void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) {
  166. bool do_colors=false;
  167. Color m;
  168. if (p_singlecolor) {
  169. m = *p_colors;
  170. glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a);
  171. } else if (!p_colors) {
  172. glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
  173. } else
  174. do_colors=true;
  175. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture);
  176. #ifndef GLES_NO_CLIENT_ARRAYS
  177. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  178. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
  179. if (do_colors) {
  180. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  181. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
  182. } else {
  183. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  184. }
  185. if (texture && p_uvs) {
  186. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  187. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
  188. } else {
  189. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  190. }
  191. if (p_indices) {
  192. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
  193. } else {
  194. glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
  195. }
  196. #else //WebGL specific impl.
  197. glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer);
  198. float *b = GlobalVertexBuffer;
  199. int ofs = 0;
  200. if(p_vertex_count > MAX_POLYGON_VERTICES){
  201. print_line("Too many vertices to render");
  202. return;
  203. }
  204. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  205. glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  206. for(int i=0;i<p_vertex_count;i++) {
  207. b[ofs++]=p_vertices[i].x;
  208. b[ofs++]=p_vertices[i].y;
  209. }
  210. if (p_colors && do_colors) {
  211. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  212. glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
  213. for(int i=0;i<p_vertex_count;i++) {
  214. b[ofs++]=p_colors[i].r;
  215. b[ofs++]=p_colors[i].g;
  216. b[ofs++]=p_colors[i].b;
  217. b[ofs++]=p_colors[i].a;
  218. }
  219. } else {
  220. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  221. }
  222. if (p_uvs) {
  223. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  224. glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
  225. for(int i=0;i<p_vertex_count;i++) {
  226. b[ofs++]=p_uvs[i].x;
  227. b[ofs++]=p_uvs[i].y;
  228. }
  229. } else {
  230. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  231. }
  232. glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
  233. //bind the indices buffer.
  234. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer);
  235. static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
  236. ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices);
  237. static uint16_t _draw_poly_indices[_max_draw_poly_indices];
  238. for (int i=0; i<p_vertex_count; i++) {
  239. _draw_poly_indices[i] = p_indices[i];
  240. //OS::get_singleton()->print("ind: %d ", p_indices[i]);
  241. };
  242. //copy the data to GPU.
  243. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]);
  244. //draw the triangles.
  245. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0);
  246. glBindBuffer(GL_ARRAY_BUFFER, 0);
  247. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  248. #endif
  249. storage->frame.canvas_draw_commands++;
  250. }
  251. void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {
  252. static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
  253. //#define GLES_USE_PRIMITIVE_BUFFER
  254. int version=0;
  255. int color_ofs=0;
  256. int uv_ofs=0;
  257. int stride=2;
  258. if (p_colors) { //color
  259. version|=1;
  260. color_ofs=stride;
  261. stride+=4;
  262. }
  263. if (p_uvs) { //uv
  264. version|=2;
  265. uv_ofs=stride;
  266. stride+=2;
  267. }
  268. float b[(2+2+4)];
  269. for(int i=0;i<p_points;i++) {
  270. b[stride*i+0]=p_vertices[i].x;
  271. b[stride*i+1]=p_vertices[i].y;
  272. }
  273. if (p_colors) {
  274. for(int i=0;i<p_points;i++) {
  275. b[stride*i+color_ofs+0]=p_colors[i].r;
  276. b[stride*i+color_ofs+1]=p_colors[i].g;
  277. b[stride*i+color_ofs+2]=p_colors[i].b;
  278. b[stride*i+color_ofs+3]=p_colors[i].a;
  279. }
  280. }
  281. if (p_uvs) {
  282. for(int i=0;i<p_points;i++) {
  283. b[stride*i+uv_ofs+0]=p_uvs[i].x;
  284. b[stride*i+uv_ofs+1]=p_uvs[i].y;
  285. }
  286. }
  287. glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
  288. glBufferSubData(GL_ARRAY_BUFFER,0,p_points*stride*4,&b[0]);
  289. glBindVertexArray(data.primitive_quad_buffer_arrays[version]);
  290. glDrawArrays(prim[p_points],0,p_points);
  291. glBindVertexArray(0);
  292. glBindBuffer(GL_ARRAY_BUFFER,0);
  293. storage->frame.canvas_draw_commands++;
  294. }
  295. void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip) {
  296. int cc=p_item->commands.size();
  297. Item::Command **commands = p_item->commands.ptr();
  298. for(int i=0;i<cc;i++) {
  299. Item::Command *c=commands[i];
  300. switch(c->type) {
  301. case Item::Command::TYPE_LINE: {
  302. Item::CommandLine* line = static_cast<Item::CommandLine*>(c);
  303. _set_texture_rect_mode(false);
  304. _bind_canvas_texture(RID());
  305. glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a);
  306. Vector2 verts[2]={
  307. Vector2(line->from.x,line->from.y),
  308. Vector2(line->to.x,line->to.y)
  309. };
  310. #ifdef GLES_OVER_GL
  311. if (line->antialiased)
  312. glEnable(GL_LINE_SMOOTH);
  313. #endif
  314. //glLineWidth(line->width);
  315. _draw_gui_primitive(2,verts,NULL,NULL);
  316. #ifdef GLES_OVER_GL
  317. if (line->antialiased)
  318. glDisable(GL_LINE_SMOOTH);
  319. #endif
  320. } break;
  321. case Item::Command::TYPE_RECT: {
  322. Item::CommandRect* rect = static_cast<Item::CommandRect*>(c);
  323. _set_texture_rect_mode(true);
  324. //set color
  325. glVertexAttrib4f(VS::ARRAY_COLOR,rect->modulate.r,rect->modulate.g,rect->modulate.b,rect->modulate.a);
  326. RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(rect->texture);
  327. if ( texture ) {
  328. bool untile=false;
  329. if (rect->flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) {
  330. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
  331. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
  332. untile=true;
  333. }
  334. Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
  335. Rect2 src_rect = (rect->flags&CANVAS_RECT_REGION) ? Rect2( rect->source.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1);
  336. if (rect->flags&CANVAS_RECT_FLIP_H) {
  337. src_rect.size.x*=-1;
  338. }
  339. if (rect->flags&CANVAS_RECT_FLIP_V) {
  340. src_rect.size.y*=-1;
  341. }
  342. if (rect->flags&CANVAS_RECT_TRANSPOSE) {
  343. //err..
  344. }
  345. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
  346. glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
  347. glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.y,src_rect.size.x,src_rect.size.y);
  348. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  349. if (untile) {
  350. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
  351. glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
  352. }
  353. } else {
  354. glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y);
  355. glVertexAttrib4f(2,0,0,1,1);
  356. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  357. }
  358. storage->frame.canvas_draw_commands++;
  359. } break;
  360. case Item::Command::TYPE_NINEPATCH: {
  361. Item::CommandNinePatch* np = static_cast<Item::CommandNinePatch*>(c);
  362. _set_texture_rect_mode(true);
  363. glVertexAttrib4f(VS::ARRAY_COLOR,np->color.r,np->color.g,np->color.b,np->color.a);
  364. RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(np->texture);
  365. if ( !texture ) {
  366. glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y);
  367. glVertexAttrib4f(2,0,0,1,1);
  368. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  369. continue;
  370. }
  371. Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
  372. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
  373. #define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h)
  374. #define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y)
  375. //top left
  376. DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
  377. SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
  378. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  379. //top right
  380. DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
  381. SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
  382. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  383. //bottom right
  384. DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
  385. SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]);
  386. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  387. //bottom left
  388. DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
  389. SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]);
  390. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  391. //top
  392. DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
  393. SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
  394. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  395. //bottom
  396. DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]);
  397. SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]);
  398. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  399. //left
  400. DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
  401. SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
  402. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  403. //right
  404. DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
  405. SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
  406. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  407. if (np->draw_center) {
  408. //center
  409. DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
  410. SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]);
  411. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  412. }
  413. #undef SRCRECT
  414. #undef DSTRECT
  415. storage->frame.canvas_draw_commands++;
  416. } break;
  417. case Item::Command::TYPE_PRIMITIVE: {
  418. Item::CommandPrimitive* primitive = static_cast<Item::CommandPrimitive*>(c);
  419. _set_texture_rect_mode(false);
  420. ERR_CONTINUE( primitive->points.size()<1);
  421. RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(primitive->texture);
  422. if (texture ) {
  423. Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
  424. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
  425. }
  426. if (primitive->colors.size()==1 && primitive->points.size()>1) {
  427. Color c = primitive->colors[0];
  428. glVertexAttrib4f(VS::ARRAY_COLOR,c.r,c.g,c.b,c.a);
  429. } else if (primitive->colors.empty()) {
  430. glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
  431. }
  432. _draw_gui_primitive(primitive->points.size(),primitive->points.ptr(),primitive->colors.ptr(),primitive->uvs.ptr());
  433. } break;
  434. case Item::Command::TYPE_POLYGON: {
  435. Item::CommandPolygon* polygon = static_cast<Item::CommandPolygon*>(c);
  436. _set_texture_rect_mode(false);
  437. RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(polygon->texture);
  438. if (texture ) {
  439. Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height );
  440. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size);
  441. }
  442. _draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1);
  443. } break;
  444. case Item::Command::TYPE_CIRCLE: {
  445. _set_texture_rect_mode(false);
  446. Item::CommandCircle* circle = static_cast<Item::CommandCircle*>(c);
  447. static const int numpoints=32;
  448. Vector2 points[numpoints+1];
  449. points[numpoints]=circle->pos;
  450. int indices[numpoints*3];
  451. for(int i=0;i<numpoints;i++) {
  452. points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius;
  453. indices[i*3+0]=i;
  454. indices[i*3+1]=(i+1)%numpoints;
  455. indices[i*3+2]=numpoints;
  456. }
  457. _draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  458. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  459. } break;
  460. case Item::Command::TYPE_TRANSFORM: {
  461. Item::CommandTransform* transform = static_cast<Item::CommandTransform*>(c);
  462. state.extra_matrix=transform->xform;
  463. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
  464. } break;
  465. case Item::Command::TYPE_CLIP_IGNORE: {
  466. Item::CommandClipIgnore* ci = static_cast<Item::CommandClipIgnore*>(c);
  467. if (current_clip) {
  468. if (ci->ignore!=reclip) {
  469. if (ci->ignore) {
  470. glDisable(GL_SCISSOR_TEST);
  471. reclip=true;
  472. } else {
  473. glEnable(GL_SCISSOR_TEST);
  474. //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)),
  475. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  476. int x = current_clip->final_clip_rect.pos.x;
  477. int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y );
  478. int w = current_clip->final_clip_rect.size.x;
  479. int h = current_clip->final_clip_rect.size.y;
  480. glScissor(x,y,w,h);
  481. reclip=false;
  482. }
  483. }
  484. }
  485. } break;
  486. }
  487. }
  488. }
  489. #if 0
  490. void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) {
  491. if (canvas_shader.bind())
  492. rebind_texpixel_size=true;
  493. if (material->shader_version!=shader->version) {
  494. //todo optimize uniforms
  495. material->shader_version=shader->version;
  496. }
  497. if (shader->has_texscreen && framebuffer.active) {
  498. int x = viewport.x;
  499. int y = window_size.height-(viewport.height+viewport.y);
  500. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
  501. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
  502. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1);
  503. glActiveTexture(GL_TEXTURE0+max_texture_units-1);
  504. glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
  505. if (framebuffer.scale==1 && !canvas_texscreen_used) {
  506. #ifdef GLEW_ENABLED
  507. if (current_rt) {
  508. glReadBuffer(GL_COLOR_ATTACHMENT0);
  509. } else {
  510. glReadBuffer(GL_BACK);
  511. }
  512. #endif
  513. if (current_rt) {
  514. glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
  515. canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height));
  516. //window_size.height-(viewport.height+viewport.y)
  517. } else {
  518. glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
  519. }
  520. // if (current_clip) {
  521. // // print_line(" a clip ");
  522. // }
  523. canvas_texscreen_used=true;
  524. }
  525. glActiveTexture(GL_TEXTURE0);
  526. }
  527. if (shader->has_screen_uv) {
  528. canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
  529. }
  530. uses_texpixel_size=shader->uses_texpixel_size;
  531. }
  532. #endif
  533. void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) {
  534. Item *current_clip=NULL;
  535. RasterizerStorageGLES3::Shader *shader_cache=NULL;
  536. bool rebind_shader=true;
  537. Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height);
  538. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false);
  539. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  540. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  541. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  542. state.current_tex=RID();
  543. state.current_tex_ptr=NULL;
  544. glActiveTexture(GL_TEXTURE0);
  545. glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  546. int last_blend_mode=-1;
  547. RID canvas_last_material;
  548. bool prev_distance_field=false;
  549. while(p_item_list) {
  550. Item *ci=p_item_list;
  551. if (prev_distance_field!=ci->distance_field) {
  552. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,ci->distance_field);
  553. prev_distance_field=ci->distance_field;
  554. rebind_shader=true;
  555. }
  556. if (current_clip!=ci->final_clip_owner) {
  557. current_clip=ci->final_clip_owner;
  558. //setup clip
  559. if (current_clip) {
  560. glEnable(GL_SCISSOR_TEST);
  561. glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  562. } else {
  563. glDisable(GL_SCISSOR_TEST);
  564. }
  565. }
  566. #if 0
  567. if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
  568. Rect2 rect;
  569. int x,y;
  570. if (ci->copy_back_buffer->full) {
  571. x = viewport.x;
  572. y = window_size.height-(viewport.height+viewport.y);
  573. } else {
  574. x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
  575. y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
  576. }
  577. glActiveTexture(GL_TEXTURE0+max_texture_units-1);
  578. glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
  579. #ifdef GLEW_ENABLED
  580. if (current_rt) {
  581. glReadBuffer(GL_COLOR_ATTACHMENT0);
  582. } else {
  583. glReadBuffer(GL_BACK);
  584. }
  585. #endif
  586. if (current_rt) {
  587. glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
  588. //window_size.height-(viewport.height+viewport.y)
  589. } else {
  590. glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
  591. }
  592. canvas_texscreen_used=true;
  593. glActiveTexture(GL_TEXTURE0);
  594. }
  595. #endif
  596. //begin rect
  597. Item *material_owner = ci->material_owner?ci->material_owner:ci;
  598. RID material = material_owner->material;
  599. if (material!=canvas_last_material || rebind_shader) {
  600. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  601. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  602. if (material_ptr) {
  603. shader_ptr = material_ptr->shader;
  604. if (shader_ptr && shader_ptr->mode!=VS::SHADER_CANVAS_ITEM) {
  605. shader_ptr=NULL; //do not use non canvasitem shader
  606. }
  607. }
  608. if (shader_ptr && shader_ptr!=shader_cache) {
  609. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  610. state.canvas_shader.bind();
  611. if (material_ptr->ubo_id) {
  612. glBindBufferBase(GL_UNIFORM_BUFFER,2,material_ptr->ubo_id);
  613. }
  614. int tc = material_ptr->textures.size();
  615. RID* textures = material_ptr->textures.ptr();
  616. ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr();
  617. for(int i=0;i<tc;i++) {
  618. glActiveTexture(GL_TEXTURE1+i);
  619. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
  620. if (!t) {
  621. switch(texture_hints[i]) {
  622. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  623. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  624. glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex);
  625. } break;
  626. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  627. glBindTexture(GL_TEXTURE_2D,storage->resources.aniso_tex);
  628. } break;
  629. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  630. glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex);
  631. } break;
  632. default: {
  633. glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  634. } break;
  635. }
  636. //check hints
  637. continue;
  638. }
  639. if (storage->config.srgb_decode_supported && t->using_srgb) {
  640. //no srgb in 2D
  641. glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT);
  642. t->using_srgb=false;
  643. }
  644. glBindTexture(t->target,t->tex_id);
  645. }
  646. } else if (!shader_ptr) {
  647. state.canvas_shader.set_custom_shader(0);
  648. state.canvas_shader.bind();
  649. }
  650. shader_cache=shader_ptr;
  651. canvas_last_material=material;
  652. rebind_shader=false;
  653. }
  654. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  655. bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode==RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode!=RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
  656. bool reclip=false;
  657. if (last_blend_mode!=blend_mode) {
  658. switch(blend_mode) {
  659. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  660. glBlendEquation(GL_FUNC_ADD);
  661. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  662. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  663. }
  664. else {
  665. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  666. }
  667. } break;
  668. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  669. glBlendEquation(GL_FUNC_ADD);
  670. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  671. } break;
  672. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  673. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  674. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  675. } break;
  676. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  677. glBlendEquation(GL_FUNC_ADD);
  678. glBlendFunc(GL_DST_COLOR,GL_ZERO);
  679. } break;
  680. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  681. glBlendEquation(GL_FUNC_ADD);
  682. glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
  683. } break;
  684. }
  685. last_blend_mode=blend_mode;
  686. }
  687. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  688. ci->final_modulate.r * p_modulate.r,
  689. ci->final_modulate.g * p_modulate.g,
  690. ci->final_modulate.b * p_modulate.b,
  691. ci->final_modulate.a * p_modulate.a );
  692. state.final_transform = ci->final_transform;
  693. state.extra_matrix=Matrix32();
  694. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  695. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  696. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix);
  697. 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 ))
  698. _canvas_item_render_commands(ci,current_clip,reclip);
  699. if ((blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  700. Light *light = p_light;
  701. bool light_used=false;
  702. VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD;
  703. state.canvas_item_modulate=ci->final_modulate; // remove the canvas modulate
  704. while(light) {
  705. 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)) {
  706. //intersects this light
  707. if (!light_used || mode!=light->mode) {
  708. mode=light->mode;
  709. switch(mode) {
  710. case VS::CANVAS_LIGHT_MODE_ADD: {
  711. glBlendEquation(GL_FUNC_ADD);
  712. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  713. } break;
  714. case VS::CANVAS_LIGHT_MODE_SUB: {
  715. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  716. glBlendFunc(GL_SRC_ALPHA,GL_ONE);
  717. } break;
  718. case VS::CANVAS_LIGHT_MODE_MIX:
  719. case VS::CANVAS_LIGHT_MODE_MASK: {
  720. glBlendEquation(GL_FUNC_ADD);
  721. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  722. } break;
  723. }
  724. }
  725. if (!light_used) {
  726. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,true);
  727. light_used=true;
  728. }
  729. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask;
  730. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,has_shadow);
  731. if (has_shadow) {
  732. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT,light->shadow_gradient_length>0);
  733. switch(light->shadow_filter) {
  734. case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break;
  735. case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break;
  736. case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break;
  737. case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break;
  738. case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break;
  739. }
  740. }
  741. bool light_rebind = state.canvas_shader.bind();
  742. if (light_rebind) {
  743. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  744. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  745. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
  746. }
  747. glBindBufferBase(GL_UNIFORM_BUFFER,1,static_cast<LightInternal*>(light->light_internal.get_data())->ubo);
  748. if (has_shadow) {
  749. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  750. glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2);
  751. glBindTexture(GL_TEXTURE_2D,cls->distance);
  752. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  753. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  754. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  755. }
  756. glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1);
  757. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  758. if (!t) {
  759. glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  760. } else {
  761. glBindTexture(t->target,t->tex_id);
  762. }
  763. glActiveTexture(GL_TEXTURE0);
  764. _canvas_item_render_commands(ci,current_clip,reclip); //redraw using light
  765. }
  766. light=light->next_ptr;
  767. }
  768. if (light_used) {
  769. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false);
  770. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false);
  771. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false);
  772. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,false);
  773. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false);
  774. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,false);
  775. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false);
  776. state.canvas_shader.bind();
  777. last_blend_mode=-1;
  778. /*
  779. //this is set again, so it should not be needed anyway?
  780. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  781. ci->final_modulate.r * p_modulate.r,
  782. ci->final_modulate.g * p_modulate.g,
  783. ci->final_modulate.b * p_modulate.b,
  784. ci->final_modulate.a * p_modulate.a );
  785. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  786. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32());
  787. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  788. glBlendEquation(GL_FUNC_ADD);
  789. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  790. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  791. } else {
  792. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  793. }
  794. //@TODO RESET canvas_blend_mode
  795. */
  796. }
  797. }
  798. if (reclip) {
  799. glEnable(GL_SCISSOR_TEST);
  800. glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  801. }
  802. p_item_list=p_item_list->next;
  803. }
  804. if (current_clip) {
  805. glDisable(GL_SCISSOR_TEST);
  806. }
  807. }
  808. void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_shadow){
  809. Light* light=p_lights_with_shadow;
  810. canvas_begin(); //reset
  811. glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
  812. int h = 10;
  813. int w = storage->frame.current_rt->width;
  814. int ofs = h;
  815. glDisable(GL_BLEND);
  816. //print_line(" debug lights ");
  817. while(light) {
  818. // print_line("debug light");
  819. if (light->shadow_buffer.is_valid()) {
  820. // print_line("sb is valid");
  821. RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  822. if (sb) {
  823. glBindTexture(GL_TEXTURE_2D,sb->distance);
  824. //glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  825. draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1));
  826. ofs+=h*2;
  827. }
  828. }
  829. light=light->shadows_next_ptr;
  830. }
  831. }
  832. void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) {
  833. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  834. ERR_FAIL_COND(!cls);
  835. glDisable(GL_BLEND);
  836. glDisable(GL_SCISSOR_TEST);
  837. glDisable(GL_DITHER);
  838. glDisable(GL_CULL_FACE);
  839. glDepthFunc(GL_LEQUAL);
  840. glEnable(GL_DEPTH_TEST);
  841. glDepthMask(true);
  842. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  843. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  844. state.canvas_shadow_shader.bind();
  845. glViewport(0, 0, cls->size,cls->height);
  846. glClearDepth(1.0f);
  847. glClearColor(1,1,1,1);
  848. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  849. VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  850. for(int i=0;i<4;i++) {
  851. //make sure it remains orthogonal, makes easy to read angle later
  852. Transform light;
  853. light.origin[0]=p_light_xform[2][0];
  854. light.origin[1]=p_light_xform[2][1];
  855. light.basis[0][0]=p_light_xform[0][0];
  856. light.basis[0][1]=p_light_xform[1][0];
  857. light.basis[1][0]=p_light_xform[0][1];
  858. light.basis[1][1]=p_light_xform[1][1];
  859. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  860. /// p_near=1;
  861. CameraMatrix projection;
  862. {
  863. real_t fov = 90;
  864. real_t nearp = p_near;
  865. real_t farp = p_far;
  866. real_t aspect = 1.0;
  867. real_t ymax = nearp * Math::tan( Math::deg2rad( fov * 0.5 ) );
  868. real_t ymin = - ymax;
  869. real_t xmin = ymin * aspect;
  870. real_t xmax = ymax * aspect;
  871. projection.set_frustum( xmin, xmax, ymin, ymax, nearp, farp );
  872. }
  873. Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0));
  874. projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse());
  875. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX,projection);
  876. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX,light);
  877. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM,1.0/p_far);
  878. if (i==0)
  879. *p_xform_cache=projection;
  880. glViewport(0, (cls->height/4)*i, cls->size,cls->height/4);
  881. LightOccluderInstance *instance=p_occluders;
  882. while(instance) {
  883. RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  884. if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) {
  885. instance=instance->next;
  886. continue;
  887. }
  888. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX,instance->xform_cache);
  889. if (cull!=instance->cull_cache) {
  890. cull=instance->cull_cache;
  891. switch(cull) {
  892. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  893. glDisable(GL_CULL_FACE);
  894. } break;
  895. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  896. glEnable(GL_CULL_FACE);
  897. glCullFace(GL_FRONT);
  898. } break;
  899. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  900. glEnable(GL_CULL_FACE);
  901. glCullFace(GL_BACK);
  902. } break;
  903. }
  904. }
  905. /*
  906. if (i==0) {
  907. for(int i=0;i<cc->lines.size();i++) {
  908. Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
  909. Plane pp(Vector3(p.x,p.y,0),1);
  910. pp.normal = light.xform(pp.normal);
  911. pp = projection.xform4(pp);
  912. print_line(itos(i)+": "+pp.normal/pp.d);
  913. //pp=light_mat.xform4(pp);
  914. //print_line(itos(i)+": "+pp.normal/pp.d);
  915. }
  916. }
  917. */
  918. glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id);
  919. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id);
  920. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
  921. glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0);
  922. instance=instance->next;
  923. }
  924. }
  925. glDisableVertexAttribArray(VS::ARRAY_VERTEX);
  926. glBindBuffer(GL_ARRAY_BUFFER,0);
  927. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  928. }
  929. void RasterizerCanvasGLES3::reset_canvas() {
  930. if (storage->frame.current_rt) {
  931. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  932. glColorMask(1,1,1,1); //don't touch alpha
  933. }
  934. glBindVertexArray(0);
  935. glDisable(GL_CULL_FACE);
  936. glDisable(GL_DEPTH_TEST);
  937. glDisable(GL_SCISSOR_TEST);
  938. glEnable(GL_BLEND);
  939. glBlendEquation(GL_FUNC_ADD);
  940. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  941. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  942. }
  943. else {
  944. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  945. }
  946. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  947. //glLineWidth(1.0);
  948. glBindBuffer(GL_ARRAY_BUFFER,0);
  949. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
  950. for(int i=0;i<VS::ARRAY_MAX;i++) {
  951. glDisableVertexAttribArray(i);
  952. }
  953. glActiveTexture(GL_TEXTURE0);
  954. glBindTexture( GL_TEXTURE_2D, storage->resources.white_tex );
  955. glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1);
  956. Transform canvas_transform;
  957. if (storage->frame.current_rt) {
  958. float csy = 1.0;
  959. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  960. csy = -1.0;
  961. }
  962. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  963. canvas_transform.scale( Vector3( 2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f ) );
  964. } else {
  965. Vector2 ssize = OS::get_singleton()->get_window_size();
  966. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  967. canvas_transform.scale( Vector3( 2.0f / ssize.width, -2.0f / ssize.height, 1.0f ) );
  968. }
  969. state.vp=canvas_transform;
  970. store_transform(canvas_transform,state.canvas_item_ubo_data.projection_matrix);
  971. for(int i=0;i<4;i++) {
  972. state.canvas_item_ubo_data.time[i]=storage->frame.time[i];
  973. }
  974. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  975. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
  976. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  977. state.canvas_texscreen_used=false;
  978. }
  979. void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) {
  980. glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y);
  981. glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y);
  982. glDrawArrays(GL_TRIANGLE_FAN,0,4);
  983. }
  984. void RasterizerCanvasGLES3::initialize() {
  985. {
  986. //quad buffers
  987. glGenBuffers(1,&data.canvas_quad_vertices);
  988. glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices);
  989. {
  990. const float qv[8]={
  991. 0,0,
  992. 0,1,
  993. 1,1,
  994. 1,0
  995. };
  996. glBufferData(GL_ARRAY_BUFFER,sizeof(float)*8,qv,GL_STATIC_DRAW);
  997. }
  998. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  999. glGenVertexArrays(1,&data.canvas_quad_array);
  1000. glBindVertexArray(data.canvas_quad_array);
  1001. glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices);
  1002. glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0);
  1003. glEnableVertexAttribArray(0);
  1004. glBindVertexArray(0);
  1005. glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
  1006. }
  1007. {
  1008. glGenBuffers(1,&data.primitive_quad_buffer);
  1009. glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
  1010. glBufferData(GL_ARRAY_BUFFER,sizeof(float)*2+sizeof(float)*2+sizeof(float)*4,NULL,GL_DYNAMIC_DRAW); //allocate max size
  1011. glBindBuffer(GL_ARRAY_BUFFER,0);
  1012. for(int i=0;i<4;i++) {
  1013. glGenVertexArrays(1,&data.primitive_quad_buffer_arrays[i]);
  1014. glBindVertexArray(data.primitive_quad_buffer_arrays[i]);
  1015. glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer);
  1016. int uv_ofs=0;
  1017. int color_ofs=0;
  1018. int stride=2*4;
  1019. if (i&1) { //color
  1020. color_ofs=stride;
  1021. stride+=4*4;
  1022. }
  1023. if (i&2) { //uv
  1024. uv_ofs=stride;
  1025. stride+=2*4;
  1026. }
  1027. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1028. glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0);
  1029. if (i&1) {
  1030. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  1031. glVertexAttribPointer(VS::ARRAY_COLOR,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs);
  1032. }
  1033. if (i&2) {
  1034. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1035. glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+uv_ofs);
  1036. }
  1037. glBindVertexArray(0);
  1038. }
  1039. }
  1040. store_transform(Transform(),state.canvas_item_ubo_data.projection_matrix);
  1041. glGenBuffers(1, &state.canvas_item_ubo);
  1042. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1043. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1044. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1045. state.canvas_shader.init();
  1046. state.canvas_shader.set_base_material_tex_index(1);
  1047. state.canvas_shadow_shader.init();
  1048. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);
  1049. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows);
  1050. }
  1051. void RasterizerCanvasGLES3::finalize() {
  1052. glDeleteBuffers(1,&data.canvas_quad_vertices);
  1053. glDeleteVertexArrays(1,&data.canvas_quad_array);
  1054. }
  1055. RasterizerCanvasGLES3::RasterizerCanvasGLES3()
  1056. {
  1057. }