rasterizer_canvas_gles3.cpp 83 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles3.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_scene_gles3.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
  39. p_array[0] = p_mtx.elements[0][0];
  40. p_array[1] = p_mtx.elements[0][1];
  41. p_array[2] = 0;
  42. p_array[3] = 0;
  43. p_array[4] = p_mtx.elements[1][0];
  44. p_array[5] = p_mtx.elements[1][1];
  45. p_array[6] = 0;
  46. p_array[7] = 0;
  47. p_array[8] = 0;
  48. p_array[9] = 0;
  49. p_array[10] = 1;
  50. p_array[11] = 0;
  51. p_array[12] = p_mtx.elements[2][0];
  52. p_array[13] = p_mtx.elements[2][1];
  53. p_array[14] = 0;
  54. p_array[15] = 1;
  55. }
  56. static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  57. p_array[0] = p_mtx.basis.elements[0][0];
  58. p_array[1] = p_mtx.basis.elements[1][0];
  59. p_array[2] = p_mtx.basis.elements[2][0];
  60. p_array[3] = 0;
  61. p_array[4] = p_mtx.basis.elements[0][1];
  62. p_array[5] = p_mtx.basis.elements[1][1];
  63. p_array[6] = p_mtx.basis.elements[2][1];
  64. p_array[7] = 0;
  65. p_array[8] = p_mtx.basis.elements[0][2];
  66. p_array[9] = p_mtx.basis.elements[1][2];
  67. p_array[10] = p_mtx.basis.elements[2][2];
  68. p_array[11] = 0;
  69. p_array[12] = p_mtx.origin.x;
  70. p_array[13] = p_mtx.origin.y;
  71. p_array[14] = p_mtx.origin.z;
  72. p_array[15] = 1;
  73. }
  74. static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  75. for (int i = 0; i < 4; i++) {
  76. for (int j = 0; j < 4; j++) {
  77. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  78. }
  79. }
  80. }
  81. RID RasterizerCanvasGLES3::light_internal_create() {
  82. LightInternal *li = memnew(LightInternal);
  83. glGenBuffers(1, &li->ubo);
  84. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  85. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  86. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  87. return light_internal_owner.make_rid(li);
  88. }
  89. void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
  90. LightInternal *li = light_internal_owner.getornull(p_rid);
  91. ERR_FAIL_COND(!li);
  92. store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
  93. store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
  94. store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
  95. for (int i = 0; i < 4; i++) {
  96. li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
  97. li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
  98. }
  99. li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
  100. li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
  101. li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
  102. li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
  103. li->ubo_data.light_height = p_light->height;
  104. if (p_light->radius_cache == 0)
  105. li->ubo_data.shadow_gradient = 0;
  106. else
  107. li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
  108. li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
  109. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  110. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
  111. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  112. }
  113. void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
  114. LightInternal *li = light_internal_owner.getornull(p_rid);
  115. ERR_FAIL_COND(!li);
  116. glDeleteBuffers(1, &li->ubo);
  117. light_internal_owner.free(p_rid);
  118. memdelete(li);
  119. }
  120. void RasterizerCanvasGLES3::canvas_begin() {
  121. if (storage->frame.current_rt && storage->frame.clear_request) {
  122. // a clear request may be pending, so do it
  123. bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  124. glClearColor(storage->frame.clear_request_color.r,
  125. storage->frame.clear_request_color.g,
  126. storage->frame.clear_request_color.b,
  127. transparent ? storage->frame.clear_request_color.a : 1.0);
  128. glClear(GL_COLOR_BUFFER_BIT);
  129. storage->frame.clear_request = false;
  130. glColorMask(1, 1, 1, transparent ? 1 : 0);
  131. }
  132. reset_canvas();
  133. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
  134. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  135. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  136. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  137. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  138. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  139. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  140. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  141. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  142. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  143. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
  144. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  145. state.canvas_shader.set_custom_shader(0);
  146. state.canvas_shader.bind();
  147. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
  148. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
  149. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  150. if (storage->frame.current_rt) {
  151. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  152. } else {
  153. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  154. }
  155. //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
  156. //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
  157. //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
  158. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  159. glBindVertexArray(data.canvas_quad_array);
  160. state.using_texture_rect = true;
  161. state.using_ninepatch = false;
  162. state.using_skeleton = false;
  163. }
  164. void RasterizerCanvasGLES3::canvas_end() {
  165. glBindVertexArray(0);
  166. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  167. glColorMask(1, 1, 1, 1);
  168. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  169. state.using_texture_rect = false;
  170. state.using_ninepatch = false;
  171. }
  172. RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
  173. RasterizerStorageGLES3::Texture *tex_return = NULL;
  174. if (p_texture == state.current_tex && !p_force) {
  175. tex_return = state.current_tex_ptr;
  176. } else if (p_texture.is_valid()) {
  177. RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
  178. if (!texture) {
  179. state.current_tex = RID();
  180. state.current_tex_ptr = NULL;
  181. glActiveTexture(GL_TEXTURE0);
  182. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  183. } else {
  184. if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  185. VisualServerRaster::redraw_request();
  186. }
  187. texture = texture->get_ptr();
  188. if (texture->render_target)
  189. texture->render_target->used_in_frame = true;
  190. glActiveTexture(GL_TEXTURE0);
  191. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  192. state.current_tex = p_texture;
  193. state.current_tex_ptr = texture;
  194. tex_return = texture;
  195. }
  196. } else {
  197. glActiveTexture(GL_TEXTURE0);
  198. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  199. state.current_tex = RID();
  200. state.current_tex_ptr = NULL;
  201. }
  202. if (p_normal_map == state.current_normal && !p_force) {
  203. //do none
  204. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  205. } else if (p_normal_map.is_valid()) {
  206. RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  207. if (!normal_map) {
  208. state.current_normal = RID();
  209. glActiveTexture(GL_TEXTURE1);
  210. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  211. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  212. } else {
  213. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  214. VisualServerRaster::redraw_request();
  215. }
  216. normal_map = normal_map->get_ptr();
  217. glActiveTexture(GL_TEXTURE1);
  218. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  219. state.current_normal = p_normal_map;
  220. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
  221. }
  222. } else {
  223. state.current_normal = RID();
  224. glActiveTexture(GL_TEXTURE1);
  225. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  226. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  227. }
  228. return tex_return;
  229. }
  230. void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
  231. if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
  232. return;
  233. if (p_enable) {
  234. glBindVertexArray(data.canvas_quad_array);
  235. } else {
  236. glBindVertexArray(0);
  237. glBindBuffer(GL_ARRAY_BUFFER, 0);
  238. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  239. }
  240. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
  241. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
  242. state.canvas_shader.bind();
  243. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  244. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  245. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  246. if (state.using_skeleton) {
  247. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  248. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  249. }
  250. if (storage->frame.current_rt) {
  251. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  252. } else {
  253. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  254. }
  255. state.using_texture_rect = p_enable;
  256. state.using_ninepatch = p_ninepatch;
  257. }
  258. void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {
  259. glBindVertexArray(data.polygon_buffer_pointer_array);
  260. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  261. #ifndef GLES_OVER_GL
  262. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  263. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  264. #endif
  265. uint32_t buffer_ofs = 0;
  266. //vertex
  267. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  268. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  269. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  270. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  271. //color
  272. #ifdef DEBUG_ENABLED
  273. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  274. #endif
  275. if (p_singlecolor) {
  276. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  277. Color m = *p_colors;
  278. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  279. } else if (!p_colors) {
  280. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  281. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  282. } else {
  283. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  284. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  285. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  286. buffer_ofs += sizeof(Color) * p_vertex_count;
  287. }
  288. #ifdef DEBUG_ENABLED
  289. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  290. #endif
  291. if (p_uvs) {
  292. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  293. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  294. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  295. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  296. } else {
  297. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  298. }
  299. #ifdef DEBUG_ENABLED
  300. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  301. #endif
  302. if (p_bones && p_weights) {
  303. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
  304. glEnableVertexAttribArray(VS::ARRAY_BONES);
  305. //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  306. glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  307. buffer_ofs += sizeof(int) * 4 * p_vertex_count;
  308. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
  309. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  310. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  311. buffer_ofs += sizeof(float) * 4 * p_vertex_count;
  312. } else if (state.using_skeleton) {
  313. glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
  314. glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
  315. }
  316. #ifdef DEBUG_ENABLED
  317. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  318. #endif
  319. //bind the indices buffer.
  320. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  321. #ifndef GLES_OVER_GL
  322. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  323. glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
  324. #endif
  325. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  326. //draw the triangles.
  327. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  328. storage->frame.canvas_draw_commands++;
  329. if (p_bones && p_weights) {
  330. //not used so often, so disable when used
  331. glDisableVertexAttribArray(VS::ARRAY_BONES);
  332. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  333. }
  334. glBindVertexArray(0);
  335. }
  336. void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  337. glBindVertexArray(data.polygon_buffer_pointer_array);
  338. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  339. #ifndef GLES_OVER_GL
  340. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  341. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  342. #endif
  343. uint32_t buffer_ofs = 0;
  344. //vertex
  345. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  346. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  347. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  348. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  349. //color
  350. if (p_singlecolor) {
  351. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  352. Color m = *p_colors;
  353. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  354. } else if (!p_colors) {
  355. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  356. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  357. } else {
  358. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  359. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  360. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  361. buffer_ofs += sizeof(Color) * p_vertex_count;
  362. }
  363. if (p_uvs) {
  364. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  365. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  366. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  367. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  368. } else {
  369. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  370. }
  371. glDrawArrays(p_primitive, 0, p_vertex_count);
  372. storage->frame.canvas_draw_commands++;
  373. glBindVertexArray(0);
  374. }
  375. void RasterizerCanvasGLES3::_draw_generic_indices(GLuint p_primitive, 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) {
  376. glBindVertexArray(data.polygon_buffer_pointer_array);
  377. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  378. #ifndef GLES_OVER_GL
  379. // Orphan the buffers to avoid CPU/GPU sync points caused by glBufferSubData
  380. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  381. glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
  382. #endif
  383. uint32_t buffer_ofs = 0;
  384. //vertex
  385. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  386. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  387. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  388. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  389. //color
  390. #ifdef DEBUG_ENABLED
  391. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  392. #endif
  393. if (p_singlecolor) {
  394. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  395. Color m = *p_colors;
  396. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  397. } else if (!p_colors) {
  398. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  399. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  400. } else {
  401. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  402. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  403. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  404. buffer_ofs += sizeof(Color) * p_vertex_count;
  405. }
  406. #ifdef DEBUG_ENABLED
  407. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  408. #endif
  409. if (p_uvs) {
  410. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  411. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  412. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  413. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  414. } else {
  415. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  416. }
  417. #ifdef DEBUG_ENABLED
  418. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  419. #endif
  420. //bind the indices buffer.
  421. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  422. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  423. //draw the triangles.
  424. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
  425. storage->frame.canvas_draw_commands++;
  426. glBindVertexArray(0);
  427. }
  428. void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  429. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  430. //#define GLES_USE_PRIMITIVE_BUFFER
  431. int version = 0;
  432. int color_ofs = 0;
  433. int uv_ofs = 0;
  434. int stride = 2;
  435. if (p_colors) { //color
  436. version |= 1;
  437. color_ofs = stride;
  438. stride += 4;
  439. }
  440. if (p_uvs) { //uv
  441. version |= 2;
  442. uv_ofs = stride;
  443. stride += 2;
  444. }
  445. float b[(2 + 2 + 4) * 4];
  446. for (int i = 0; i < p_points; i++) {
  447. b[stride * i + 0] = p_vertices[i].x;
  448. b[stride * i + 1] = p_vertices[i].y;
  449. }
  450. if (p_colors) {
  451. for (int i = 0; i < p_points; i++) {
  452. b[stride * i + color_ofs + 0] = p_colors[i].r;
  453. b[stride * i + color_ofs + 1] = p_colors[i].g;
  454. b[stride * i + color_ofs + 2] = p_colors[i].b;
  455. b[stride * i + color_ofs + 3] = p_colors[i].a;
  456. }
  457. }
  458. if (p_uvs) {
  459. for (int i = 0; i < p_points; i++) {
  460. b[stride * i + uv_ofs + 0] = p_uvs[i].x;
  461. b[stride * i + uv_ofs + 1] = p_uvs[i].y;
  462. }
  463. }
  464. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  465. #ifndef GLES_OVER_GL
  466. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  467. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  468. #endif
  469. //TODO the below call may need to be replaced with: glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), &b[0]);
  470. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
  471. glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
  472. glDrawArrays(prim[p_points], 0, p_points);
  473. glBindVertexArray(0);
  474. glBindBuffer(GL_ARRAY_BUFFER, 0);
  475. storage->frame.canvas_draw_commands++;
  476. }
  477. static const GLenum gl_primitive[] = {
  478. GL_POINTS,
  479. GL_LINES,
  480. GL_LINE_STRIP,
  481. GL_LINE_LOOP,
  482. GL_TRIANGLES,
  483. GL_TRIANGLE_STRIP,
  484. GL_TRIANGLE_FAN
  485. };
  486. void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
  487. int cc = p_item->commands.size();
  488. Item::Command **commands = p_item->commands.ptrw();
  489. for (int i = 0; i < cc; i++) {
  490. Item::Command *c = commands[i];
  491. switch (c->type) {
  492. case Item::Command::TYPE_LINE: {
  493. Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
  494. _set_texture_rect_mode(false);
  495. _bind_canvas_texture(RID(), RID());
  496. glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
  497. if (line->width <= 1) {
  498. Vector2 verts[2] = {
  499. Vector2(line->from.x, line->from.y),
  500. Vector2(line->to.x, line->to.y)
  501. };
  502. #ifdef GLES_OVER_GL
  503. if (line->antialiased)
  504. glEnable(GL_LINE_SMOOTH);
  505. #endif
  506. //glLineWidth(line->width);
  507. _draw_gui_primitive(2, verts, NULL, NULL);
  508. #ifdef GLES_OVER_GL
  509. if (line->antialiased)
  510. glDisable(GL_LINE_SMOOTH);
  511. #endif
  512. } else {
  513. //thicker line
  514. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  515. Vector2 verts[4] = {
  516. line->from - t,
  517. line->from + t,
  518. line->to + t,
  519. line->to - t,
  520. };
  521. //glLineWidth(line->width);
  522. _draw_gui_primitive(4, verts, NULL, NULL);
  523. #ifdef GLES_OVER_GL
  524. if (line->antialiased) {
  525. glEnable(GL_LINE_SMOOTH);
  526. for (int j = 0; j < 4; j++) {
  527. Vector2 vertsl[2] = {
  528. verts[j],
  529. verts[(j + 1) % 4],
  530. };
  531. _draw_gui_primitive(2, vertsl, NULL, NULL);
  532. }
  533. glDisable(GL_LINE_SMOOTH);
  534. }
  535. #endif
  536. }
  537. } break;
  538. case Item::Command::TYPE_POLYLINE: {
  539. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
  540. _set_texture_rect_mode(false);
  541. _bind_canvas_texture(RID(), RID());
  542. if (pline->triangles.size()) {
  543. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  544. #ifdef GLES_OVER_GL
  545. glEnable(GL_LINE_SMOOTH);
  546. if (pline->multiline) {
  547. //needs to be different
  548. } else {
  549. _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  550. }
  551. glDisable(GL_LINE_SMOOTH);
  552. #endif
  553. } else {
  554. #ifdef GLES_OVER_GL
  555. if (pline->antialiased)
  556. glEnable(GL_LINE_SMOOTH);
  557. #endif
  558. if (pline->multiline) {
  559. int todo = pline->lines.size() / 2;
  560. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  561. int offset = 0;
  562. while (todo) {
  563. int to_draw = MIN(max_per_call, todo);
  564. _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);
  565. todo -= to_draw;
  566. offset += to_draw * 2;
  567. }
  568. } else {
  569. _draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  570. }
  571. #ifdef GLES_OVER_GL
  572. if (pline->antialiased)
  573. glDisable(GL_LINE_SMOOTH);
  574. #endif
  575. }
  576. } break;
  577. case Item::Command::TYPE_RECT: {
  578. Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
  579. _set_texture_rect_mode(true);
  580. //set color
  581. glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
  582. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
  583. if (texture) {
  584. bool untile = false;
  585. if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  586. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  587. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  588. untile = true;
  589. }
  590. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  591. Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  592. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  593. if (dst_rect.size.width < 0) {
  594. dst_rect.position.x += dst_rect.size.width;
  595. dst_rect.size.width *= -1;
  596. }
  597. if (dst_rect.size.height < 0) {
  598. dst_rect.position.y += dst_rect.size.height;
  599. dst_rect.size.height *= -1;
  600. }
  601. if (rect->flags & CANVAS_RECT_FLIP_H) {
  602. src_rect.size.x *= -1;
  603. }
  604. if (rect->flags & CANVAS_RECT_FLIP_V) {
  605. src_rect.size.y *= -1;
  606. }
  607. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  608. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  609. }
  610. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  611. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  612. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  613. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV);
  614. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  615. if (untile) {
  616. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  617. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  618. }
  619. } else {
  620. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  621. if (dst_rect.size.width < 0) {
  622. dst_rect.position.x += dst_rect.size.width;
  623. dst_rect.size.width *= -1;
  624. }
  625. if (dst_rect.size.height < 0) {
  626. dst_rect.position.y += dst_rect.size.height;
  627. dst_rect.size.height *= -1;
  628. }
  629. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  630. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  631. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  632. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  633. }
  634. storage->frame.canvas_draw_commands++;
  635. } break;
  636. case Item::Command::TYPE_NINEPATCH: {
  637. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
  638. _set_texture_rect_mode(true, true);
  639. glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
  640. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
  641. Size2 texpixel_size;
  642. if (!texture) {
  643. texpixel_size = Size2(1, 1);
  644. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  645. } else {
  646. if (np->source != Rect2()) {
  647. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  648. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
  649. } else {
  650. texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
  651. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  652. }
  653. }
  654. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  655. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  656. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
  657. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
  658. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
  659. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
  660. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
  661. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  662. storage->frame.canvas_draw_commands++;
  663. } break;
  664. case Item::Command::TYPE_PRIMITIVE: {
  665. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
  666. _set_texture_rect_mode(false);
  667. ERR_CONTINUE(primitive->points.size() < 1);
  668. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  669. if (texture) {
  670. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  671. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  672. }
  673. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  674. Color col = primitive->colors[0];
  675. glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a);
  676. } else if (primitive->colors.empty()) {
  677. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  678. }
  679. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  680. } break;
  681. case Item::Command::TYPE_POLYGON: {
  682. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
  683. _set_texture_rect_mode(false);
  684. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  685. if (texture) {
  686. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  687. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  688. }
  689. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
  690. #ifdef GLES_OVER_GL
  691. if (polygon->antialiased) {
  692. glEnable(GL_LINE_SMOOTH);
  693. _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  694. glDisable(GL_LINE_SMOOTH);
  695. }
  696. #endif
  697. } break;
  698. case Item::Command::TYPE_MESH: {
  699. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  700. _set_texture_rect_mode(false);
  701. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  702. if (texture) {
  703. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  704. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  705. }
  706. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
  707. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  708. if (mesh_data) {
  709. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  710. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  711. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  712. glBindVertexArray(s->array_id);
  713. glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
  714. if (s->index_array_len) {
  715. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  716. } else {
  717. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  718. }
  719. glBindVertexArray(0);
  720. }
  721. }
  722. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  723. } break;
  724. case Item::Command::TYPE_MULTIMESH: {
  725. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
  726. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  727. if (!multi_mesh)
  728. break;
  729. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  730. if (!mesh_data)
  731. break;
  732. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  733. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  734. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  735. //reset shader and force rebind
  736. state.using_texture_rect = true;
  737. _set_texture_rect_mode(false);
  738. if (texture) {
  739. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  740. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  741. }
  742. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  743. if (amount == -1) {
  744. amount = multi_mesh->size;
  745. }
  746. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  747. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  748. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  749. glBindVertexArray(s->instancing_array_id);
  750. glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
  751. int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
  752. glEnableVertexAttribArray(8);
  753. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
  754. glVertexAttribDivisor(8, 1);
  755. glEnableVertexAttribArray(9);
  756. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
  757. glVertexAttribDivisor(9, 1);
  758. int color_ofs;
  759. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  760. glEnableVertexAttribArray(10);
  761. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
  762. glVertexAttribDivisor(10, 1);
  763. color_ofs = 12 * 4;
  764. } else {
  765. glDisableVertexAttribArray(10);
  766. glVertexAttrib4f(10, 0, 0, 1, 0);
  767. color_ofs = 8 * 4;
  768. }
  769. int custom_data_ofs = color_ofs;
  770. switch (multi_mesh->color_format) {
  771. case VS::MULTIMESH_COLOR_NONE: {
  772. glDisableVertexAttribArray(11);
  773. glVertexAttrib4f(11, 1, 1, 1, 1);
  774. } break;
  775. case VS::MULTIMESH_COLOR_8BIT: {
  776. glEnableVertexAttribArray(11);
  777. glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  778. glVertexAttribDivisor(11, 1);
  779. custom_data_ofs += 4;
  780. } break;
  781. case VS::MULTIMESH_COLOR_FLOAT: {
  782. glEnableVertexAttribArray(11);
  783. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  784. glVertexAttribDivisor(11, 1);
  785. custom_data_ofs += 4 * 4;
  786. } break;
  787. }
  788. switch (multi_mesh->custom_data_format) {
  789. case VS::MULTIMESH_CUSTOM_DATA_NONE: {
  790. glDisableVertexAttribArray(12);
  791. glVertexAttrib4f(12, 1, 1, 1, 1);
  792. } break;
  793. case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
  794. glEnableVertexAttribArray(12);
  795. glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  796. glVertexAttribDivisor(12, 1);
  797. } break;
  798. case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
  799. glEnableVertexAttribArray(12);
  800. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  801. glVertexAttribDivisor(12, 1);
  802. } break;
  803. }
  804. if (s->index_array_len) {
  805. glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
  806. } else {
  807. glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
  808. }
  809. glBindVertexArray(0);
  810. }
  811. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  812. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  813. state.using_texture_rect = true;
  814. _set_texture_rect_mode(false);
  815. } break;
  816. case Item::Command::TYPE_PARTICLES: {
  817. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  818. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  819. if (!particles)
  820. break;
  821. if (particles->inactive && !particles->emitting)
  822. break;
  823. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  824. VisualServerRaster::redraw_request();
  825. storage->particles_request_process(particles_cmd->particles);
  826. //enable instancing
  827. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  828. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  829. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  830. //reset shader and force rebind
  831. state.using_texture_rect = true;
  832. _set_texture_rect_mode(false);
  833. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  834. if (texture) {
  835. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  836. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  837. } else {
  838. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  839. }
  840. if (!particles->use_local_coords) {
  841. Transform2D inv_xf;
  842. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  843. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  844. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  845. inv_xf.affine_invert();
  846. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  847. }
  848. glBindVertexArray(data.particle_quad_array); //use particle quad array
  849. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  850. int stride = sizeof(float) * 4 * 6;
  851. int amount = particles->amount;
  852. if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
  853. glEnableVertexAttribArray(8); //xform x
  854. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  855. glVertexAttribDivisor(8, 1);
  856. glEnableVertexAttribArray(9); //xform y
  857. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  858. glVertexAttribDivisor(9, 1);
  859. glEnableVertexAttribArray(10); //xform z
  860. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  861. glVertexAttribDivisor(10, 1);
  862. glEnableVertexAttribArray(11); //color
  863. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  864. glVertexAttribDivisor(11, 1);
  865. glEnableVertexAttribArray(12); //custom
  866. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  867. glVertexAttribDivisor(12, 1);
  868. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  869. } else {
  870. //split
  871. int split = int(Math::ceil(particles->phase * particles->amount));
  872. if (amount - split > 0) {
  873. glEnableVertexAttribArray(8); //xform x
  874. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
  875. glVertexAttribDivisor(8, 1);
  876. glEnableVertexAttribArray(9); //xform y
  877. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
  878. glVertexAttribDivisor(9, 1);
  879. glEnableVertexAttribArray(10); //xform z
  880. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
  881. glVertexAttribDivisor(10, 1);
  882. glEnableVertexAttribArray(11); //color
  883. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
  884. glVertexAttribDivisor(11, 1);
  885. glEnableVertexAttribArray(12); //custom
  886. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
  887. glVertexAttribDivisor(12, 1);
  888. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  889. }
  890. if (split > 0) {
  891. glEnableVertexAttribArray(8); //xform x
  892. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  893. glVertexAttribDivisor(8, 1);
  894. glEnableVertexAttribArray(9); //xform y
  895. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  896. glVertexAttribDivisor(9, 1);
  897. glEnableVertexAttribArray(10); //xform z
  898. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  899. glVertexAttribDivisor(10, 1);
  900. glEnableVertexAttribArray(11); //color
  901. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  902. glVertexAttribDivisor(11, 1);
  903. glEnableVertexAttribArray(12); //custom
  904. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  905. glVertexAttribDivisor(12, 1);
  906. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  907. }
  908. }
  909. glBindVertexArray(0);
  910. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  911. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  912. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  913. state.using_texture_rect = true;
  914. _set_texture_rect_mode(false);
  915. } break;
  916. case Item::Command::TYPE_CIRCLE: {
  917. _set_texture_rect_mode(false);
  918. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
  919. static const int numpoints = 32;
  920. Vector2 points[numpoints + 1];
  921. points[numpoints] = circle->pos;
  922. int indices[numpoints * 3];
  923. for (int j = 0; j < numpoints; j++) {
  924. points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius;
  925. indices[j * 3 + 0] = j;
  926. indices[j * 3 + 1] = (j + 1) % numpoints;
  927. indices[j * 3 + 2] = numpoints;
  928. }
  929. _bind_canvas_texture(RID(), RID());
  930. _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
  931. //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  932. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  933. } break;
  934. case Item::Command::TYPE_TRANSFORM: {
  935. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
  936. state.extra_matrix = transform->xform;
  937. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  938. } break;
  939. case Item::Command::TYPE_CLIP_IGNORE: {
  940. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
  941. if (current_clip) {
  942. if (ci->ignore != reclip) {
  943. if (ci->ignore) {
  944. glDisable(GL_SCISSOR_TEST);
  945. reclip = true;
  946. } else {
  947. glEnable(GL_SCISSOR_TEST);
  948. //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)),
  949. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  950. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  951. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  952. y = current_clip->final_clip_rect.position.y;
  953. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  954. reclip = false;
  955. }
  956. }
  957. }
  958. } break;
  959. }
  960. }
  961. }
  962. void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
  963. ERR_FAIL_COND_MSG(storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
  964. glDisable(GL_BLEND);
  965. state.canvas_texscreen_used = true;
  966. //blur diffuse into effect mipmaps using separatable convolution
  967. //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
  968. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  969. Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
  970. if (p_rect != Rect2()) {
  971. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
  972. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
  973. }
  974. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
  975. glActiveTexture(GL_TEXTURE0);
  976. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  977. storage->shaders.copy.bind();
  978. storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
  979. scene_render->_copy_screen();
  980. for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
  981. int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
  982. int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
  983. glViewport(0, 0, vp_w, vp_h);
  984. //horizontal pass
  985. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
  986. scene_render->state.effect_blur_shader.bind();
  987. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  988. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  989. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  990. glActiveTexture(GL_TEXTURE0);
  991. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
  992. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
  993. scene_render->_copy_screen();
  994. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
  995. //vertical pass
  996. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
  997. scene_render->state.effect_blur_shader.bind();
  998. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  999. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  1000. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  1001. glActiveTexture(GL_TEXTURE0);
  1002. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
  1003. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
  1004. scene_render->_copy_screen();
  1005. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
  1006. }
  1007. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
  1008. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
  1009. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  1010. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  1011. // back to canvas, force rebind
  1012. state.using_texture_rect = true;
  1013. _set_texture_rect_mode(false);
  1014. _bind_canvas_texture(state.current_tex, state.current_normal, true);
  1015. glEnable(GL_BLEND);
  1016. }
  1017. void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform) {
  1018. Item *current_clip = NULL;
  1019. RasterizerStorageGLES3::Shader *shader_cache = NULL;
  1020. bool rebind_shader = true;
  1021. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1022. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1023. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1024. state.current_tex = RID();
  1025. state.current_tex_ptr = NULL;
  1026. state.current_normal = RID();
  1027. glActiveTexture(GL_TEXTURE0);
  1028. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1029. int last_blend_mode = -1;
  1030. RID canvas_last_material;
  1031. bool prev_distance_field = false;
  1032. bool prev_use_skeleton = false;
  1033. while (p_item_list) {
  1034. Item *ci = p_item_list;
  1035. if (prev_distance_field != ci->distance_field) {
  1036. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
  1037. prev_distance_field = ci->distance_field;
  1038. rebind_shader = true;
  1039. }
  1040. if (current_clip != ci->final_clip_owner) {
  1041. current_clip = ci->final_clip_owner;
  1042. //setup clip
  1043. if (current_clip) {
  1044. glEnable(GL_SCISSOR_TEST);
  1045. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1046. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1047. y = current_clip->final_clip_rect.position.y;
  1048. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  1049. } else {
  1050. glDisable(GL_SCISSOR_TEST);
  1051. }
  1052. }
  1053. if (ci->copy_back_buffer) {
  1054. if (ci->copy_back_buffer->full) {
  1055. _copy_texscreen(Rect2());
  1056. } else {
  1057. _copy_texscreen(ci->copy_back_buffer->rect);
  1058. }
  1059. }
  1060. RasterizerStorageGLES3::Skeleton *skeleton = NULL;
  1061. {
  1062. //skeleton handling
  1063. if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
  1064. skeleton = storage->skeleton_owner.get(ci->skeleton);
  1065. if (!skeleton->use_2d) {
  1066. skeleton = NULL;
  1067. } else {
  1068. state.skeleton_transform = p_transform * skeleton->base_transform_2d;
  1069. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  1070. }
  1071. }
  1072. bool use_skeleton = skeleton != NULL;
  1073. if (prev_use_skeleton != use_skeleton) {
  1074. rebind_shader = true;
  1075. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  1076. prev_use_skeleton = use_skeleton;
  1077. }
  1078. if (skeleton) {
  1079. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1080. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  1081. state.using_skeleton = true;
  1082. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  1083. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  1084. } else {
  1085. state.using_skeleton = false;
  1086. }
  1087. }
  1088. //begin rect
  1089. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  1090. RID material = material_owner->material;
  1091. if (material != canvas_last_material || rebind_shader) {
  1092. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  1093. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  1094. if (material_ptr) {
  1095. shader_ptr = material_ptr->shader;
  1096. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  1097. shader_ptr = NULL; //do not use non canvasitem shader
  1098. }
  1099. }
  1100. if (shader_ptr) {
  1101. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  1102. //copy if not copied before
  1103. _copy_texscreen(Rect2());
  1104. // blend mode will have been enabled so make sure we disable it again later on
  1105. last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
  1106. }
  1107. if (shader_ptr != shader_cache || rebind_shader) {
  1108. if (shader_ptr->canvas_item.uses_time) {
  1109. VisualServerRaster::redraw_request();
  1110. }
  1111. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  1112. state.canvas_shader.bind();
  1113. }
  1114. if (material_ptr->ubo_id) {
  1115. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  1116. }
  1117. int tc = material_ptr->textures.size();
  1118. RID *textures = material_ptr->textures.ptrw();
  1119. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  1120. for (int i = 0; i < tc; i++) {
  1121. glActiveTexture(GL_TEXTURE2 + i);
  1122. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  1123. if (!t) {
  1124. switch (texture_hints[i]) {
  1125. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  1126. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  1127. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1128. } break;
  1129. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  1130. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  1131. } break;
  1132. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1133. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  1134. } break;
  1135. default: {
  1136. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1137. } break;
  1138. }
  1139. //check hints
  1140. continue;
  1141. }
  1142. if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  1143. VisualServerRaster::redraw_request();
  1144. }
  1145. t = t->get_ptr();
  1146. if (storage->config.srgb_decode_supported && t->using_srgb) {
  1147. //no srgb in 2D
  1148. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  1149. t->using_srgb = false;
  1150. }
  1151. glBindTexture(t->target, t->tex_id);
  1152. }
  1153. } else {
  1154. state.canvas_shader.set_custom_shader(0);
  1155. state.canvas_shader.bind();
  1156. }
  1157. shader_cache = shader_ptr;
  1158. canvas_last_material = material;
  1159. rebind_shader = false;
  1160. }
  1161. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1162. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  1163. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1164. }
  1165. bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  1166. bool reclip = false;
  1167. if (last_blend_mode != blend_mode) {
  1168. if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1169. // re-enable it
  1170. glEnable(GL_BLEND);
  1171. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1172. // disable it
  1173. glDisable(GL_BLEND);
  1174. }
  1175. switch (blend_mode) {
  1176. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  1177. // nothing to do here
  1178. } break;
  1179. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  1180. glBlendEquation(GL_FUNC_ADD);
  1181. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1182. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1183. } else {
  1184. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1185. }
  1186. } break;
  1187. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  1188. glBlendEquation(GL_FUNC_ADD);
  1189. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1190. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1191. } else {
  1192. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1193. }
  1194. } break;
  1195. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  1196. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1197. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1198. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1199. } else {
  1200. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1201. }
  1202. } break;
  1203. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  1204. glBlendEquation(GL_FUNC_ADD);
  1205. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1206. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1207. } else {
  1208. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1209. }
  1210. } break;
  1211. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1212. glBlendEquation(GL_FUNC_ADD);
  1213. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1214. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1215. } else {
  1216. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1217. }
  1218. } break;
  1219. }
  1220. last_blend_mode = blend_mode;
  1221. }
  1222. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
  1223. state.final_transform = ci->final_transform;
  1224. state.extra_matrix = Transform2D();
  1225. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1226. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1227. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  1228. if (storage->frame.current_rt) {
  1229. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1230. } else {
  1231. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1232. }
  1233. 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))
  1234. _canvas_item_render_commands(ci, current_clip, reclip);
  1235. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  1236. Light *light = p_light;
  1237. bool light_used = false;
  1238. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1239. state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate
  1240. while (light) {
  1241. 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)) {
  1242. //intersects this light
  1243. if (!light_used || mode != light->mode) {
  1244. mode = light->mode;
  1245. switch (mode) {
  1246. case VS::CANVAS_LIGHT_MODE_ADD: {
  1247. glBlendEquation(GL_FUNC_ADD);
  1248. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1249. } break;
  1250. case VS::CANVAS_LIGHT_MODE_SUB: {
  1251. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1252. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1253. } break;
  1254. case VS::CANVAS_LIGHT_MODE_MIX:
  1255. case VS::CANVAS_LIGHT_MODE_MASK: {
  1256. glBlendEquation(GL_FUNC_ADD);
  1257. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1258. } break;
  1259. }
  1260. }
  1261. if (!light_used) {
  1262. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  1263. light_used = true;
  1264. }
  1265. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  1266. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  1267. if (has_shadow) {
  1268. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1269. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  1270. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  1271. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  1272. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  1273. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  1274. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  1275. }
  1276. bool light_rebind = state.canvas_shader.bind();
  1277. if (light_rebind) {
  1278. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1279. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1280. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  1281. if (storage->frame.current_rt) {
  1282. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1283. } else {
  1284. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1285. }
  1286. }
  1287. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
  1288. if (has_shadow) {
  1289. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1290. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  1291. glBindTexture(GL_TEXTURE_2D, cls->distance);
  1292. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  1293. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  1294. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  1295. }
  1296. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1297. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  1298. if (!t) {
  1299. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1300. } else {
  1301. t = t->get_ptr();
  1302. glBindTexture(t->target, t->tex_id);
  1303. }
  1304. glActiveTexture(GL_TEXTURE0);
  1305. _canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
  1306. }
  1307. light = light->next_ptr;
  1308. }
  1309. if (light_used) {
  1310. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1311. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1312. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  1313. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  1314. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  1315. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  1316. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  1317. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  1318. state.canvas_shader.bind();
  1319. last_blend_mode = -1;
  1320. /*
  1321. //this is set again, so it should not be needed anyway?
  1322. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1323. ci->final_modulate.r * p_modulate.r,
  1324. ci->final_modulate.g * p_modulate.g,
  1325. ci->final_modulate.b * p_modulate.b,
  1326. ci->final_modulate.a * p_modulate.a );
  1327. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  1328. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  1329. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  1330. glBlendEquation(GL_FUNC_ADD);
  1331. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1332. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1333. } else {
  1334. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1335. }
  1336. //@TODO RESET canvas_blend_mode
  1337. */
  1338. }
  1339. }
  1340. if (reclip) {
  1341. glEnable(GL_SCISSOR_TEST);
  1342. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1343. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1344. y = current_clip->final_clip_rect.position.y;
  1345. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1346. }
  1347. p_item_list = p_item_list->next;
  1348. }
  1349. if (current_clip) {
  1350. glDisable(GL_SCISSOR_TEST);
  1351. }
  1352. //disable states that may have been used
  1353. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  1354. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  1355. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  1356. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  1357. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  1358. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1359. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1360. }
  1361. void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  1362. Light *light = p_lights_with_shadow;
  1363. canvas_begin(); //reset
  1364. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1365. int h = 10;
  1366. int w = storage->frame.current_rt->width;
  1367. int ofs = h;
  1368. glDisable(GL_BLEND);
  1369. while (light) {
  1370. if (light->shadow_buffer.is_valid()) {
  1371. RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1372. if (sb) {
  1373. glBindTexture(GL_TEXTURE_2D, sb->distance);
  1374. draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
  1375. ofs += h * 2;
  1376. }
  1377. }
  1378. light = light->shadows_next_ptr;
  1379. }
  1380. canvas_end();
  1381. }
  1382. void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  1383. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  1384. ERR_FAIL_COND(!cls);
  1385. glDisable(GL_BLEND);
  1386. glDisable(GL_SCISSOR_TEST);
  1387. glDisable(GL_DITHER);
  1388. glDisable(GL_CULL_FACE);
  1389. glDepthFunc(GL_LEQUAL);
  1390. glEnable(GL_DEPTH_TEST);
  1391. glDepthMask(true);
  1392. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  1393. state.canvas_shadow_shader.bind();
  1394. glViewport(0, 0, cls->size, cls->height);
  1395. glClearDepth(1.0f);
  1396. glClearColor(1, 1, 1, 1);
  1397. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1398. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1399. for (int i = 0; i < 4; i++) {
  1400. //make sure it remains orthogonal, makes easy to read angle later
  1401. Transform light;
  1402. light.origin[0] = p_light_xform[2][0];
  1403. light.origin[1] = p_light_xform[2][1];
  1404. light.basis[0][0] = p_light_xform[0][0];
  1405. light.basis[0][1] = p_light_xform[1][0];
  1406. light.basis[1][0] = p_light_xform[0][1];
  1407. light.basis[1][1] = p_light_xform[1][1];
  1408. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1409. //p_near=1;
  1410. CameraMatrix projection;
  1411. {
  1412. real_t fov = 90;
  1413. real_t nearp = p_near;
  1414. real_t farp = p_far;
  1415. real_t aspect = 1.0;
  1416. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1417. real_t ymin = -ymax;
  1418. real_t xmin = ymin * aspect;
  1419. real_t xmax = ymax * aspect;
  1420. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1421. }
  1422. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  1423. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1424. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
  1425. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
  1426. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
  1427. if (i == 0)
  1428. *p_xform_cache = projection;
  1429. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  1430. LightOccluderInstance *instance = p_occluders;
  1431. while (instance) {
  1432. RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  1433. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  1434. instance = instance->next;
  1435. continue;
  1436. }
  1437. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
  1438. if (cull != instance->cull_cache) {
  1439. cull = instance->cull_cache;
  1440. switch (cull) {
  1441. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  1442. glDisable(GL_CULL_FACE);
  1443. } break;
  1444. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  1445. glEnable(GL_CULL_FACE);
  1446. glCullFace(GL_FRONT);
  1447. } break;
  1448. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  1449. glEnable(GL_CULL_FACE);
  1450. glCullFace(GL_BACK);
  1451. } break;
  1452. }
  1453. }
  1454. glBindVertexArray(cc->array_id);
  1455. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1456. instance = instance->next;
  1457. }
  1458. }
  1459. glBindVertexArray(0);
  1460. }
  1461. void RasterizerCanvasGLES3::reset_canvas() {
  1462. if (storage->frame.current_rt) {
  1463. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  1464. glColorMask(1, 1, 1, 1); //don't touch alpha
  1465. }
  1466. glBindVertexArray(0);
  1467. glDisable(GL_CULL_FACE);
  1468. glDisable(GL_DEPTH_TEST);
  1469. glDisable(GL_SCISSOR_TEST);
  1470. glDisable(GL_DITHER);
  1471. glEnable(GL_BLEND);
  1472. glBlendEquation(GL_FUNC_ADD);
  1473. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1474. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1475. } else {
  1476. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1477. }
  1478. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  1479. //glLineWidth(1.0);
  1480. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1481. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1482. //use for reading from screen
  1483. if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
  1484. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  1485. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
  1486. }
  1487. glActiveTexture(GL_TEXTURE0);
  1488. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1489. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1490. Transform canvas_transform;
  1491. if (storage->frame.current_rt) {
  1492. float csy = 1.0;
  1493. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  1494. csy = -1.0;
  1495. }
  1496. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  1497. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  1498. } else {
  1499. Vector2 ssize = OS::get_singleton()->get_window_size();
  1500. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1501. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  1502. }
  1503. state.vp = canvas_transform;
  1504. store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
  1505. state.canvas_item_ubo_data.time = storage->frame.time[0];
  1506. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1507. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1508. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1509. state.canvas_texscreen_used = false;
  1510. }
  1511. void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1512. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  1513. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  1514. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1515. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1516. }
  1517. void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  1518. Vector2 half_size;
  1519. if (storage->frame.current_rt) {
  1520. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  1521. } else {
  1522. half_size = OS::get_singleton()->get_window_size();
  1523. }
  1524. half_size *= 0.5;
  1525. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  1526. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  1527. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  1528. // setup our lens shader
  1529. state.lens_shader.bind();
  1530. state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
  1531. state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
  1532. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
  1533. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
  1534. state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
  1535. state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
  1536. state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
  1537. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  1538. glBindVertexArray(data.canvas_quad_array);
  1539. // and draw
  1540. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1541. glBindVertexArray(0);
  1542. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  1543. }
  1544. void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {
  1545. Vector2 window_size = OS::get_singleton()->get_window_size();
  1546. int window_h = window_size.height;
  1547. int window_w = window_size.width;
  1548. glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  1549. glViewport(0, 0, window_size.width, window_size.height);
  1550. canvas_begin();
  1551. if (black_image[MARGIN_LEFT].is_valid()) {
  1552. _bind_canvas_texture(black_image[MARGIN_LEFT], RID());
  1553. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  1554. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
  1555. } else if (black_margin[MARGIN_LEFT]) {
  1556. glActiveTexture(GL_TEXTURE0);
  1557. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1558. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  1559. }
  1560. if (black_image[MARGIN_RIGHT].is_valid()) {
  1561. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
  1562. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  1563. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y));
  1564. } else if (black_margin[MARGIN_RIGHT]) {
  1565. glActiveTexture(GL_TEXTURE0);
  1566. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1567. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  1568. }
  1569. if (black_image[MARGIN_TOP].is_valid()) {
  1570. _bind_canvas_texture(black_image[MARGIN_TOP], RID());
  1571. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  1572. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
  1573. } else if (black_margin[MARGIN_TOP]) {
  1574. glActiveTexture(GL_TEXTURE0);
  1575. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1576. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  1577. }
  1578. if (black_image[MARGIN_BOTTOM].is_valid()) {
  1579. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
  1580. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  1581. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y));
  1582. } else if (black_margin[MARGIN_BOTTOM]) {
  1583. glActiveTexture(GL_TEXTURE0);
  1584. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1585. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  1586. }
  1587. }
  1588. void RasterizerCanvasGLES3::initialize() {
  1589. {
  1590. //quad buffers
  1591. glGenBuffers(1, &data.canvas_quad_vertices);
  1592. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1593. {
  1594. const float qv[8] = {
  1595. 0, 0,
  1596. 0, 1,
  1597. 1, 1,
  1598. 1, 0
  1599. };
  1600. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1601. }
  1602. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1603. glGenVertexArrays(1, &data.canvas_quad_array);
  1604. glBindVertexArray(data.canvas_quad_array);
  1605. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1606. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
  1607. glEnableVertexAttribArray(0);
  1608. glBindVertexArray(0);
  1609. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1610. }
  1611. {
  1612. //particle quad buffers
  1613. glGenBuffers(1, &data.particle_quad_vertices);
  1614. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1615. {
  1616. //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
  1617. const float qv[16] = {
  1618. -0.5, -0.5,
  1619. 0.0, 0.0,
  1620. -0.5, 0.5,
  1621. 0.0, 1.0,
  1622. 0.5, 0.5,
  1623. 1.0, 1.0,
  1624. 0.5, -0.5,
  1625. 1.0, 0.0
  1626. };
  1627. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  1628. }
  1629. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1630. glGenVertexArrays(1, &data.particle_quad_array);
  1631. glBindVertexArray(data.particle_quad_array);
  1632. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1633. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1634. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
  1635. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1636. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
  1637. glBindVertexArray(0);
  1638. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1639. }
  1640. {
  1641. uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1642. 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"));
  1643. poly_size *= 1024; //kb
  1644. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1645. glGenBuffers(1, &data.polygon_buffer);
  1646. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1647. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1648. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1649. data.polygon_buffer_size = poly_size;
  1650. //quad arrays
  1651. for (int i = 0; i < 4; i++) {
  1652. glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
  1653. glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
  1654. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1655. int uv_ofs = 0;
  1656. int color_ofs = 0;
  1657. int stride = 2 * 4;
  1658. if (i & 1) { //color
  1659. color_ofs = stride;
  1660. stride += 4 * 4;
  1661. }
  1662. if (i & 2) { //uv
  1663. uv_ofs = stride;
  1664. stride += 2 * 4;
  1665. }
  1666. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1667. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL);
  1668. if (i & 1) {
  1669. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  1670. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  1671. }
  1672. if (i & 2) {
  1673. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1674. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
  1675. }
  1676. glBindVertexArray(0);
  1677. }
  1678. glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
  1679. uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  1680. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1681. index_size *= 1024; //kb
  1682. glGenBuffers(1, &data.polygon_index_buffer);
  1683. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1684. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1685. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1686. data.polygon_index_buffer_size = index_size;
  1687. }
  1688. store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
  1689. glGenBuffers(1, &state.canvas_item_ubo);
  1690. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1691. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1692. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1693. state.canvas_shader.init();
  1694. state.canvas_shader.set_base_material_tex_index(2);
  1695. state.canvas_shadow_shader.init();
  1696. state.lens_shader.init();
  1697. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1698. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1699. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1700. }
  1701. void RasterizerCanvasGLES3::finalize() {
  1702. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1703. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1704. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1705. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1706. glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
  1707. }
  1708. RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
  1709. }