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- /*************************************************************************/
- /* rasterizer_canvas_gles3.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "rasterizer_canvas_gles3.h"
- #ifdef GLES3_ENABLED
- #include "core/os/os.h"
- #include "rasterizer_scene_gles3.h"
- #include "core/config/project_settings.h"
- #include "servers/rendering/rendering_server_default.h"
- #include "storage/config.h"
- #include "storage/material_storage.h"
- #include "storage/mesh_storage.h"
- #include "storage/texture_storage.h"
- #ifndef GLES_OVER_GL
- #define glClearDepth glClearDepthf
- #endif
- //static const GLenum gl_primitive[] = {
- // GL_POINTS,
- // GL_LINES,
- // GL_LINE_STRIP,
- // GL_LINE_LOOP,
- // GL_TRIANGLES,
- // GL_TRIANGLE_STRIP,
- // GL_TRIANGLE_FAN
- //};
- void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
- p_mat4[0] = p_transform.columns[0][0];
- p_mat4[1] = p_transform.columns[0][1];
- p_mat4[2] = 0;
- p_mat4[3] = 0;
- p_mat4[4] = p_transform.columns[1][0];
- p_mat4[5] = p_transform.columns[1][1];
- p_mat4[6] = 0;
- p_mat4[7] = 0;
- p_mat4[8] = 0;
- p_mat4[9] = 0;
- p_mat4[10] = 1;
- p_mat4[11] = 0;
- p_mat4[12] = p_transform.columns[2][0];
- p_mat4[13] = p_transform.columns[2][1];
- p_mat4[14] = 0;
- p_mat4[15] = 1;
- }
- void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
- p_mat2x4[0] = p_transform.columns[0][0];
- p_mat2x4[1] = p_transform.columns[1][0];
- p_mat2x4[2] = 0;
- p_mat2x4[3] = p_transform.columns[2][0];
- p_mat2x4[4] = p_transform.columns[0][1];
- p_mat2x4[5] = p_transform.columns[1][1];
- p_mat2x4[6] = 0;
- p_mat2x4[7] = p_transform.columns[2][1];
- }
- void RasterizerCanvasGLES3::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
- p_mat2x3[0] = p_transform.columns[0][0];
- p_mat2x3[1] = p_transform.columns[0][1];
- p_mat2x3[2] = p_transform.columns[1][0];
- p_mat2x3[3] = p_transform.columns[1][1];
- p_mat2x3[4] = p_transform.columns[2][0];
- p_mat2x3[5] = p_transform.columns[2][1];
- }
- void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
- p_mat4[0] = p_transform.basis.rows[0][0];
- p_mat4[1] = p_transform.basis.rows[1][0];
- p_mat4[2] = p_transform.basis.rows[2][0];
- p_mat4[3] = 0;
- p_mat4[4] = p_transform.basis.rows[0][1];
- p_mat4[5] = p_transform.basis.rows[1][1];
- p_mat4[6] = p_transform.basis.rows[2][1];
- p_mat4[7] = 0;
- p_mat4[8] = p_transform.basis.rows[0][2];
- p_mat4[9] = p_transform.basis.rows[1][2];
- p_mat4[10] = p_transform.basis.rows[2][2];
- p_mat4[11] = 0;
- p_mat4[12] = p_transform.origin.x;
- p_mat4[13] = p_transform.origin.y;
- p_mat4[14] = p_transform.origin.z;
- p_mat4[15] = 1;
- }
- void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
- // Clear out any state that may have been left from the 3D pass.
- reset_canvas();
- // TODO: Setup Directional Lights
- // TODO: Setup lights
- {
- //update canvas state uniform buffer
- StateBuffer state_buffer;
- Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
- Transform3D screen_transform;
- screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
- screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
- _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
- _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
- Transform2D normal_transform = p_canvas_transform;
- normal_transform.columns[0].normalize();
- normal_transform.columns[1].normalize();
- normal_transform.columns[2] = Vector2();
- _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
- state_buffer.canvas_modulate[0] = p_modulate.r;
- state_buffer.canvas_modulate[1] = p_modulate.g;
- state_buffer.canvas_modulate[2] = p_modulate.b;
- state_buffer.canvas_modulate[3] = p_modulate.a;
- Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
- state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
- state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- // TODO: temporary, this should be set at the top of this function
- glViewport(0, 0, render_target_size.x, render_target_size.y);
- state_buffer.time = state.time;
- state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
- state_buffer.directional_light_count = 0; //directional_light_count;
- Vector2 canvas_scale = p_canvas_transform.get_scale();
- state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
- state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
- state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
- state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
- Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
- Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
- state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
- state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
- state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
- state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
- state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
- GLuint global_buffer = material_storage->global_variables_get_uniform_buffer();
- glBindBufferBase(GL_UNIFORM_BUFFER, GLOBAL_UNIFORM_LOCATION, global_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- }
- {
- state.default_filter = p_default_filter;
- state.default_repeat = p_default_repeat;
- }
- r_sdf_used = false;
- int item_count = 0;
- bool backbuffer_cleared = false;
- bool time_used = false;
- bool material_screen_texture_found = false;
- Rect2 back_buffer_rect;
- bool backbuffer_copy = false;
- Item *ci = p_item_list;
- Item *canvas_group_owner = nullptr;
- while (ci) {
- if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
- backbuffer_copy = true;
- if (ci->copy_back_buffer->full) {
- back_buffer_rect = Rect2();
- } else {
- back_buffer_rect = ci->copy_back_buffer->rect;
- }
- }
- // Check material for something that may change flow of rendering, but do not bind for now.
- RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
- if (material.is_valid()) {
- GLES3::CanvasMaterialData *md = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
- if (md && md->shader_data->valid) {
- if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
- if (!material_screen_texture_found) {
- backbuffer_copy = true;
- back_buffer_rect = Rect2();
- }
- }
- if (md->shader_data->uses_sdf) {
- r_sdf_used = true;
- }
- if (md->shader_data->uses_time) {
- time_used = true;
- }
- }
- }
- if (ci->canvas_group_owner != nullptr) {
- if (canvas_group_owner == nullptr) {
- // Canvas group begins here, render until before this item
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
- item_count = 0;
- Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
- if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
- texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
- } else if (!backbuffer_cleared) {
- texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
- backbuffer_cleared = true;
- }
- backbuffer_copy = false;
- canvas_group_owner = ci->canvas_group_owner; //continue until owner found
- }
- ci->canvas_group_owner = nullptr; //must be cleared
- }
- if (!backbuffer_cleared && canvas_group_owner == nullptr && ci->canvas_group != nullptr && !backbuffer_copy) {
- texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
- backbuffer_cleared = true;
- }
- if (ci == canvas_group_owner) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
- item_count = 0;
- if (ci->canvas_group->blur_mipmaps) {
- texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
- }
- canvas_group_owner = nullptr;
- }
- if (backbuffer_copy) {
- //render anything pending, including clearing if no items
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
- item_count = 0;
- texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
- backbuffer_copy = false;
- material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
- }
- // just add all items for now
- items[item_count++] = ci;
- if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
- //then reset
- item_count = 0;
- }
- ci = ci->next;
- }
- if (time_used) {
- RenderingServerDefault::redraw_request();
- }
- // Clear out state used in 2D pass
- reset_canvas();
- }
- void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- Item *current_clip = nullptr;
- Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
- canvas_begin(p_to_render_target, p_to_backbuffer);
- RID prev_material;
- uint32_t index = 0;
- GLES3::CanvasShaderData::BlendMode last_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
- GLES3::CanvasShaderData *shader_data_cache = nullptr;
- state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
- state.current_tex_ptr = nullptr;
- state.current_normal = RID();
- state.current_specular = RID();
- state.canvas_texscreen_used = false;
- state.current_shader_version = state.canvas_shader_default_version;
- for (int i = 0; i < p_item_count; i++) {
- Item *ci = items[i];
- if (current_clip != ci->final_clip_owner) {
- _render_batch(index);
- current_clip = ci->final_clip_owner;
- //setup clip
- if (current_clip) {
- glEnable(GL_SCISSOR_TEST);
- glScissor(current_clip->final_clip_rect.position.x, current_clip->final_clip_rect.position.y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
- } else {
- glDisable(GL_SCISSOR_TEST);
- }
- }
- RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
- if (material.is_null() && ci->canvas_group != nullptr) {
- material = default_canvas_group_material;
- }
- if (material != prev_material) {
- _render_batch(index);
- GLES3::CanvasMaterialData *material_data = nullptr;
- if (material.is_valid()) {
- material_data = static_cast<GLES3::CanvasMaterialData *>(material_storage->material_get_data(material, RS::SHADER_CANVAS_ITEM));
- }
- if (material_data) {
- if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
- // Bind uniform buffer and textures
- material_data->bind_uniforms();
- state.current_shader_version = material_data->shader_data->version;
- shader_data_cache = material_data->shader_data;
- } else {
- state.current_shader_version = state.canvas_shader_default_version;
- shader_data_cache = nullptr;
- }
- } else {
- state.current_shader_version = state.canvas_shader_default_version;
- shader_data_cache = nullptr;
- }
- prev_material = material;
- }
- GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- if (last_blend_mode != blend_mode) {
- if (last_blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
- // re-enable it
- glEnable(GL_BLEND);
- } else if (blend_mode == GLES3::CanvasShaderData::BLEND_MODE_DISABLED) {
- // disable it
- glDisable(GL_BLEND);
- }
- switch (blend_mode) {
- case GLES3::CanvasShaderData::BLEND_MODE_DISABLED: {
- // Nothing to do here.
- } break;
- case GLES3::CanvasShaderData::BLEND_MODE_MIX: {
- glBlendEquation(GL_FUNC_ADD);
- if (state.transparent_render_target) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
- }
- } break;
- case GLES3::CanvasShaderData::BLEND_MODE_ADD: {
- glBlendEquation(GL_FUNC_ADD);
- if (state.transparent_render_target) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
- } else {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
- }
- } break;
- case GLES3::CanvasShaderData::BLEND_MODE_SUB: {
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- if (state.transparent_render_target) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
- } else {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
- }
- } break;
- case GLES3::CanvasShaderData::BLEND_MODE_MUL: {
- glBlendEquation(GL_FUNC_ADD);
- if (state.transparent_render_target) {
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
- } else {
- glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
- }
- } break;
- case GLES3::CanvasShaderData::BLEND_MODE_PMALPHA: {
- glBlendEquation(GL_FUNC_ADD);
- if (state.transparent_render_target) {
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
- }
- } break;
- }
- last_blend_mode = blend_mode;
- }
- _render_item(p_to_render_target, ci, canvas_transform_inverse, current_clip, p_lights, index);
- }
- // Render last command
- _render_batch(index);
- }
- void RasterizerCanvasGLES3::_render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, uint32_t &r_index) {
- // Used by Polygon and Mesh.
- static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
- RS::CanvasItemTextureFilter current_filter = state.default_filter;
- RS::CanvasItemTextureRepeat current_repeat = state.default_repeat;
- if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- current_filter = p_item->texture_filter;
- }
- if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- current_repeat = p_item->texture_repeat;
- }
- Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
- Transform2D draw_transform; // Used by transform command
- Color base_color = p_item->final_modulate;
- uint32_t base_flags = 0;
- bool reclip = false;
- bool skipping = false;
- const Item::Command *c = p_item->commands;
- while (c) {
- if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
- c = c->next;
- continue;
- }
- if (c->type != Item::Command::TYPE_MESH) {
- // For Meshes, this gets updated below.
- _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
- }
- for (int i = 0; i < 4; i++) {
- state.instance_data_array[r_index].modulation[i] = 0.0;
- state.instance_data_array[r_index].ninepatch_margins[i] = 0.0;
- state.instance_data_array[r_index].src_rect[i] = 0.0;
- state.instance_data_array[r_index].dst_rect[i] = 0.0;
- state.instance_data_array[r_index].lights[i] = uint32_t(0);
- }
- state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
- state.instance_data_array[r_index].pad[0] = 0.0;
- state.instance_data_array[r_index].pad[1] = 0.0;
- state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
- switch (c->type) {
- case Item::Command::TYPE_RECT: {
- const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
- if (rect->flags & CANVAS_RECT_TILE) {
- current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
- }
- if (rect->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_RECT) {
- _render_batch(r_index);
- state.current_primitive_points = 0;
- state.current_command = Item::Command::TYPE_RECT;
- }
- _bind_canvas_texture(rect->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_QUAD);
- Rect2 src_rect;
- Rect2 dst_rect;
- if (rect->texture != RID()) {
- src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * state.current_pixel_size, rect->source.size * state.current_pixel_size) : Rect2(0, 0, 1, 1);
- dst_rect = Rect2(rect->rect.position, rect->rect.size);
- if (dst_rect.size.width < 0) {
- dst_rect.position.x += dst_rect.size.width;
- dst_rect.size.width *= -1;
- }
- if (dst_rect.size.height < 0) {
- dst_rect.position.y += dst_rect.size.height;
- dst_rect.size.height *= -1;
- }
- if (rect->flags & CANVAS_RECT_FLIP_H) {
- src_rect.size.x *= -1;
- }
- if (rect->flags & CANVAS_RECT_FLIP_V) {
- src_rect.size.y *= -1;
- }
- if (rect->flags & CANVAS_RECT_TRANSPOSE) {
- dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
- }
- if (rect->flags & CANVAS_RECT_CLIP_UV) {
- state.instance_data_array[r_index].flags |= FLAGS_CLIP_RECT_UV;
- }
- } else {
- dst_rect = Rect2(rect->rect.position, rect->rect.size);
- if (dst_rect.size.width < 0) {
- dst_rect.position.x += dst_rect.size.width;
- dst_rect.size.width *= -1;
- }
- if (dst_rect.size.height < 0) {
- dst_rect.position.y += dst_rect.size.height;
- dst_rect.size.height *= -1;
- }
- src_rect = Rect2(0, 0, 1, 1);
- }
- if (rect->flags & CANVAS_RECT_MSDF) {
- state.instance_data_array[r_index].flags |= FLAGS_USE_MSDF;
- state.instance_data_array[r_index].msdf[0] = rect->px_range; // Pixel range.
- state.instance_data_array[r_index].msdf[1] = rect->outline; // Outline size.
- state.instance_data_array[r_index].msdf[2] = 0.f; // Reserved.
- state.instance_data_array[r_index].msdf[3] = 0.f; // Reserved.
- }
- state.instance_data_array[r_index].modulation[0] = rect->modulate.r * base_color.r;
- state.instance_data_array[r_index].modulation[1] = rect->modulate.g * base_color.g;
- state.instance_data_array[r_index].modulation[2] = rect->modulate.b * base_color.b;
- state.instance_data_array[r_index].modulation[3] = rect->modulate.a * base_color.a;
- state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
- state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
- state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
- state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
- state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
- state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
- state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
- state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
- r_index++;
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
- }
- } break;
- case Item::Command::TYPE_NINEPATCH: {
- const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
- if (np->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_NINEPATCH) {
- _render_batch(r_index);
- state.current_primitive_points = 0;
- state.current_command = Item::Command::TYPE_NINEPATCH;
- }
- //bind textures
- _bind_canvas_texture(np->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_NINEPATCH);
- Rect2 src_rect;
- Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
- if (np->texture == RID()) {
- state.current_pixel_size = Size2(1, 1);
- src_rect = Rect2(0, 0, 1, 1);
- } else {
- if (np->source != Rect2()) {
- src_rect = Rect2(np->source.position.x * state.current_pixel_size.width, np->source.position.y * state.current_pixel_size.height, np->source.size.x * state.current_pixel_size.width, np->source.size.y * state.current_pixel_size.height);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = 1.0 / np->source.size.width;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = 1.0 / np->source.size.height;
- } else {
- src_rect = Rect2(0, 0, 1, 1);
- }
- }
- state.instance_data_array[r_index].modulation[0] = np->color.r * base_color.r;
- state.instance_data_array[r_index].modulation[1] = np->color.g * base_color.g;
- state.instance_data_array[r_index].modulation[2] = np->color.b * base_color.b;
- state.instance_data_array[r_index].modulation[3] = np->color.a * base_color.a;
- state.instance_data_array[r_index].src_rect[0] = src_rect.position.x;
- state.instance_data_array[r_index].src_rect[1] = src_rect.position.y;
- state.instance_data_array[r_index].src_rect[2] = src_rect.size.width;
- state.instance_data_array[r_index].src_rect[3] = src_rect.size.height;
- state.instance_data_array[r_index].dst_rect[0] = dst_rect.position.x;
- state.instance_data_array[r_index].dst_rect[1] = dst_rect.position.y;
- state.instance_data_array[r_index].dst_rect[2] = dst_rect.size.width;
- state.instance_data_array[r_index].dst_rect[3] = dst_rect.size.height;
- state.instance_data_array[r_index].flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
- state.instance_data_array[r_index].flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
- if (np->draw_center) {
- state.instance_data_array[r_index].flags |= FLAGS_NINEPACH_DRAW_CENTER;
- }
- state.instance_data_array[r_index].ninepatch_margins[0] = np->margin[SIDE_LEFT];
- state.instance_data_array[r_index].ninepatch_margins[1] = np->margin[SIDE_TOP];
- state.instance_data_array[r_index].ninepatch_margins[2] = np->margin[SIDE_RIGHT];
- state.instance_data_array[r_index].ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
- r_index++;
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
- }
- // Restore if overridden.
- state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y;
- } break;
- case Item::Command::TYPE_POLYGON: {
- const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
- PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
- ERR_CONTINUE(!pb);
- if (polygon->texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_POLYGON) {
- _render_batch(r_index);
- state.current_primitive_points = 0;
- state.current_command = Item::Command::TYPE_POLYGON;
- }
- _bind_canvas_texture(polygon->texture, current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
- state.current_primitive = polygon->primitive;
- state.instance_data_array[r_index].modulation[0] = base_color.r;
- state.instance_data_array[r_index].modulation[1] = base_color.g;
- state.instance_data_array[r_index].modulation[2] = base_color.b;
- state.instance_data_array[r_index].modulation[3] = base_color.a;
- for (int j = 0; j < 4; j++) {
- state.instance_data_array[r_index].src_rect[j] = 0;
- state.instance_data_array[r_index].dst_rect[j] = 0;
- state.instance_data_array[r_index].ninepatch_margins[j] = 0;
- }
- _bind_instance_data_buffer(1);
- glBindVertexArray(pb->vertex_array);
- if (pb->color_disabled) {
- glVertexAttrib4f(RS::ARRAY_COLOR, pb->color.r, pb->color.g, pb->color.b, pb->color.a);
- }
- if (pb->index_buffer != 0) {
- glDrawElements(prim[polygon->primitive], pb->count, GL_UNSIGNED_INT, nullptr);
- } else {
- glDrawArrays(prim[polygon->primitive], 0, pb->count);
- }
- glBindVertexArray(0);
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
- if (pb->color_disabled) {
- // Reset so this doesn't pollute other draw calls.
- glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
- }
- } break;
- case Item::Command::TYPE_PRIMITIVE: {
- const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
- if (state.current_primitive_points != primitive->point_count || state.current_command != Item::Command::TYPE_PRIMITIVE) {
- _render_batch(r_index);
- state.current_primitive_points = primitive->point_count;
- state.current_command = Item::Command::TYPE_PRIMITIVE;
- }
- _bind_canvas_texture(RID(), current_filter, current_repeat, r_index);
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_PRIMITIVE);
- for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
- state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j].x;
- state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j].y;
- state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j].x;
- state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j].y;
- Color col = primitive->colors[j] * base_color;
- state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
- state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
- }
- r_index++;
- if (primitive->point_count == 4) {
- // Reset base data
- _update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
- state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
- for (uint32_t j = 0; j < 3; j++) {
- //second half of triangle
- state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
- state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
- state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
- state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
- Color col = primitive->colors[j + 1] * base_color;
- state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
- state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
- }
- r_index++;
- }
- if (r_index >= state.max_instances_per_batch - 1) {
- _render_batch(r_index);
- }
- } break;
- case Item::Command::TYPE_MESH:
- case Item::Command::TYPE_MULTIMESH:
- case Item::Command::TYPE_PARTICLES: {
- GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
- RID mesh;
- RID mesh_instance;
- RID texture;
- Color modulate(1, 1, 1, 1);
- uint32_t instance_count = 1;
- GLuint multimesh_buffer = 0;
- uint32_t multimesh_stride = 0;
- uint32_t multimesh_color_offset = 0;
- bool multimesh_uses_color = false;
- bool multimesh_uses_custom_data = false;
- if (c->type == Item::Command::TYPE_MESH) {
- const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
- mesh = m->mesh;
- mesh_instance = m->mesh_instance;
- texture = m->texture;
- modulate = m->modulate;
- _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
- } else if (c->type == Item::Command::TYPE_MULTIMESH) {
- const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
- RID multimesh = mm->multimesh;
- mesh = mesh_storage->multimesh_get_mesh(multimesh);
- texture = mm->texture;
- if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
- break;
- }
- instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
- if (instance_count == 0) {
- break;
- }
- multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
- multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
- multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
- multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
- multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
- }
- // TODO: implement particles here
- if (mesh.is_null()) {
- break;
- }
- if (texture != state.current_tex || state.current_primitive_points != 0 || state.current_command != Item::Command::TYPE_PRIMITIVE) {
- _render_batch(r_index);
- state.current_primitive_points = 0;
- state.current_command = c->type;
- }
- _bind_canvas_texture(texture, current_filter, current_repeat, r_index);
- if (instance_count == 1) {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_ATTRIBUTES);
- } else if (instance_count > 1) {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.current_shader_version, CanvasShaderGLES3::MODE_INSTANCED);
- } else {
- ERR_PRINT("Must have at least one mesh instance to draw mesh");
- }
- uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
- state.instance_data_array[r_index].modulation[0] = base_color.r * modulate.r;
- state.instance_data_array[r_index].modulation[1] = base_color.g * modulate.g;
- state.instance_data_array[r_index].modulation[2] = base_color.b * modulate.b;
- state.instance_data_array[r_index].modulation[3] = base_color.a * modulate.a;
- for (int j = 0; j < 4; j++) {
- state.instance_data_array[r_index].src_rect[j] = 0;
- state.instance_data_array[r_index].dst_rect[j] = 0;
- state.instance_data_array[r_index].ninepatch_margins[j] = 0;
- }
- _bind_instance_data_buffer(1);
- for (uint32_t j = 0; j < surf_count; j++) {
- void *surface = mesh_storage->mesh_get_surface(mesh, j);
- RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
- ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
- GLuint vertex_array_gl = 0;
- GLuint index_array_gl = 0;
- uint32_t input_mask = 0; // 2D meshes always use the same vertex format
- if (mesh_instance.is_valid()) {
- mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array_gl);
- } else {
- mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array_gl);
- }
- index_array_gl = mesh_storage->mesh_surface_get_index_buffer(surface, 0);
- bool use_index_buffer = false;
- glBindVertexArray(vertex_array_gl);
- if (index_array_gl != 0) {
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
- use_index_buffer = true;
- }
- if (instance_count > 1) {
- // Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
- glVertexAttribDivisor(1, 1);
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
- glVertexAttribDivisor(2, 1);
- if (multimesh_uses_color || multimesh_uses_custom_data) {
- glEnableVertexAttribArray(5);
- glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
- glVertexAttribDivisor(5, 1);
- }
- }
- GLenum primitive_gl = prim[int(primitive)];
- if (instance_count == 1) {
- if (use_index_buffer) {
- glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0);
- } else {
- glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface));
- }
- } else if (instance_count > 1) {
- if (use_index_buffer) {
- glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), mesh_storage->mesh_surface_get_index_type(surface), 0, instance_count);
- } else {
- glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(surface), instance_count);
- }
- }
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- if (instance_count > 1) {
- glDisableVertexAttribArray(5);
- glDisableVertexAttribArray(6);
- glDisableVertexAttribArray(7);
- glDisableVertexAttribArray(8);
- }
- }
- } break;
- case Item::Command::TYPE_TRANSFORM: {
- const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
- draw_transform = transform->xform;
- } break;
- case Item::Command::TYPE_CLIP_IGNORE: {
- const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
- if (current_clip) {
- if (ci->ignore != reclip) {
- if (ci->ignore) {
- glDisable(GL_SCISSOR_TEST);
- reclip = true;
- } else {
- // Scissor area is already set
- glEnable(GL_SCISSOR_TEST);
- reclip = false;
- }
- }
- }
- } break;
- case Item::Command::TYPE_ANIMATION_SLICE: {
- /*
- const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
- double current_time = RendererCompositorRD::singleton->get_total_time();
- double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
- skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
- RenderingServerDefault::redraw_request(); // animation visible means redraw request
- */
- } break;
- }
- c = c->next;
- }
- if (current_clip && reclip) {
- //will make it re-enable clipping if needed afterwards
- current_clip = nullptr;
- }
- }
- void RasterizerCanvasGLES3::_render_batch(uint32_t &r_index) {
- if (r_index > 0) {
- _bind_instance_data_buffer(r_index);
- glBindVertexArray(data.canvas_quad_array);
- if (state.current_primitive_points == 0) {
- glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, r_index);
- } else {
- static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLES };
- glDrawArraysInstanced(prim[state.current_primitive_points], 0, state.current_primitive_points, r_index);
- }
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.fences[state.current_buffer] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
- state.current_buffer = (state.current_buffer + 1) % state.canvas_instance_data_buffers.size();
- //copy the new data into the base of the batch
- for (int i = 0; i < 4; i++) {
- state.instance_data_array[0].modulation[i] = state.instance_data_array[r_index].modulation[i];
- state.instance_data_array[0].ninepatch_margins[i] = state.instance_data_array[r_index].ninepatch_margins[i];
- state.instance_data_array[0].src_rect[i] = state.instance_data_array[r_index].src_rect[i];
- state.instance_data_array[0].dst_rect[i] = state.instance_data_array[r_index].dst_rect[i];
- state.instance_data_array[0].lights[i] = state.instance_data_array[r_index].lights[i];
- }
- state.instance_data_array[0].flags = state.instance_data_array[r_index].flags;
- state.instance_data_array[0].color_texture_pixel_size[0] = state.instance_data_array[r_index].color_texture_pixel_size[0];
- state.instance_data_array[0].color_texture_pixel_size[1] = state.instance_data_array[r_index].color_texture_pixel_size[1];
- state.instance_data_array[0].pad[0] = state.instance_data_array[r_index].pad[0];
- state.instance_data_array[0].pad[1] = state.instance_data_array[r_index].pad[1];
- for (int i = 0; i < 6; i++) {
- state.instance_data_array[0].world[i] = state.instance_data_array[r_index].world[i];
- }
- r_index = 0;
- }
- }
- void RasterizerCanvasGLES3::_bind_instance_data_buffer(uint32_t p_max_index) {
- if (p_max_index == 0) {
- return;
- }
- // If the previous operation is not done yet, allocate a new buffer
- if (state.fences[state.current_buffer] != GLsync()) {
- GLint syncStatus;
- glGetSynciv(state.fences[state.current_buffer], GL_SYNC_STATUS, sizeof(GLint), nullptr, &syncStatus);
- if (syncStatus == GL_UNSIGNALED) {
- _allocate_instance_data_buffer();
- } else {
- glDeleteSync(state.fences[state.current_buffer]);
- }
- }
- glBindBufferBase(GL_UNIFORM_BUFFER, INSTANCE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer]);
- #ifdef JAVASCRIPT_ENABLED
- //WebGL 2.0 does not support mapping buffers, so use slow glBufferData instead
- glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * p_max_index, state.instance_data_array, GL_DYNAMIC_DRAW);
- #else
- void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(InstanceData) * p_max_index, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
- memcpy(ubo, state.instance_data_array, sizeof(InstanceData) * p_max_index);
- glUnmapBuffer(GL_UNIFORM_BUFFER);
- #endif
- }
- RID RasterizerCanvasGLES3::light_create() {
- return RID();
- }
- void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
- }
- void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
- }
- void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
- }
- void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
- }
- void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
- }
- RID RasterizerCanvasGLES3::occluder_polygon_create() {
- return RID();
- }
- void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
- }
- void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
- }
- void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
- }
- bool RasterizerCanvasGLES3::free(RID p_rid) {
- return true;
- }
- void RasterizerCanvasGLES3::update() {
- }
- void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
- GLES3::Config *config = GLES3::Config::get_singleton();
- GLES3::RenderTarget *render_target = texture_storage->get_render_target(p_to_render_target);
- if (p_to_backbuffer) {
- glBindFramebuffer(GL_FRAMEBUFFER, render_target->backbuffer_fbo);
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
- GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
- } else {
- glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo);
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
- glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
- }
- if (render_target->is_transparent) {
- state.transparent_render_target = true;
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- state.transparent_render_target = false;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- if (render_target && render_target->clear_requested) {
- const Color &col = render_target->clear_color;
- glClearColor(col.r, col.g, col.b, col.a);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- render_target->clear_requested = false;
- }
- glActiveTexture(GL_TEXTURE0);
- GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
- }
- void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index) {
- GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
- GLES3::Config *config = GLES3::Config::get_singleton();
- if (p_texture == RID()) {
- p_texture = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
- }
- if (state.current_tex == p_texture) {
- return; //nothing to do, its the same
- }
- state.current_tex = p_texture;
- GLES3::CanvasTexture *ct = nullptr;
- GLES3::Texture *t = texture_storage->get_texture(p_texture);
- if (t) {
- //regular texture
- if (!t->canvas_texture) {
- t->canvas_texture = memnew(GLES3::CanvasTexture);
- t->canvas_texture->diffuse = p_texture;
- }
- ct = t->canvas_texture;
- } else {
- ct = texture_storage->get_canvas_texture(p_texture);
- }
- if (!ct) {
- // Invalid Texture RID.
- _bind_canvas_texture(default_canvas_texture, p_base_filter, p_base_repeat, r_index);
- return;
- }
- RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
- ERR_FAIL_COND(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
- RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
- ERR_FAIL_COND(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- GLES3::Texture *texture = texture_storage->get_texture(ct->diffuse);
- if (!texture) {
- state.current_tex = texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE);
- GLES3::Texture *tex = texture_storage->get_texture(state.current_tex);
- state.current_tex_ptr = tex;
- ct->size_cache = Size2i(tex->width, tex->height);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
- } else {
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
- ct->size_cache = Size2i(texture->width, texture->height);
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
- }
- GLES3::Texture *normal_map = texture_storage->get_texture(ct->normal_map);
- if (!normal_map) {
- state.current_normal = RID();
- ct->use_normal_cache = false;
- glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 6);
- GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_NORMAL));
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
- } else {
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
- glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
- state.current_normal = ct->normal_map;
- ct->use_normal_cache = true;
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
- }
- GLES3::Texture *specular_map = texture_storage->get_texture(ct->specular);
- if (!specular_map) {
- state.current_specular = RID();
- ct->use_specular_cache = false;
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
- GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
- glBindTexture(GL_TEXTURE_2D, tex->tex_id);
- } else {
- glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 7);
- glBindTexture(GL_TEXTURE_2D, specular_map->tex_id);
- state.current_specular = ct->specular;
- ct->use_specular_cache = true;
- texture->gl_set_filter(filter);
- texture->gl_set_repeat(repeat);
- }
- if (ct->use_specular_cache) {
- state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- } else {
- state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
- if (ct->use_normal_cache) {
- state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
- } else {
- state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
- }
- state.instance_data_array[r_index].specular_shininess = uint32_t(CLAMP(ct->specular_color.a * 255.0, 0, 255)) << 24;
- state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.b * 255.0, 0, 255)) << 16;
- state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.g * 255.0, 0, 255)) << 8;
- state.instance_data_array[r_index].specular_shininess |= uint32_t(CLAMP(ct->specular_color.r * 255.0, 0, 255));
- state.current_pixel_size.x = 1.0 / float(ct->size_cache.x);
- state.current_pixel_size.y = 1.0 / float(ct->size_cache.y);
- state.instance_data_array[r_index].color_texture_pixel_size[0] = state.current_pixel_size.x;
- state.instance_data_array[r_index].color_texture_pixel_size[1] = state.current_pixel_size.y;
- }
- void RasterizerCanvasGLES3::reset_canvas() {
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- glEnable(GL_BLEND);
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
- }
- 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, Projection *p_xform_cache) {
- }
- void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
- }
- RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
- // We interleave the vertex data into one big VBO to improve cache coherence
- uint32_t vertex_count = p_points.size();
- uint32_t stride = 2;
- if ((uint32_t)p_colors.size() == vertex_count) {
- stride += 4;
- }
- if ((uint32_t)p_uvs.size() == vertex_count) {
- stride += 2;
- }
- if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
- stride += 4;
- }
- PolygonBuffers pb;
- glGenBuffers(1, &pb.vertex_buffer);
- glGenVertexArrays(1, &pb.vertex_array);
- glBindVertexArray(pb.vertex_array);
- pb.count = vertex_count;
- pb.index_buffer = 0;
- uint32_t buffer_size = stride * p_points.size();
- Vector<uint8_t> polygon_buffer;
- polygon_buffer.resize(buffer_size * sizeof(float));
- {
- glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
- glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
- uint8_t *r = polygon_buffer.ptrw();
- float *fptr = reinterpret_cast<float *>(r);
- uint32_t *uptr = (uint32_t *)r;
- uint32_t base_offset = 0;
- {
- // Always uses vertex positions
- glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), nullptr);
- const Vector2 *points_ptr = p_points.ptr();
- for (uint32_t i = 0; i < vertex_count; i++) {
- fptr[base_offset + i * stride + 0] = points_ptr[i].x;
- fptr[base_offset + i * stride + 1] = points_ptr[i].y;
- }
- base_offset += 2;
- }
- // Next add colors
- if ((uint32_t)p_colors.size() == vertex_count) {
- glEnableVertexAttribArray(RS::ARRAY_COLOR);
- glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
- const Color *color_ptr = p_colors.ptr();
- for (uint32_t i = 0; i < vertex_count; i++) {
- fptr[base_offset + i * stride + 0] = color_ptr[i].r;
- fptr[base_offset + i * stride + 1] = color_ptr[i].g;
- fptr[base_offset + i * stride + 2] = color_ptr[i].b;
- fptr[base_offset + i * stride + 3] = color_ptr[i].a;
- }
- base_offset += 4;
- } else {
- glDisableVertexAttribArray(RS::ARRAY_COLOR);
- pb.color_disabled = true;
- pb.color = p_colors.size() == 1 ? p_colors[0] : Color(1.0, 1.0, 1.0, 1.0);
- }
- if ((uint32_t)p_uvs.size() == vertex_count) {
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
- glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
- const Vector2 *uv_ptr = p_uvs.ptr();
- for (uint32_t i = 0; i < vertex_count; i++) {
- fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
- fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
- }
- base_offset += 2;
- } else {
- glDisableVertexAttribArray(RS::ARRAY_TEX_UV);
- }
- if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
- glEnableVertexAttribArray(RS::ARRAY_BONES);
- glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
- const int *bone_ptr = p_bones.ptr();
- for (uint32_t i = 0; i < vertex_count; i++) {
- uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
- bone16w[0] = bone_ptr[i * 4 + 0];
- bone16w[1] = bone_ptr[i * 4 + 1];
- bone16w[2] = bone_ptr[i * 4 + 2];
- bone16w[3] = bone_ptr[i * 4 + 3];
- }
- base_offset += 2;
- } else {
- glDisableVertexAttribArray(RS::ARRAY_BONES);
- }
- if ((uint32_t)p_weights.size() == vertex_count * 4) {
- glEnableVertexAttribArray(RS::ARRAY_WEIGHTS);
- glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(base_offset * sizeof(float)));
- const float *weight_ptr = p_weights.ptr();
- for (uint32_t i = 0; i < vertex_count; i++) {
- uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
- weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
- weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
- weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
- weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
- }
- base_offset += 2;
- } else {
- glDisableVertexAttribArray(RS::ARRAY_WEIGHTS);
- }
- ERR_FAIL_COND_V(base_offset != stride, 0);
- glBufferData(GL_ARRAY_BUFFER, vertex_count * stride * sizeof(float), polygon_buffer.ptr(), GL_STATIC_DRAW);
- }
- if (p_indices.size()) {
- //create indices, as indices were requested
- Vector<uint8_t> index_buffer;
- index_buffer.resize(p_indices.size() * sizeof(int32_t));
- {
- uint8_t *w = index_buffer.ptrw();
- memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
- }
- glGenBuffers(1, &pb.index_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
- pb.count = p_indices.size();
- }
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- PolygonID id = polygon_buffers.last_id++;
- polygon_buffers.polygons[id] = pb;
- return id;
- }
- void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
- PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
- ERR_FAIL_COND(!pb_ptr);
- PolygonBuffers &pb = *pb_ptr;
- if (pb.index_buffer != 0) {
- glDeleteBuffers(1, &pb.index_buffer);
- }
- glDeleteVertexArrays(1, &pb.vertex_array);
- glDeleteBuffers(1, &pb.vertex_buffer);
- polygon_buffers.polygons.erase(p_polygon);
- }
- // Creates a new uniform buffer and uses it right away
- // This expands the instance buffer continually
- // In theory allocations can reach as high as number_of_draw_calls * 3 frames
- // because OpenGL can start rendering subsequent frames before finishing the current one
- void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
- state.current_buffer = (state.current_buffer + 1);
- state.canvas_instance_data_buffers.insert(state.current_buffer, new_buffer);
- state.fences.insert(state.current_buffer, GLsync());
- state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- }
- void RasterizerCanvasGLES3::set_time(double p_time) {
- state.time = p_time;
- }
- RasterizerCanvasGLES3 *RasterizerCanvasGLES3::singleton = nullptr;
- RasterizerCanvasGLES3 *RasterizerCanvasGLES3::get_singleton() {
- return singleton;
- }
- RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
- singleton = this;
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- GLES3::Config *config = GLES3::Config::get_singleton();
- // quad buffer
- {
- glGenBuffers(1, &data.canvas_quad_vertices);
- glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
- const float qv[8] = {
- 0, 0,
- 0, 1,
- 1, 1,
- 1, 0
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glGenVertexArrays(1, &data.canvas_quad_array);
- glBindVertexArray(data.canvas_quad_array);
- glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
- glEnableVertexAttribArray(0);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- }
- {
- //particle quad buffers
- glGenBuffers(1, &data.particle_quad_vertices);
- glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
- {
- //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
- const float qv[16] = {
- -0.5, -0.5,
- 0.0, 0.0,
- -0.5, 0.5,
- 0.0, 1.0,
- 0.5, 0.5,
- 1.0, 1.0,
- 0.5, -0.5,
- 1.0, 0.0
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- glGenVertexArrays(1, &data.particle_quad_array);
- glBindVertexArray(data.particle_quad_array);
- glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
- glEnableVertexAttribArray(RS::ARRAY_VERTEX);
- glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
- glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
- glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- }
- // ninepatch buffers
- {
- // array buffer
- glGenBuffers(1, &data.ninepatch_vertices);
- glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, nullptr, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- // element buffer
- glGenBuffers(1, &data.ninepatch_elements);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
- #define _EIDX(y, x) (y * 4 + x)
- uint8_t elems[3 * 2 * 9] = {
- // first row
- _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
- _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
- _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
- _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
- _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
- _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
- // second row
- _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
- _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
- // the center one would be here, but we'll put it at the end
- // so it's easier to disable the center and be able to use
- // one draw call for both
- _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
- _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
- // third row
- _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
- _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
- _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
- _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
- _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
- _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
- // center field
- _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
- _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
- };
- #undef _EIDX
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- int uniform_max_size = config->max_uniform_buffer_size;
- if (uniform_max_size < 65536) {
- state.max_lights_per_render = 64;
- state.max_instances_per_batch = 128;
- } else {
- state.max_lights_per_render = 256;
- state.max_instances_per_batch = 512;
- }
- // Reserve 64 Uniform Buffers for instance data
- state.canvas_instance_data_buffers.resize(64);
- state.fences.resize(64);
- glGenBuffers(64, state.canvas_instance_data_buffers.ptr());
- for (int i = 0; i < 64; i++) {
- state.fences[i] = GLsync();
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_instance_data_buffers[i]);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(InstanceData) * state.max_instances_per_batch, nullptr, GL_DYNAMIC_DRAW);
- }
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_batch);
- glGenBuffers(1, &state.canvas_state_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- String global_defines;
- global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
- global_defines += "#define MAX_LIGHTS " + itos(state.max_instances_per_batch) + "\n";
- global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(state.max_instances_per_batch) + "\n";
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
- state.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(state.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
- {
- default_canvas_group_shader = material_storage->shader_allocate();
- material_storage->shader_initialize(default_canvas_group_shader);
- material_storage->shader_set_code(default_canvas_group_shader, R"(
- // Default CanvasGroup shader.
- shader_type canvas_item;
- void fragment() {
- vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
- if (c.a > 0.0001) {
- c.rgb /= c.a;
- }
- COLOR *= c;
- }
- )");
- default_canvas_group_material = material_storage->material_allocate();
- material_storage->material_initialize(default_canvas_group_material);
- material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
- }
- state.current_shader_version = state.canvas_shader_default_version;
- state.time = 0.0;
- }
- RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
- GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_free(state.canvas_shader_default_version);
- material_storage->material_free(default_canvas_group_material);
- material_storage->shader_free(default_canvas_group_shader);
- singleton = nullptr;
- glDeleteBuffers(1, &data.canvas_quad_vertices);
- glDeleteVertexArrays(1, &data.canvas_quad_array);
- glDeleteBuffers(1, &data.canvas_quad_vertices);
- glDeleteVertexArrays(1, &data.canvas_quad_array);
- }
- #endif // GLES3_ENABLED
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