rasterizer_canvas_gles3.cpp 71 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) 2007-2018 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles3.h"
  31. #include "os/os.h"
  32. #include "project_settings.h"
  33. #include "rasterizer_scene_gles3.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
  39. p_array[0] = p_mtx.elements[0][0];
  40. p_array[1] = p_mtx.elements[0][1];
  41. p_array[2] = 0;
  42. p_array[3] = 0;
  43. p_array[4] = p_mtx.elements[1][0];
  44. p_array[5] = p_mtx.elements[1][1];
  45. p_array[6] = 0;
  46. p_array[7] = 0;
  47. p_array[8] = 0;
  48. p_array[9] = 0;
  49. p_array[10] = 1;
  50. p_array[11] = 0;
  51. p_array[12] = p_mtx.elements[2][0];
  52. p_array[13] = p_mtx.elements[2][1];
  53. p_array[14] = 0;
  54. p_array[15] = 1;
  55. }
  56. static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  57. p_array[0] = p_mtx.basis.elements[0][0];
  58. p_array[1] = p_mtx.basis.elements[1][0];
  59. p_array[2] = p_mtx.basis.elements[2][0];
  60. p_array[3] = 0;
  61. p_array[4] = p_mtx.basis.elements[0][1];
  62. p_array[5] = p_mtx.basis.elements[1][1];
  63. p_array[6] = p_mtx.basis.elements[2][1];
  64. p_array[7] = 0;
  65. p_array[8] = p_mtx.basis.elements[0][2];
  66. p_array[9] = p_mtx.basis.elements[1][2];
  67. p_array[10] = p_mtx.basis.elements[2][2];
  68. p_array[11] = 0;
  69. p_array[12] = p_mtx.origin.x;
  70. p_array[13] = p_mtx.origin.y;
  71. p_array[14] = p_mtx.origin.z;
  72. p_array[15] = 1;
  73. }
  74. static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  75. for (int i = 0; i < 4; i++) {
  76. for (int j = 0; j < 4; j++) {
  77. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  78. }
  79. }
  80. }
  81. RID RasterizerCanvasGLES3::light_internal_create() {
  82. LightInternal *li = memnew(LightInternal);
  83. glGenBuffers(1, &li->ubo);
  84. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  85. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  86. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  87. return light_internal_owner.make_rid(li);
  88. }
  89. void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
  90. LightInternal *li = light_internal_owner.getornull(p_rid);
  91. ERR_FAIL_COND(!li);
  92. store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
  93. store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
  94. store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
  95. for (int i = 0; i < 4; i++) {
  96. li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
  97. li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
  98. }
  99. li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
  100. li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
  101. li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
  102. li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
  103. li->ubo_data.light_height = p_light->height;
  104. if (p_light->radius_cache == 0)
  105. li->ubo_data.shadow_gradient = 0;
  106. else
  107. li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
  108. li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
  109. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  110. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data);
  111. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  112. }
  113. void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
  114. LightInternal *li = light_internal_owner.getornull(p_rid);
  115. ERR_FAIL_COND(!li);
  116. glDeleteBuffers(1, &li->ubo);
  117. light_internal_owner.free(p_rid);
  118. memdelete(li);
  119. }
  120. void RasterizerCanvasGLES3::canvas_begin() {
  121. if (storage->frame.current_rt && storage->frame.clear_request) {
  122. // a clear request may be pending, so do it
  123. glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a);
  124. glClear(GL_COLOR_BUFFER_BIT);
  125. storage->frame.clear_request = false;
  126. }
  127. reset_canvas();
  128. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
  129. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  130. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  131. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  132. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  133. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  134. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  135. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
  136. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  137. state.canvas_shader.set_custom_shader(0);
  138. state.canvas_shader.bind();
  139. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
  140. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
  141. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  142. if (storage->frame.current_rt) {
  143. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  144. } else {
  145. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  146. }
  147. //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
  148. //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
  149. //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
  150. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  151. glBindVertexArray(data.canvas_quad_array);
  152. state.using_texture_rect = true;
  153. state.using_ninepatch = false;
  154. state.using_skeleton = false;
  155. }
  156. void RasterizerCanvasGLES3::canvas_end() {
  157. glBindVertexArray(0);
  158. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  159. state.using_texture_rect = false;
  160. state.using_ninepatch = false;
  161. }
  162. RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
  163. RasterizerStorageGLES3::Texture *tex_return = NULL;
  164. if (p_texture == state.current_tex && !p_force) {
  165. tex_return = state.current_tex_ptr;
  166. } else if (p_texture.is_valid()) {
  167. RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
  168. if (!texture) {
  169. state.current_tex = RID();
  170. state.current_tex_ptr = NULL;
  171. glActiveTexture(GL_TEXTURE0);
  172. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  173. } else {
  174. texture = texture->get_ptr();
  175. if (texture->render_target)
  176. texture->render_target->used_in_frame = true;
  177. glActiveTexture(GL_TEXTURE0);
  178. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  179. state.current_tex = p_texture;
  180. state.current_tex_ptr = texture;
  181. tex_return = texture;
  182. }
  183. } else {
  184. glActiveTexture(GL_TEXTURE0);
  185. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  186. state.current_tex = RID();
  187. state.current_tex_ptr = NULL;
  188. }
  189. if (p_normal_map == state.current_normal && !p_force) {
  190. //do none
  191. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  192. } else if (p_normal_map.is_valid()) {
  193. RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  194. if (!normal_map) {
  195. state.current_normal = RID();
  196. glActiveTexture(GL_TEXTURE1);
  197. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  198. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  199. } else {
  200. normal_map = normal_map->get_ptr();
  201. glActiveTexture(GL_TEXTURE1);
  202. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  203. state.current_normal = p_normal_map;
  204. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
  205. }
  206. } else {
  207. state.current_normal = RID();
  208. glActiveTexture(GL_TEXTURE1);
  209. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  210. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  211. }
  212. return tex_return;
  213. }
  214. void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
  215. if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
  216. return;
  217. if (p_enable) {
  218. glBindVertexArray(data.canvas_quad_array);
  219. } else {
  220. glBindVertexArray(0);
  221. glBindBuffer(GL_ARRAY_BUFFER, 0);
  222. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  223. }
  224. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
  225. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
  226. state.canvas_shader.bind();
  227. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  228. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  229. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  230. if (state.using_skeleton) {
  231. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  232. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  233. }
  234. if (storage->frame.current_rt) {
  235. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  236. } else {
  237. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  238. }
  239. state.using_texture_rect = p_enable;
  240. state.using_ninepatch = p_ninepatch;
  241. }
  242. 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) {
  243. glBindVertexArray(data.polygon_buffer_pointer_array);
  244. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  245. uint32_t buffer_ofs = 0;
  246. //vertex
  247. #ifdef DEBUG_ENABLED
  248. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  249. #endif
  250. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  251. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  252. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  253. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  254. //color
  255. #ifdef DEBUG_ENABLED
  256. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  257. #endif
  258. if (p_singlecolor) {
  259. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  260. Color m = *p_colors;
  261. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  262. } else if (!p_colors) {
  263. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  264. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  265. } else {
  266. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  267. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  268. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  269. buffer_ofs += sizeof(Color) * p_vertex_count;
  270. }
  271. #ifdef DEBUG_ENABLED
  272. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  273. #endif
  274. if (p_uvs) {
  275. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  276. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  277. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  278. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  279. } else {
  280. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  281. }
  282. #ifdef DEBUG_ENABLED
  283. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  284. #endif
  285. if (p_bones && p_weights) {
  286. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
  287. glEnableVertexAttribArray(VS::ARRAY_BONES);
  288. //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  289. glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  290. buffer_ofs += sizeof(int) * 4 * p_vertex_count;
  291. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
  292. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  293. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
  294. buffer_ofs += sizeof(float) * 4 * p_vertex_count;
  295. } else if (state.using_skeleton) {
  296. glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
  297. glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
  298. }
  299. #ifdef DEBUG_ENABLED
  300. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  301. #endif
  302. //bind the indices buffer.
  303. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  304. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  305. //draw the triangles.
  306. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  307. storage->frame.canvas_draw_commands++;
  308. if (p_bones && p_weights) {
  309. //not used so often, so disable when used
  310. glDisableVertexAttribArray(VS::ARRAY_BONES);
  311. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  312. }
  313. glBindVertexArray(0);
  314. }
  315. 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) {
  316. glBindVertexArray(data.polygon_buffer_pointer_array);
  317. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  318. uint32_t buffer_ofs = 0;
  319. //vertex
  320. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  321. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  322. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  323. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  324. //color
  325. if (p_singlecolor) {
  326. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  327. Color m = *p_colors;
  328. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  329. } else if (!p_colors) {
  330. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  331. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  332. } else {
  333. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  334. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  335. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  336. buffer_ofs += sizeof(Color) * p_vertex_count;
  337. }
  338. if (p_uvs) {
  339. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  340. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  341. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  342. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  343. } else {
  344. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  345. }
  346. glDrawArrays(p_primitive, 0, p_vertex_count);
  347. storage->frame.canvas_draw_commands++;
  348. glBindVertexArray(0);
  349. }
  350. void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  351. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  352. //#define GLES_USE_PRIMITIVE_BUFFER
  353. int version = 0;
  354. int color_ofs = 0;
  355. int uv_ofs = 0;
  356. int stride = 2;
  357. if (p_colors) { //color
  358. version |= 1;
  359. color_ofs = stride;
  360. stride += 4;
  361. }
  362. if (p_uvs) { //uv
  363. version |= 2;
  364. uv_ofs = stride;
  365. stride += 2;
  366. }
  367. float b[(2 + 2 + 4) * 4];
  368. for (int i = 0; i < p_points; i++) {
  369. b[stride * i + 0] = p_vertices[i].x;
  370. b[stride * i + 1] = p_vertices[i].y;
  371. }
  372. if (p_colors) {
  373. for (int i = 0; i < p_points; i++) {
  374. b[stride * i + color_ofs + 0] = p_colors[i].r;
  375. b[stride * i + color_ofs + 1] = p_colors[i].g;
  376. b[stride * i + color_ofs + 2] = p_colors[i].b;
  377. b[stride * i + color_ofs + 3] = p_colors[i].a;
  378. }
  379. }
  380. if (p_uvs) {
  381. for (int i = 0; i < p_points; i++) {
  382. b[stride * i + uv_ofs + 0] = p_uvs[i].x;
  383. b[stride * i + uv_ofs + 1] = p_uvs[i].y;
  384. }
  385. }
  386. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  387. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
  388. glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
  389. glDrawArrays(prim[p_points], 0, p_points);
  390. glBindVertexArray(0);
  391. glBindBuffer(GL_ARRAY_BUFFER, 0);
  392. storage->frame.canvas_draw_commands++;
  393. }
  394. static const GLenum gl_primitive[] = {
  395. GL_POINTS,
  396. GL_LINES,
  397. GL_LINE_STRIP,
  398. GL_LINE_LOOP,
  399. GL_TRIANGLES,
  400. GL_TRIANGLE_STRIP,
  401. GL_TRIANGLE_FAN
  402. };
  403. void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
  404. int cc = p_item->commands.size();
  405. Item::Command **commands = p_item->commands.ptrw();
  406. for (int i = 0; i < cc; i++) {
  407. Item::Command *c = commands[i];
  408. switch (c->type) {
  409. case Item::Command::TYPE_LINE: {
  410. Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
  411. _set_texture_rect_mode(false);
  412. _bind_canvas_texture(RID(), RID());
  413. glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
  414. if (line->width <= 1) {
  415. Vector2 verts[2] = {
  416. Vector2(line->from.x, line->from.y),
  417. Vector2(line->to.x, line->to.y)
  418. };
  419. #ifdef GLES_OVER_GL
  420. if (line->antialiased)
  421. glEnable(GL_LINE_SMOOTH);
  422. #endif
  423. //glLineWidth(line->width);
  424. _draw_gui_primitive(2, verts, NULL, NULL);
  425. #ifdef GLES_OVER_GL
  426. if (line->antialiased)
  427. glDisable(GL_LINE_SMOOTH);
  428. #endif
  429. } else {
  430. //thicker line
  431. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  432. Vector2 verts[4] = {
  433. line->from - t,
  434. line->from + t,
  435. line->to + t,
  436. line->to - t,
  437. };
  438. //glLineWidth(line->width);
  439. _draw_gui_primitive(4, verts, NULL, NULL);
  440. #ifdef GLES_OVER_GL
  441. if (line->antialiased) {
  442. glEnable(GL_LINE_SMOOTH);
  443. for (int i = 0; i < 4; i++) {
  444. Vector2 vertsl[2] = {
  445. verts[i],
  446. verts[(i + 1) % 4],
  447. };
  448. _draw_gui_primitive(2, vertsl, NULL, NULL);
  449. }
  450. glDisable(GL_LINE_SMOOTH);
  451. }
  452. #endif
  453. }
  454. } break;
  455. case Item::Command::TYPE_POLYLINE: {
  456. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
  457. _set_texture_rect_mode(false);
  458. _bind_canvas_texture(RID(), RID());
  459. if (pline->triangles.size()) {
  460. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  461. #ifdef GLES_OVER_GL
  462. glEnable(GL_LINE_SMOOTH);
  463. if (pline->multiline) {
  464. //needs to be different
  465. } else {
  466. _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  467. }
  468. glDisable(GL_LINE_SMOOTH);
  469. #endif
  470. } else {
  471. #ifdef GLES_OVER_GL
  472. if (pline->antialiased)
  473. glEnable(GL_LINE_SMOOTH);
  474. #endif
  475. if (pline->multiline) {
  476. int todo = pline->lines.size() / 2;
  477. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  478. int offset = 0;
  479. while (todo) {
  480. int to_draw = MIN(max_per_call, todo);
  481. _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);
  482. todo -= to_draw;
  483. offset += to_draw * 2;
  484. }
  485. } else {
  486. _draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  487. }
  488. #ifdef GLES_OVER_GL
  489. if (pline->antialiased)
  490. glDisable(GL_LINE_SMOOTH);
  491. #endif
  492. }
  493. } break;
  494. case Item::Command::TYPE_RECT: {
  495. Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
  496. _set_texture_rect_mode(true);
  497. //set color
  498. glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
  499. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
  500. if (texture) {
  501. bool untile = false;
  502. if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  503. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  504. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  505. untile = true;
  506. }
  507. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  508. Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  509. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  510. if (dst_rect.size.width < 0) {
  511. dst_rect.position.x += dst_rect.size.width;
  512. dst_rect.size.width *= -1;
  513. }
  514. if (dst_rect.size.height < 0) {
  515. dst_rect.position.y += dst_rect.size.height;
  516. dst_rect.size.height *= -1;
  517. }
  518. if (rect->flags & CANVAS_RECT_FLIP_H) {
  519. src_rect.size.x *= -1;
  520. }
  521. if (rect->flags & CANVAS_RECT_FLIP_V) {
  522. src_rect.size.y *= -1;
  523. }
  524. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  525. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  526. }
  527. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  528. 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));
  529. 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));
  530. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
  531. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  532. if (untile) {
  533. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  534. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  535. }
  536. } else {
  537. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  538. if (dst_rect.size.width < 0) {
  539. dst_rect.position.x += dst_rect.size.width;
  540. dst_rect.size.width *= -1;
  541. }
  542. if (dst_rect.size.height < 0) {
  543. dst_rect.position.y += dst_rect.size.height;
  544. dst_rect.size.height *= -1;
  545. }
  546. 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));
  547. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  548. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  549. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  550. }
  551. storage->frame.canvas_draw_commands++;
  552. } break;
  553. case Item::Command::TYPE_NINEPATCH: {
  554. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
  555. _set_texture_rect_mode(true, true);
  556. glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
  557. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
  558. Size2 texpixel_size;
  559. if (!texture) {
  560. texpixel_size = Size2(1, 1);
  561. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  562. } else {
  563. if (np->source != Rect2()) {
  564. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  565. 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));
  566. } else {
  567. texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
  568. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  569. }
  570. }
  571. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  572. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  573. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
  574. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
  575. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
  576. 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]));
  577. 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));
  578. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  579. storage->frame.canvas_draw_commands++;
  580. } break;
  581. case Item::Command::TYPE_PRIMITIVE: {
  582. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
  583. _set_texture_rect_mode(false);
  584. ERR_CONTINUE(primitive->points.size() < 1);
  585. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  586. if (texture) {
  587. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  588. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  589. }
  590. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  591. Color c = primitive->colors[0];
  592. glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
  593. } else if (primitive->colors.empty()) {
  594. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  595. }
  596. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  597. } break;
  598. case Item::Command::TYPE_POLYGON: {
  599. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
  600. _set_texture_rect_mode(false);
  601. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  602. if (texture) {
  603. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  604. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  605. }
  606. _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());
  607. #ifdef GLES_OVER_GL
  608. if (polygon->antialiased) {
  609. glEnable(GL_LINE_SMOOTH);
  610. _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  611. glDisable(GL_LINE_SMOOTH);
  612. }
  613. #endif
  614. } break;
  615. case Item::Command::TYPE_MESH: {
  616. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  617. _set_texture_rect_mode(false);
  618. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  619. if (texture) {
  620. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  621. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  622. }
  623. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  624. if (mesh_data) {
  625. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  626. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  627. // 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
  628. glBindVertexArray(s->array_id);
  629. if (s->index_array_len) {
  630. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  631. } else {
  632. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  633. }
  634. glBindVertexArray(0);
  635. }
  636. }
  637. } break;
  638. case Item::Command::TYPE_PARTICLES: {
  639. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  640. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  641. if (!particles)
  642. break;
  643. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  644. VisualServerRaster::redraw_request();
  645. storage->particles_request_process(particles_cmd->particles);
  646. //enable instancing
  647. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  648. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  649. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  650. //reset shader and force rebind
  651. state.using_texture_rect = true;
  652. _set_texture_rect_mode(false);
  653. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  654. if (texture) {
  655. Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames));
  656. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  657. } else {
  658. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  659. }
  660. if (!particles->use_local_coords) {
  661. Transform2D inv_xf;
  662. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  663. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  664. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  665. inv_xf.affine_invert();
  666. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  667. }
  668. state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames);
  669. state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames);
  670. glBindVertexArray(data.particle_quad_array); //use particle quad array
  671. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  672. int stride = sizeof(float) * 4 * 6;
  673. int amount = particles->amount;
  674. if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
  675. glEnableVertexAttribArray(8); //xform x
  676. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
  677. glVertexAttribDivisor(8, 1);
  678. glEnableVertexAttribArray(9); //xform y
  679. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
  680. glVertexAttribDivisor(9, 1);
  681. glEnableVertexAttribArray(10); //xform z
  682. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
  683. glVertexAttribDivisor(10, 1);
  684. glEnableVertexAttribArray(11); //color
  685. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
  686. glVertexAttribDivisor(11, 1);
  687. glEnableVertexAttribArray(12); //custom
  688. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
  689. glVertexAttribDivisor(12, 1);
  690. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  691. } else {
  692. //split
  693. int stride = sizeof(float) * 4 * 6;
  694. int split = int(Math::ceil(particles->phase * particles->amount));
  695. if (amount - split > 0) {
  696. glEnableVertexAttribArray(8); //xform x
  697. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
  698. glVertexAttribDivisor(8, 1);
  699. glEnableVertexAttribArray(9); //xform y
  700. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
  701. glVertexAttribDivisor(9, 1);
  702. glEnableVertexAttribArray(10); //xform z
  703. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
  704. glVertexAttribDivisor(10, 1);
  705. glEnableVertexAttribArray(11); //color
  706. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0);
  707. glVertexAttribDivisor(11, 1);
  708. glEnableVertexAttribArray(12); //custom
  709. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
  710. glVertexAttribDivisor(12, 1);
  711. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  712. }
  713. if (split > 0) {
  714. glEnableVertexAttribArray(8); //xform x
  715. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
  716. glVertexAttribDivisor(8, 1);
  717. glEnableVertexAttribArray(9); //xform y
  718. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
  719. glVertexAttribDivisor(9, 1);
  720. glEnableVertexAttribArray(10); //xform z
  721. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
  722. glVertexAttribDivisor(10, 1);
  723. glEnableVertexAttribArray(11); //color
  724. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
  725. glVertexAttribDivisor(11, 1);
  726. glEnableVertexAttribArray(12); //custom
  727. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
  728. glVertexAttribDivisor(12, 1);
  729. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  730. }
  731. }
  732. glBindVertexArray(0);
  733. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  734. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  735. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  736. state.using_texture_rect = true;
  737. _set_texture_rect_mode(false);
  738. } break;
  739. case Item::Command::TYPE_CIRCLE: {
  740. _set_texture_rect_mode(false);
  741. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
  742. static const int numpoints = 32;
  743. Vector2 points[numpoints + 1];
  744. points[numpoints] = circle->pos;
  745. int indices[numpoints * 3];
  746. for (int i = 0; i < numpoints; i++) {
  747. points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / numpoints), Math::cos(i * Math_PI * 2.0 / numpoints)) * circle->radius;
  748. indices[i * 3 + 0] = i;
  749. indices[i * 3 + 1] = (i + 1) % numpoints;
  750. indices[i * 3 + 2] = numpoints;
  751. }
  752. _bind_canvas_texture(RID(), RID());
  753. _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
  754. //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  755. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  756. } break;
  757. case Item::Command::TYPE_TRANSFORM: {
  758. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
  759. state.extra_matrix = transform->xform;
  760. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  761. } break;
  762. case Item::Command::TYPE_CLIP_IGNORE: {
  763. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
  764. if (current_clip) {
  765. if (ci->ignore != reclip) {
  766. if (ci->ignore) {
  767. glDisable(GL_SCISSOR_TEST);
  768. reclip = true;
  769. } else {
  770. glEnable(GL_SCISSOR_TEST);
  771. //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)),
  772. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  773. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  774. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  775. y = current_clip->final_clip_rect.position.y;
  776. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  777. reclip = false;
  778. }
  779. }
  780. }
  781. } break;
  782. }
  783. }
  784. }
  785. void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
  786. glDisable(GL_BLEND);
  787. state.canvas_texscreen_used = true;
  788. //blur diffuse into effect mipmaps using separatable convolution
  789. //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
  790. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  791. 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);
  792. if (p_rect != Rect2()) {
  793. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
  794. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
  795. }
  796. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
  797. glActiveTexture(GL_TEXTURE0);
  798. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  799. storage->shaders.copy.bind();
  800. storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
  801. scene_render->_copy_screen();
  802. for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
  803. int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
  804. int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
  805. glViewport(0, 0, vp_w, vp_h);
  806. //horizontal pass
  807. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
  808. scene_render->state.effect_blur_shader.bind();
  809. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  810. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  811. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  812. glActiveTexture(GL_TEXTURE0);
  813. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
  814. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
  815. scene_render->_copy_screen();
  816. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
  817. //vertical pass
  818. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
  819. scene_render->state.effect_blur_shader.bind();
  820. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  821. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  822. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  823. glActiveTexture(GL_TEXTURE0);
  824. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
  825. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
  826. scene_render->_copy_screen();
  827. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
  828. }
  829. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
  830. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
  831. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  832. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  833. // back to canvas, force rebind
  834. state.using_texture_rect = true;
  835. _set_texture_rect_mode(false);
  836. _bind_canvas_texture(state.current_tex, state.current_normal, true);
  837. glEnable(GL_BLEND);
  838. }
  839. void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform) {
  840. Item *current_clip = NULL;
  841. RasterizerStorageGLES3::Shader *shader_cache = NULL;
  842. bool rebind_shader = true;
  843. Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  844. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  845. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  846. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  847. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  848. state.current_tex = RID();
  849. state.current_tex_ptr = NULL;
  850. state.current_normal = RID();
  851. glActiveTexture(GL_TEXTURE0);
  852. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  853. int last_blend_mode = -1;
  854. RID canvas_last_material;
  855. bool prev_distance_field = false;
  856. bool prev_use_skeleton = false;
  857. while (p_item_list) {
  858. Item *ci = p_item_list;
  859. if (prev_distance_field != ci->distance_field) {
  860. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
  861. prev_distance_field = ci->distance_field;
  862. rebind_shader = true;
  863. }
  864. if (current_clip != ci->final_clip_owner) {
  865. current_clip = ci->final_clip_owner;
  866. //setup clip
  867. if (current_clip) {
  868. glEnable(GL_SCISSOR_TEST);
  869. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  870. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  871. y = current_clip->final_clip_rect.position.y;
  872. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  873. } else {
  874. glDisable(GL_SCISSOR_TEST);
  875. }
  876. }
  877. if (ci->copy_back_buffer) {
  878. if (ci->copy_back_buffer->full) {
  879. _copy_texscreen(Rect2());
  880. } else {
  881. _copy_texscreen(ci->copy_back_buffer->rect);
  882. }
  883. }
  884. RasterizerStorageGLES3::Skeleton *skeleton = NULL;
  885. {
  886. //skeleton handling
  887. if (ci->skeleton.is_valid()) {
  888. skeleton = storage->skeleton_owner.getornull(ci->skeleton);
  889. if (!skeleton->use_2d) {
  890. skeleton = NULL;
  891. } else {
  892. state.skeleton_transform = p_transform * skeleton->base_transform_2d;
  893. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  894. }
  895. }
  896. bool use_skeleton = skeleton != NULL;
  897. if (prev_use_skeleton != use_skeleton) {
  898. rebind_shader = true;
  899. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  900. prev_use_skeleton = use_skeleton;
  901. }
  902. if (skeleton) {
  903. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  904. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  905. state.using_skeleton = true;
  906. } else {
  907. state.using_skeleton = false;
  908. }
  909. }
  910. //begin rect
  911. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  912. RID material = material_owner->material;
  913. if (material != canvas_last_material || rebind_shader) {
  914. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  915. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  916. if (material_ptr) {
  917. shader_ptr = material_ptr->shader;
  918. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  919. shader_ptr = NULL; //do not use non canvasitem shader
  920. }
  921. }
  922. if (shader_ptr) {
  923. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  924. //copy if not copied before
  925. _copy_texscreen(Rect2());
  926. // blend mode will have been enabled so make sure we disable it again later on
  927. last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
  928. }
  929. if (shader_ptr != shader_cache) {
  930. if (shader_ptr->canvas_item.uses_time) {
  931. VisualServerRaster::redraw_request();
  932. }
  933. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  934. state.canvas_shader.bind();
  935. }
  936. if (material_ptr->ubo_id) {
  937. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  938. }
  939. int tc = material_ptr->textures.size();
  940. RID *textures = material_ptr->textures.ptrw();
  941. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  942. for (int i = 0; i < tc; i++) {
  943. glActiveTexture(GL_TEXTURE2 + i);
  944. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  945. if (!t) {
  946. switch (texture_hints[i]) {
  947. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  948. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  949. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  950. } break;
  951. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  952. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  953. } break;
  954. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  955. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  956. } break;
  957. default: {
  958. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  959. } break;
  960. }
  961. //check hints
  962. continue;
  963. }
  964. t = t->get_ptr();
  965. if (storage->config.srgb_decode_supported && t->using_srgb) {
  966. //no srgb in 2D
  967. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  968. t->using_srgb = false;
  969. }
  970. glBindTexture(t->target, t->tex_id);
  971. }
  972. } else {
  973. state.canvas_shader.set_custom_shader(0);
  974. state.canvas_shader.bind();
  975. }
  976. shader_cache = shader_ptr;
  977. canvas_last_material = material;
  978. rebind_shader = false;
  979. }
  980. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  981. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  982. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  983. }
  984. bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
  985. bool reclip = false;
  986. if (last_blend_mode != blend_mode) {
  987. if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  988. // re-enable it
  989. glEnable(GL_BLEND);
  990. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  991. // disable it
  992. glDisable(GL_BLEND);
  993. }
  994. switch (blend_mode) {
  995. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  996. // nothing to do here
  997. } break;
  998. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  999. glBlendEquation(GL_FUNC_ADD);
  1000. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1001. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1002. } else {
  1003. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1004. }
  1005. } break;
  1006. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  1007. glBlendEquation(GL_FUNC_ADD);
  1008. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1009. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1010. } else {
  1011. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1012. }
  1013. } break;
  1014. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  1015. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1016. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1017. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1018. } else {
  1019. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1020. }
  1021. } break;
  1022. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  1023. glBlendEquation(GL_FUNC_ADD);
  1024. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1025. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1026. } else {
  1027. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1028. }
  1029. } break;
  1030. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1031. glBlendEquation(GL_FUNC_ADD);
  1032. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1033. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1034. } else {
  1035. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1036. }
  1037. } break;
  1038. }
  1039. last_blend_mode = blend_mode;
  1040. }
  1041. 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);
  1042. state.final_transform = ci->final_transform;
  1043. state.extra_matrix = Transform2D();
  1044. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1045. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1046. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  1047. if (storage->frame.current_rt) {
  1048. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1049. } else {
  1050. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1051. }
  1052. 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))
  1053. _canvas_item_render_commands(ci, current_clip, reclip);
  1054. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  1055. Light *light = p_light;
  1056. bool light_used = false;
  1057. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1058. state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate
  1059. while (light) {
  1060. 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)) {
  1061. //intersects this light
  1062. if (!light_used || mode != light->mode) {
  1063. mode = light->mode;
  1064. switch (mode) {
  1065. case VS::CANVAS_LIGHT_MODE_ADD: {
  1066. glBlendEquation(GL_FUNC_ADD);
  1067. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1068. } break;
  1069. case VS::CANVAS_LIGHT_MODE_SUB: {
  1070. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1071. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1072. } break;
  1073. case VS::CANVAS_LIGHT_MODE_MIX:
  1074. case VS::CANVAS_LIGHT_MODE_MASK: {
  1075. glBlendEquation(GL_FUNC_ADD);
  1076. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1077. } break;
  1078. }
  1079. }
  1080. if (!light_used) {
  1081. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  1082. light_used = true;
  1083. }
  1084. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  1085. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  1086. if (has_shadow) {
  1087. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1088. switch (light->shadow_filter) {
  1089. case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, true); break;
  1090. case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, true); break;
  1091. case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, true); break;
  1092. case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, true); break;
  1093. case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, true); break;
  1094. case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, true); break;
  1095. }
  1096. }
  1097. bool light_rebind = state.canvas_shader.bind();
  1098. if (light_rebind) {
  1099. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1100. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1101. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  1102. }
  1103. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
  1104. if (has_shadow) {
  1105. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1106. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  1107. glBindTexture(GL_TEXTURE_2D, cls->distance);
  1108. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  1109. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  1110. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  1111. }
  1112. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1113. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  1114. if (!t) {
  1115. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1116. } else {
  1117. glBindTexture(t->target, t->tex_id);
  1118. }
  1119. glActiveTexture(GL_TEXTURE0);
  1120. _canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
  1121. }
  1122. light = light->next_ptr;
  1123. }
  1124. if (light_used) {
  1125. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1126. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1127. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  1128. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  1129. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  1130. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  1131. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  1132. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  1133. state.canvas_shader.bind();
  1134. last_blend_mode = -1;
  1135. /*
  1136. //this is set again, so it should not be needed anyway?
  1137. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1138. ci->final_modulate.r * p_modulate.r,
  1139. ci->final_modulate.g * p_modulate.g,
  1140. ci->final_modulate.b * p_modulate.b,
  1141. ci->final_modulate.a * p_modulate.a );
  1142. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  1143. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  1144. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  1145. glBlendEquation(GL_FUNC_ADD);
  1146. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1147. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1148. } else {
  1149. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1150. }
  1151. //@TODO RESET canvas_blend_mode
  1152. */
  1153. }
  1154. }
  1155. if (reclip) {
  1156. glEnable(GL_SCISSOR_TEST);
  1157. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1158. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1159. y = current_clip->final_clip_rect.position.y;
  1160. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1161. }
  1162. p_item_list = p_item_list->next;
  1163. }
  1164. if (current_clip) {
  1165. glDisable(GL_SCISSOR_TEST);
  1166. }
  1167. }
  1168. void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  1169. Light *light = p_lights_with_shadow;
  1170. canvas_begin(); //reset
  1171. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1172. int h = 10;
  1173. int w = storage->frame.current_rt->width;
  1174. int ofs = h;
  1175. glDisable(GL_BLEND);
  1176. //print_line(" debug lights ");
  1177. while (light) {
  1178. //print_line("debug light");
  1179. if (light->shadow_buffer.is_valid()) {
  1180. //print_line("sb is valid");
  1181. RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1182. if (sb) {
  1183. glBindTexture(GL_TEXTURE_2D, sb->distance);
  1184. //glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  1185. draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
  1186. ofs += h * 2;
  1187. }
  1188. }
  1189. light = light->shadows_next_ptr;
  1190. }
  1191. }
  1192. 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) {
  1193. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  1194. ERR_FAIL_COND(!cls);
  1195. glDisable(GL_BLEND);
  1196. glDisable(GL_SCISSOR_TEST);
  1197. glDisable(GL_DITHER);
  1198. glDisable(GL_CULL_FACE);
  1199. glDepthFunc(GL_LEQUAL);
  1200. glEnable(GL_DEPTH_TEST);
  1201. glDepthMask(true);
  1202. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  1203. state.canvas_shadow_shader.bind();
  1204. glViewport(0, 0, cls->size, cls->height);
  1205. glClearDepth(1.0f);
  1206. glClearColor(1, 1, 1, 1);
  1207. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1208. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1209. for (int i = 0; i < 4; i++) {
  1210. //make sure it remains orthogonal, makes easy to read angle later
  1211. Transform light;
  1212. light.origin[0] = p_light_xform[2][0];
  1213. light.origin[1] = p_light_xform[2][1];
  1214. light.basis[0][0] = p_light_xform[0][0];
  1215. light.basis[0][1] = p_light_xform[1][0];
  1216. light.basis[1][0] = p_light_xform[0][1];
  1217. light.basis[1][1] = p_light_xform[1][1];
  1218. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1219. //p_near=1;
  1220. CameraMatrix projection;
  1221. {
  1222. real_t fov = 90;
  1223. real_t nearp = p_near;
  1224. real_t farp = p_far;
  1225. real_t aspect = 1.0;
  1226. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1227. real_t ymin = -ymax;
  1228. real_t xmin = ymin * aspect;
  1229. real_t xmax = ymax * aspect;
  1230. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1231. }
  1232. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  1233. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1234. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
  1235. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
  1236. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
  1237. if (i == 0)
  1238. *p_xform_cache = projection;
  1239. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  1240. LightOccluderInstance *instance = p_occluders;
  1241. while (instance) {
  1242. RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  1243. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  1244. instance = instance->next;
  1245. continue;
  1246. }
  1247. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
  1248. if (cull != instance->cull_cache) {
  1249. cull = instance->cull_cache;
  1250. switch (cull) {
  1251. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  1252. glDisable(GL_CULL_FACE);
  1253. } break;
  1254. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  1255. glEnable(GL_CULL_FACE);
  1256. glCullFace(GL_FRONT);
  1257. } break;
  1258. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  1259. glEnable(GL_CULL_FACE);
  1260. glCullFace(GL_BACK);
  1261. } break;
  1262. }
  1263. }
  1264. /*
  1265. if (i==0) {
  1266. for(int i=0;i<cc->lines.size();i++) {
  1267. Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
  1268. Plane pp(Vector3(p.x,p.y,0),1);
  1269. pp.normal = light.xform(pp.normal);
  1270. pp = projection.xform4(pp);
  1271. print_line(itos(i)+": "+pp.normal/pp.d);
  1272. //pp=light_mat.xform4(pp);
  1273. //print_line(itos(i)+": "+pp.normal/pp.d);
  1274. }
  1275. }
  1276. */
  1277. glBindVertexArray(cc->array_id);
  1278. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1279. instance = instance->next;
  1280. }
  1281. }
  1282. glBindVertexArray(0);
  1283. }
  1284. void RasterizerCanvasGLES3::reset_canvas() {
  1285. if (storage->frame.current_rt) {
  1286. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  1287. glColorMask(1, 1, 1, 1); //don't touch alpha
  1288. }
  1289. glBindVertexArray(0);
  1290. glDisable(GL_CULL_FACE);
  1291. glDisable(GL_DEPTH_TEST);
  1292. glDisable(GL_SCISSOR_TEST);
  1293. glDisable(GL_DITHER);
  1294. glEnable(GL_BLEND);
  1295. glBlendEquation(GL_FUNC_ADD);
  1296. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1297. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1298. } else {
  1299. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1300. }
  1301. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  1302. //glLineWidth(1.0);
  1303. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1304. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1305. //use for reading from screen
  1306. if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
  1307. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  1308. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
  1309. }
  1310. glActiveTexture(GL_TEXTURE0);
  1311. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1312. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1313. Transform canvas_transform;
  1314. if (storage->frame.current_rt) {
  1315. float csy = 1.0;
  1316. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  1317. csy = -1.0;
  1318. }
  1319. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  1320. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  1321. } else {
  1322. Vector2 ssize = OS::get_singleton()->get_window_size();
  1323. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1324. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  1325. }
  1326. state.vp = canvas_transform;
  1327. store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
  1328. state.canvas_item_ubo_data.time = storage->frame.time[0];
  1329. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1330. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
  1331. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1332. state.canvas_texscreen_used = false;
  1333. }
  1334. void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1335. 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));
  1336. 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));
  1337. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1338. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1339. }
  1340. void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {
  1341. Vector2 window_size = OS::get_singleton()->get_window_size();
  1342. int window_h = window_size.height;
  1343. int window_w = window_size.width;
  1344. glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
  1345. glViewport(0, 0, window_size.width, window_size.height);
  1346. canvas_begin();
  1347. if (black_image[MARGIN_LEFT].is_valid()) {
  1348. _bind_canvas_texture(black_image[MARGIN_LEFT], RID());
  1349. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  1350. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
  1351. } else if (black_margin[MARGIN_LEFT]) {
  1352. glActiveTexture(GL_TEXTURE0);
  1353. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1354. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  1355. }
  1356. if (black_image[MARGIN_RIGHT].is_valid()) {
  1357. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
  1358. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  1359. 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));
  1360. } else if (black_margin[MARGIN_RIGHT]) {
  1361. glActiveTexture(GL_TEXTURE0);
  1362. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1363. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  1364. }
  1365. if (black_image[MARGIN_TOP].is_valid()) {
  1366. _bind_canvas_texture(black_image[MARGIN_TOP], RID());
  1367. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  1368. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
  1369. } else if (black_margin[MARGIN_TOP]) {
  1370. glActiveTexture(GL_TEXTURE0);
  1371. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1372. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  1373. }
  1374. if (black_image[MARGIN_BOTTOM].is_valid()) {
  1375. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
  1376. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  1377. 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));
  1378. } else if (black_margin[MARGIN_BOTTOM]) {
  1379. glActiveTexture(GL_TEXTURE0);
  1380. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1381. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  1382. }
  1383. }
  1384. void RasterizerCanvasGLES3::initialize() {
  1385. {
  1386. //quad buffers
  1387. glGenBuffers(1, &data.canvas_quad_vertices);
  1388. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1389. {
  1390. const float qv[8] = {
  1391. 0, 0,
  1392. 0, 1,
  1393. 1, 1,
  1394. 1, 0
  1395. };
  1396. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1397. }
  1398. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1399. glGenVertexArrays(1, &data.canvas_quad_array);
  1400. glBindVertexArray(data.canvas_quad_array);
  1401. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1402. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
  1403. glEnableVertexAttribArray(0);
  1404. glBindVertexArray(0);
  1405. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1406. }
  1407. {
  1408. //particle quad buffers
  1409. glGenBuffers(1, &data.particle_quad_vertices);
  1410. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1411. {
  1412. //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
  1413. const float qv[16] = {
  1414. -0.5, -0.5,
  1415. 0.0, 0.0,
  1416. -0.5, 0.5,
  1417. 0.0, 1.0,
  1418. 0.5, 0.5,
  1419. 1.0, 1.0,
  1420. 0.5, -0.5,
  1421. 1.0, 0.0
  1422. };
  1423. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  1424. }
  1425. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1426. glGenVertexArrays(1, &data.particle_quad_array);
  1427. glBindVertexArray(data.particle_quad_array);
  1428. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1429. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1430. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
  1431. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1432. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (float *)0 + 2);
  1433. glBindVertexArray(0);
  1434. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1435. }
  1436. {
  1437. uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1438. poly_size *= 1024; //kb
  1439. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1440. glGenBuffers(1, &data.polygon_buffer);
  1441. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1442. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1443. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1444. data.polygon_buffer_size = poly_size;
  1445. //quad arrays
  1446. for (int i = 0; i < 4; i++) {
  1447. glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
  1448. glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
  1449. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1450. int uv_ofs = 0;
  1451. int color_ofs = 0;
  1452. int stride = 2 * 4;
  1453. if (i & 1) { //color
  1454. color_ofs = stride;
  1455. stride += 4 * 4;
  1456. }
  1457. if (i & 2) { //uv
  1458. uv_ofs = stride;
  1459. stride += 2 * 4;
  1460. }
  1461. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1462. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
  1463. if (i & 1) {
  1464. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  1465. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
  1466. }
  1467. if (i & 2) {
  1468. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1469. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + uv_ofs);
  1470. }
  1471. glBindVertexArray(0);
  1472. }
  1473. glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
  1474. uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  1475. index_size *= 1024; //kb
  1476. glGenBuffers(1, &data.polygon_index_buffer);
  1477. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1478. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1479. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1480. }
  1481. store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
  1482. glGenBuffers(1, &state.canvas_item_ubo);
  1483. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1484. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1485. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1486. state.canvas_shader.init();
  1487. state.canvas_shader.set_base_material_tex_index(2);
  1488. state.canvas_shadow_shader.init();
  1489. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1490. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1491. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1492. }
  1493. void RasterizerCanvasGLES3::finalize() {
  1494. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1495. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1496. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1497. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1498. glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
  1499. }
  1500. RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
  1501. }