rasterizer_canvas_gles2.cpp 74 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles2.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_scene_gles2.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. RID RasterizerCanvasGLES2::light_internal_create() {
  39. return RID();
  40. }
  41. void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
  42. }
  43. void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
  44. }
  45. void RasterizerCanvasGLES2::_set_uniforms() {
  46. state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
  47. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  48. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  49. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
  50. state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
  51. if (storage->frame.current_rt) {
  52. Vector2 screen_pixel_size;
  53. screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
  54. screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
  55. state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
  56. }
  57. if (state.using_skeleton) {
  58. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
  59. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  60. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
  61. }
  62. if (state.using_light) {
  63. Light *light = state.using_light;
  64. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
  65. Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
  66. basis_inverse[2] = Vector2();
  67. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
  68. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
  69. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
  70. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
  71. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
  72. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
  73. if (state.using_shadow) {
  74. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  75. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
  76. glBindTexture(GL_TEXTURE_2D, cls->distance);
  77. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
  78. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
  79. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
  80. if (light->radius_cache == 0) {
  81. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
  82. } else {
  83. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
  84. }
  85. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
  86. /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
  87. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  88. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  89. }
  90. }
  91. }
  92. void RasterizerCanvasGLES2::canvas_begin() {
  93. state.canvas_shader.bind();
  94. state.using_transparent_rt = false;
  95. if (storage->frame.current_rt) {
  96. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  97. state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  98. }
  99. if (storage->frame.clear_request) {
  100. glClearColor(storage->frame.clear_request_color.r,
  101. storage->frame.clear_request_color.g,
  102. storage->frame.clear_request_color.b,
  103. state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
  104. glClear(GL_COLOR_BUFFER_BIT);
  105. storage->frame.clear_request = false;
  106. }
  107. /*
  108. if (storage->frame.current_rt) {
  109. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  110. glColorMask(1, 1, 1, 1);
  111. }
  112. */
  113. reset_canvas();
  114. glActiveTexture(GL_TEXTURE0);
  115. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  116. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  117. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  118. // set up default uniforms
  119. Transform canvas_transform;
  120. if (storage->frame.current_rt) {
  121. float csy = 1.0;
  122. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  123. csy = -1.0;
  124. }
  125. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  126. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  127. } else {
  128. Vector2 ssize = OS::get_singleton()->get_window_size();
  129. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  130. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  131. }
  132. state.uniforms.projection_matrix = canvas_transform;
  133. state.uniforms.final_modulate = Color(1, 1, 1, 1);
  134. state.uniforms.modelview_matrix = Transform2D();
  135. state.uniforms.extra_matrix = Transform2D();
  136. _set_uniforms();
  137. _bind_quad_buffer();
  138. }
  139. void RasterizerCanvasGLES2::canvas_end() {
  140. glBindBuffer(GL_ARRAY_BUFFER, 0);
  141. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  142. glDisableVertexAttribArray(i);
  143. }
  144. state.using_texture_rect = false;
  145. state.using_skeleton = false;
  146. state.using_ninepatch = false;
  147. state.using_transparent_rt = false;
  148. }
  149. RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
  150. RasterizerStorageGLES2::Texture *tex_return = NULL;
  151. if (p_texture.is_valid()) {
  152. RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
  153. if (!texture) {
  154. state.current_tex = RID();
  155. state.current_tex_ptr = NULL;
  156. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  157. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  158. } else {
  159. if (texture->redraw_if_visible) {
  160. VisualServerRaster::redraw_request();
  161. }
  162. texture = texture->get_ptr();
  163. if (texture->render_target) {
  164. texture->render_target->used_in_frame = true;
  165. }
  166. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  167. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  168. state.current_tex = p_texture;
  169. state.current_tex_ptr = texture;
  170. tex_return = texture;
  171. }
  172. } else {
  173. state.current_tex = RID();
  174. state.current_tex_ptr = NULL;
  175. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  176. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  177. }
  178. if (p_normal_map == state.current_normal) {
  179. //do none
  180. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  181. } else if (p_normal_map.is_valid()) {
  182. RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  183. if (!normal_map) {
  184. state.current_normal = RID();
  185. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  186. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  187. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  188. } else {
  189. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  190. VisualServerRaster::redraw_request();
  191. }
  192. normal_map = normal_map->get_ptr();
  193. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  194. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  195. state.current_normal = p_normal_map;
  196. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
  197. }
  198. } else {
  199. state.current_normal = RID();
  200. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  201. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  202. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  203. }
  204. return tex_return;
  205. }
  206. void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
  207. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  208. uint32_t buffer_ofs = 0;
  209. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  210. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  211. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  212. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  213. if (p_singlecolor) {
  214. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  215. Color m = *p_colors;
  216. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  217. } else if (!p_colors) {
  218. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  219. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  220. } else {
  221. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  222. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  223. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  224. buffer_ofs += sizeof(Color) * p_vertex_count;
  225. }
  226. if (p_uvs) {
  227. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  228. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  229. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  230. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  231. } else {
  232. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  233. }
  234. if (p_weights && p_bones) {
  235. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
  236. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  237. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  238. buffer_ofs += sizeof(float) * 4 * p_vertex_count;
  239. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
  240. glEnableVertexAttribArray(VS::ARRAY_BONES);
  241. glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  242. buffer_ofs += sizeof(int) * 4 * p_vertex_count;
  243. } else {
  244. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  245. glDisableVertexAttribArray(VS::ARRAY_BONES);
  246. }
  247. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  248. if (storage->config.support_32_bits_indices) { //should check for
  249. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  250. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  251. } else {
  252. uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
  253. for (int i = 0; i < p_index_count; i++) {
  254. index16[i] = uint16_t(p_indices[i]);
  255. }
  256. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
  257. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
  258. }
  259. glBindBuffer(GL_ARRAY_BUFFER, 0);
  260. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  261. }
  262. void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  263. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  264. uint32_t buffer_ofs = 0;
  265. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  266. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  267. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  268. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  269. if (p_singlecolor) {
  270. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  271. Color m = *p_colors;
  272. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  273. } else if (!p_colors) {
  274. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  275. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  276. } else {
  277. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  278. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  279. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  280. buffer_ofs += sizeof(Color) * p_vertex_count;
  281. }
  282. if (p_uvs) {
  283. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  284. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  285. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  286. } else {
  287. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  288. }
  289. glDrawArrays(p_primitive, 0, p_vertex_count);
  290. glBindBuffer(GL_ARRAY_BUFFER, 0);
  291. }
  292. void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  293. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  294. int color_offset = 0;
  295. int uv_offset = 0;
  296. int stride = 2;
  297. if (p_colors) {
  298. color_offset = stride;
  299. stride += 4;
  300. }
  301. if (p_uvs) {
  302. uv_offset = stride;
  303. stride += 2;
  304. }
  305. float buffer_data[(2 + 2 + 4) * 4];
  306. for (int i = 0; i < p_points; i++) {
  307. buffer_data[stride * i + 0] = p_vertices[i].x;
  308. buffer_data[stride * i + 1] = p_vertices[i].y;
  309. }
  310. if (p_colors) {
  311. for (int i = 0; i < p_points; i++) {
  312. buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
  313. buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
  314. buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
  315. buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
  316. }
  317. }
  318. if (p_uvs) {
  319. for (int i = 0; i < p_points; i++) {
  320. buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
  321. buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
  322. }
  323. }
  324. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  325. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
  326. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
  327. if (p_colors) {
  328. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
  329. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  330. }
  331. if (p_uvs) {
  332. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
  333. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  334. }
  335. glDrawArrays(prim[p_points], 0, p_points);
  336. glBindBuffer(GL_ARRAY_BUFFER, 0);
  337. }
  338. static const GLenum gl_primitive[] = {
  339. GL_POINTS,
  340. GL_LINES,
  341. GL_LINE_STRIP,
  342. GL_LINE_LOOP,
  343. GL_TRIANGLES,
  344. GL_TRIANGLE_STRIP,
  345. GL_TRIANGLE_FAN
  346. };
  347. void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
  348. int command_count = p_item->commands.size();
  349. Item::Command **commands = p_item->commands.ptrw();
  350. for (int i = 0; i < command_count; i++) {
  351. Item::Command *command = commands[i];
  352. switch (command->type) {
  353. case Item::Command::TYPE_LINE: {
  354. Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
  355. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  356. if (state.canvas_shader.bind()) {
  357. _set_uniforms();
  358. state.canvas_shader.use_material((void *)p_material);
  359. }
  360. _bind_canvas_texture(RID(), RID());
  361. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  362. glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
  363. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  364. if (line->width <= 1) {
  365. Vector2 verts[2] = {
  366. Vector2(line->from.x, line->from.y),
  367. Vector2(line->to.x, line->to.y)
  368. };
  369. _draw_gui_primitive(2, verts, NULL, NULL);
  370. } else {
  371. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  372. Vector2 verts[4] = {
  373. line->from - t,
  374. line->from + t,
  375. line->to + t,
  376. line->to - t
  377. };
  378. _draw_gui_primitive(4, verts, NULL, NULL);
  379. }
  380. } break;
  381. case Item::Command::TYPE_RECT: {
  382. Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
  383. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  384. glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
  385. bool can_tile = true;
  386. if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
  387. // workaround for when setting tiling does not work due to hardware limitation
  388. RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture);
  389. if (texture) {
  390. texture = texture->get_ptr();
  391. if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
  392. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
  393. can_tile = false;
  394. }
  395. }
  396. }
  397. // On some widespread Nvidia cards, the normal draw method can produce some
  398. // flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
  399. // See GH-9913.
  400. // To work it around, we use a simpler draw method which does not flicker, but gives
  401. // a non negligible performance hit, so it's opt-in (GH-24466).
  402. if (use_nvidia_rect_workaround) {
  403. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  404. if (state.canvas_shader.bind()) {
  405. _set_uniforms();
  406. state.canvas_shader.use_material((void *)p_material);
  407. }
  408. Vector2 points[4] = {
  409. r->rect.position,
  410. r->rect.position + Vector2(r->rect.size.x, 0.0),
  411. r->rect.position + r->rect.size,
  412. r->rect.position + Vector2(0.0, r->rect.size.y),
  413. };
  414. if (r->rect.size.x < 0) {
  415. SWAP(points[0], points[1]);
  416. SWAP(points[2], points[3]);
  417. }
  418. if (r->rect.size.y < 0) {
  419. SWAP(points[0], points[3]);
  420. SWAP(points[1], points[2]);
  421. }
  422. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
  423. if (texture) {
  424. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  425. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  426. Vector2 uvs[4] = {
  427. src_rect.position,
  428. src_rect.position + Vector2(src_rect.size.x, 0.0),
  429. src_rect.position + src_rect.size,
  430. src_rect.position + Vector2(0.0, src_rect.size.y),
  431. };
  432. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  433. SWAP(uvs[1], uvs[3]);
  434. }
  435. if (r->flags & CANVAS_RECT_FLIP_H) {
  436. SWAP(uvs[0], uvs[1]);
  437. SWAP(uvs[2], uvs[3]);
  438. }
  439. if (r->flags & CANVAS_RECT_FLIP_V) {
  440. SWAP(uvs[0], uvs[3]);
  441. SWAP(uvs[1], uvs[2]);
  442. }
  443. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  444. bool untile = false;
  445. if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  446. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  447. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  448. untile = true;
  449. }
  450. _draw_gui_primitive(4, points, NULL, uvs);
  451. if (untile) {
  452. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  453. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  454. }
  455. } else {
  456. static const Vector2 uvs[4] = {
  457. Vector2(0.0, 0.0),
  458. Vector2(0.0, 1.0),
  459. Vector2(1.0, 1.0),
  460. Vector2(1.0, 0.0),
  461. };
  462. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
  463. _draw_gui_primitive(4, points, NULL, uvs);
  464. }
  465. } else {
  466. // This branch is better for performance, but can produce flicker on Nvidia, see above comment.
  467. _bind_quad_buffer();
  468. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  469. if (state.canvas_shader.bind()) {
  470. _set_uniforms();
  471. state.canvas_shader.use_material((void *)p_material);
  472. }
  473. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
  474. if (!tex) {
  475. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  476. if (dst_rect.size.width < 0) {
  477. dst_rect.position.x += dst_rect.size.width;
  478. dst_rect.size.width *= -1;
  479. }
  480. if (dst_rect.size.height < 0) {
  481. dst_rect.position.y += dst_rect.size.height;
  482. dst_rect.size.height *= -1;
  483. }
  484. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  485. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
  486. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  487. } else {
  488. bool untile = false;
  489. if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
  490. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  491. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  492. untile = true;
  493. }
  494. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  495. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  496. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  497. if (dst_rect.size.width < 0) {
  498. dst_rect.position.x += dst_rect.size.width;
  499. dst_rect.size.width *= -1;
  500. }
  501. if (dst_rect.size.height < 0) {
  502. dst_rect.position.y += dst_rect.size.height;
  503. dst_rect.size.height *= -1;
  504. }
  505. if (r->flags & CANVAS_RECT_FLIP_H) {
  506. src_rect.size.x *= -1;
  507. }
  508. if (r->flags & CANVAS_RECT_FLIP_V) {
  509. src_rect.size.y *= -1;
  510. }
  511. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  512. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  513. }
  514. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  515. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  516. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  517. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  518. if (untile) {
  519. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  520. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  521. }
  522. }
  523. glBindBuffer(GL_ARRAY_BUFFER, 0);
  524. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  525. }
  526. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false);
  527. } break;
  528. case Item::Command::TYPE_NINEPATCH: {
  529. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
  530. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  531. if (state.canvas_shader.bind()) {
  532. _set_uniforms();
  533. state.canvas_shader.use_material((void *)p_material);
  534. }
  535. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  536. glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
  537. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
  538. if (!tex) {
  539. // FIXME: Handle textureless ninepatch gracefully
  540. WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
  541. continue;
  542. }
  543. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  544. // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  545. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  546. Rect2 source = np->source;
  547. if (source.size.x == 0 && source.size.y == 0) {
  548. source.size.x = tex->width;
  549. source.size.y = tex->height;
  550. }
  551. // prepare vertex buffer
  552. // this buffer contains [ POS POS UV UV ] *
  553. float buffer[16 * 2 + 16 * 2];
  554. {
  555. // first row
  556. buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
  557. buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
  558. buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  559. buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
  560. buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  561. buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
  562. buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  563. buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
  564. buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  565. buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
  566. buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  567. buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
  568. buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  569. buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
  570. buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  571. buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
  572. // second row
  573. buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
  574. buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];
  575. buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  576. buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  577. buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  578. buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];
  579. buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  580. buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  581. buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  582. buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];
  583. buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  584. buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  585. buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  586. buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];
  587. buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  588. buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  589. // third row
  590. buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
  591. buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  592. buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  593. buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  594. buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  595. buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  596. buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  597. buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  598. buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  599. buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  600. buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  601. buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  602. buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  603. buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
  604. buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  605. buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  606. // fourth row
  607. buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
  608. buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
  609. buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  610. buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
  611. buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
  612. buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
  613. buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  614. buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
  615. buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
  616. buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
  617. buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  618. buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
  619. buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  620. buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
  621. buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  622. buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
  623. }
  624. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  625. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);
  626. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  627. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  628. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  629. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
  630. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
  631. glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
  632. glBindBuffer(GL_ARRAY_BUFFER, 0);
  633. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  634. } break;
  635. case Item::Command::TYPE_CIRCLE: {
  636. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
  637. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  638. if (state.canvas_shader.bind()) {
  639. _set_uniforms();
  640. state.canvas_shader.use_material((void *)p_material);
  641. }
  642. static const int num_points = 32;
  643. Vector2 points[num_points + 1];
  644. points[num_points] = circle->pos;
  645. int indices[num_points * 3];
  646. for (int j = 0; j < num_points; j++) {
  647. points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius;
  648. indices[j * 3 + 0] = j;
  649. indices[j * 3 + 1] = (j + 1) % num_points;
  650. indices[j * 3 + 2] = num_points;
  651. }
  652. _bind_canvas_texture(RID(), RID());
  653. _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
  654. } break;
  655. case Item::Command::TYPE_POLYGON: {
  656. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
  657. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  658. if (state.canvas_shader.bind()) {
  659. _set_uniforms();
  660. state.canvas_shader.use_material((void *)p_material);
  661. }
  662. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  663. if (texture) {
  664. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  665. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  666. }
  667. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
  668. } break;
  669. case Item::Command::TYPE_MESH: {
  670. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
  671. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  672. if (state.canvas_shader.bind()) {
  673. _set_uniforms();
  674. state.canvas_shader.use_material((void *)p_material);
  675. }
  676. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  677. if (texture) {
  678. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  679. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  680. }
  681. RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  682. if (mesh_data) {
  683. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  684. RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
  685. // 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
  686. glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
  687. if (s->index_array_len > 0) {
  688. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  689. }
  690. for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
  691. if (s->attribs[k].enabled) {
  692. glEnableVertexAttribArray(k);
  693. glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
  694. } else {
  695. glDisableVertexAttribArray(k);
  696. switch (k) {
  697. case VS::ARRAY_NORMAL: {
  698. glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
  699. } break;
  700. case VS::ARRAY_COLOR: {
  701. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  702. } break;
  703. default: {
  704. }
  705. }
  706. }
  707. }
  708. if (s->index_array_len > 0) {
  709. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  710. } else {
  711. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  712. }
  713. }
  714. for (int j = 1; j < VS::ARRAY_MAX - 1; j++) {
  715. glDisableVertexAttribArray(j);
  716. }
  717. }
  718. } break;
  719. case Item::Command::TYPE_MULTIMESH: {
  720. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
  721. RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  722. if (!multi_mesh)
  723. break;
  724. RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  725. if (!mesh_data)
  726. break;
  727. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  728. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
  729. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  730. if (state.canvas_shader.bind()) {
  731. _set_uniforms();
  732. state.canvas_shader.use_material((void *)p_material);
  733. }
  734. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  735. if (texture) {
  736. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  737. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  738. }
  739. //reset shader and force rebind
  740. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  741. if (amount == -1) {
  742. amount = multi_mesh->size;
  743. }
  744. int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
  745. int color_ofs = multi_mesh->xform_floats;
  746. int custom_data_ofs = color_ofs + multi_mesh->color_floats;
  747. // drawing
  748. const float *base_buffer = multi_mesh->data.ptr();
  749. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  750. RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
  751. // 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
  752. //bind buffers for mesh surface
  753. glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
  754. if (s->index_array_len > 0) {
  755. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  756. }
  757. for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
  758. if (s->attribs[k].enabled) {
  759. glEnableVertexAttribArray(k);
  760. glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
  761. } else {
  762. glDisableVertexAttribArray(k);
  763. switch (k) {
  764. case VS::ARRAY_NORMAL: {
  765. glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
  766. } break;
  767. case VS::ARRAY_COLOR: {
  768. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  769. } break;
  770. default: {
  771. }
  772. }
  773. }
  774. }
  775. for (int k = 0; k < amount; k++) {
  776. const float *buffer = base_buffer + k * stride;
  777. {
  778. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
  779. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
  780. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  781. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
  782. } else {
  783. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
  784. }
  785. }
  786. if (multi_mesh->color_floats) {
  787. if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
  788. uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
  789. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
  790. } else {
  791. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
  792. }
  793. }
  794. if (multi_mesh->custom_data_floats) {
  795. if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
  796. uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
  797. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
  798. } else {
  799. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
  800. }
  801. }
  802. if (s->index_array_len > 0) {
  803. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  804. } else {
  805. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  806. }
  807. }
  808. }
  809. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
  810. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
  811. } break;
  812. case Item::Command::TYPE_POLYLINE: {
  813. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
  814. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  815. if (state.canvas_shader.bind()) {
  816. _set_uniforms();
  817. state.canvas_shader.use_material((void *)p_material);
  818. }
  819. _bind_canvas_texture(RID(), RID());
  820. if (pline->triangles.size()) {
  821. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  822. } else {
  823. if (pline->multiline) {
  824. int todo = pline->lines.size() / 2;
  825. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  826. int offset = 0;
  827. while (todo) {
  828. int to_draw = MIN(max_per_call, todo);
  829. _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);
  830. todo -= to_draw;
  831. offset += to_draw * 2;
  832. }
  833. } else {
  834. _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  835. }
  836. }
  837. } break;
  838. case Item::Command::TYPE_PRIMITIVE: {
  839. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
  840. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  841. if (state.canvas_shader.bind()) {
  842. _set_uniforms();
  843. state.canvas_shader.use_material((void *)p_material);
  844. }
  845. ERR_CONTINUE(primitive->points.size() < 1);
  846. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  847. if (texture) {
  848. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  849. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  850. }
  851. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  852. Color c = primitive->colors[0];
  853. glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
  854. } else if (primitive->colors.empty()) {
  855. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  856. }
  857. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  858. } break;
  859. case Item::Command::TYPE_TRANSFORM: {
  860. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
  861. state.uniforms.extra_matrix = transform->xform;
  862. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  863. } break;
  864. case Item::Command::TYPE_PARTICLES: {
  865. } break;
  866. case Item::Command::TYPE_CLIP_IGNORE: {
  867. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
  868. if (current_clip) {
  869. if (ci->ignore != reclip) {
  870. if (ci->ignore) {
  871. glDisable(GL_SCISSOR_TEST);
  872. reclip = true;
  873. } else {
  874. glEnable(GL_SCISSOR_TEST);
  875. int x = current_clip->final_clip_rect.position.x;
  876. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  877. int w = current_clip->final_clip_rect.size.x;
  878. int h = current_clip->final_clip_rect.size.y;
  879. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  880. y = current_clip->final_clip_rect.position.y;
  881. glScissor(x, y, w, h);
  882. reclip = false;
  883. }
  884. }
  885. }
  886. } break;
  887. default: {
  888. // FIXME: Proper error handling if relevant
  889. //print_line("other");
  890. } break;
  891. }
  892. }
  893. }
  894. void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
  895. if (storage->frame.current_rt->copy_screen_effect.color == 0) {
  896. ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers");
  897. ERR_FAIL();
  898. }
  899. glDisable(GL_BLEND);
  900. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  901. Color copy_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);
  902. if (p_rect != Rect2()) {
  903. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
  904. }
  905. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
  906. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
  907. glActiveTexture(GL_TEXTURE0);
  908. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  909. storage->shaders.copy.bind();
  910. storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
  911. const Vector2 vertpos[4] = {
  912. Vector2(-1, -1),
  913. Vector2(-1, 1),
  914. Vector2(1, 1),
  915. Vector2(1, -1),
  916. };
  917. const Vector2 uvpos[4] = {
  918. Vector2(0, 0),
  919. Vector2(0, 1),
  920. Vector2(1, 1),
  921. Vector2(1, 0)
  922. };
  923. const int indexpos[6] = {
  924. 0, 1, 2,
  925. 2, 3, 0
  926. };
  927. _draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
  928. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
  929. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
  930. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  931. glEnable(GL_BLEND);
  932. }
  933. void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
  934. state.canvas_texscreen_used = true;
  935. _copy_screen(p_rect);
  936. // back to canvas, force rebind
  937. state.using_texture_rect = false;
  938. state.canvas_shader.bind();
  939. _bind_canvas_texture(state.current_tex, state.current_normal);
  940. _set_uniforms();
  941. }
  942. void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  943. Item *current_clip = NULL;
  944. RasterizerStorageGLES2::Shader *shader_cache = NULL;
  945. bool rebind_shader = true;
  946. bool prev_use_skeleton = false;
  947. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
  948. state.current_tex = RID();
  949. state.current_tex_ptr = NULL;
  950. state.current_normal = RID();
  951. state.canvas_texscreen_used = false;
  952. glActiveTexture(GL_TEXTURE0);
  953. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  954. int last_blend_mode = -1;
  955. RID canvas_last_material = RID();
  956. while (p_item_list) {
  957. Item *ci = p_item_list;
  958. if (current_clip != ci->final_clip_owner) {
  959. current_clip = ci->final_clip_owner;
  960. if (current_clip) {
  961. glEnable(GL_SCISSOR_TEST);
  962. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  963. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  964. y = current_clip->final_clip_rect.position.y;
  965. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  966. } else {
  967. glDisable(GL_SCISSOR_TEST);
  968. }
  969. }
  970. // TODO: copy back buffer
  971. if (ci->copy_back_buffer) {
  972. if (ci->copy_back_buffer->full) {
  973. _copy_texscreen(Rect2());
  974. } else {
  975. _copy_texscreen(ci->copy_back_buffer->rect);
  976. }
  977. }
  978. RasterizerStorageGLES2::Skeleton *skeleton = NULL;
  979. {
  980. //skeleton handling
  981. if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
  982. skeleton = storage->skeleton_owner.get(ci->skeleton);
  983. if (!skeleton->use_2d) {
  984. skeleton = NULL;
  985. } else {
  986. state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
  987. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  988. state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
  989. }
  990. }
  991. bool use_skeleton = skeleton != NULL;
  992. if (prev_use_skeleton != use_skeleton) {
  993. rebind_shader = true;
  994. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
  995. prev_use_skeleton = use_skeleton;
  996. }
  997. if (skeleton) {
  998. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  999. glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
  1000. state.using_skeleton = true;
  1001. } else {
  1002. state.using_skeleton = false;
  1003. }
  1004. }
  1005. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  1006. RID material = material_owner->material;
  1007. RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
  1008. if (material != canvas_last_material || rebind_shader) {
  1009. RasterizerStorageGLES2::Shader *shader_ptr = NULL;
  1010. if (material_ptr) {
  1011. shader_ptr = material_ptr->shader;
  1012. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  1013. shader_ptr = NULL; // not a canvas item shader, don't use.
  1014. }
  1015. }
  1016. if (shader_ptr) {
  1017. if (shader_ptr->canvas_item.uses_screen_texture) {
  1018. if (!state.canvas_texscreen_used) {
  1019. //copy if not copied before
  1020. _copy_texscreen(Rect2());
  1021. // blend mode will have been enabled so make sure we disable it again later on
  1022. //last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
  1023. }
  1024. if (storage->frame.current_rt->copy_screen_effect.color) {
  1025. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  1026. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
  1027. }
  1028. }
  1029. if (shader_ptr != shader_cache) {
  1030. if (shader_ptr->canvas_item.uses_time) {
  1031. VisualServerRaster::redraw_request();
  1032. }
  1033. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  1034. state.canvas_shader.bind();
  1035. }
  1036. int tc = material_ptr->textures.size();
  1037. Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
  1038. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  1039. for (int i = 0; i < tc; i++) {
  1040. glActiveTexture(GL_TEXTURE0 + i);
  1041. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
  1042. if (!t) {
  1043. switch (texture_hints[i]) {
  1044. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  1045. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  1046. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1047. } break;
  1048. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  1049. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  1050. } break;
  1051. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1052. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  1053. } break;
  1054. default: {
  1055. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1056. } break;
  1057. }
  1058. continue;
  1059. }
  1060. if (t->redraw_if_visible) {
  1061. VisualServerRaster::redraw_request();
  1062. }
  1063. t = t->get_ptr();
  1064. #ifdef TOOLS_ENABLED
  1065. if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
  1066. t->detect_normal(t->detect_normal_ud);
  1067. }
  1068. #endif
  1069. if (t->render_target)
  1070. t->render_target->used_in_frame = true;
  1071. glBindTexture(t->target, t->tex_id);
  1072. }
  1073. } else {
  1074. state.canvas_shader.set_custom_shader(0);
  1075. state.canvas_shader.bind();
  1076. }
  1077. state.canvas_shader.use_material((void *)material_ptr);
  1078. shader_cache = shader_ptr;
  1079. canvas_last_material = material;
  1080. rebind_shader = false;
  1081. }
  1082. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
  1083. bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  1084. bool reclip = false;
  1085. if (last_blend_mode != blend_mode) {
  1086. switch (blend_mode) {
  1087. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
  1088. glBlendEquation(GL_FUNC_ADD);
  1089. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1090. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1091. } else {
  1092. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1093. }
  1094. } break;
  1095. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
  1096. glBlendEquation(GL_FUNC_ADD);
  1097. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1098. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1099. } else {
  1100. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1101. }
  1102. } break;
  1103. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
  1104. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1105. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1106. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1107. } else {
  1108. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1109. }
  1110. } break;
  1111. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
  1112. glBlendEquation(GL_FUNC_ADD);
  1113. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1114. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1115. } else {
  1116. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1117. }
  1118. } break;
  1119. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1120. glBlendEquation(GL_FUNC_ADD);
  1121. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1122. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1123. } else {
  1124. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1125. }
  1126. } break;
  1127. }
  1128. }
  1129. state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
  1130. state.uniforms.modelview_matrix = ci->final_transform;
  1131. state.uniforms.extra_matrix = Transform2D();
  1132. _set_uniforms();
  1133. if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
  1134. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
  1135. rebind_shader = true; // hacked in for now.
  1136. if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  1137. Light *light = p_light;
  1138. bool light_used = false;
  1139. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1140. state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
  1141. while (light) {
  1142. 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)) {
  1143. //intersects this light
  1144. if (!light_used || mode != light->mode) {
  1145. mode = light->mode;
  1146. switch (mode) {
  1147. case VS::CANVAS_LIGHT_MODE_ADD: {
  1148. glBlendEquation(GL_FUNC_ADD);
  1149. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1150. } break;
  1151. case VS::CANVAS_LIGHT_MODE_SUB: {
  1152. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1153. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1154. } break;
  1155. case VS::CANVAS_LIGHT_MODE_MIX:
  1156. case VS::CANVAS_LIGHT_MODE_MASK: {
  1157. glBlendEquation(GL_FUNC_ADD);
  1158. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1159. } break;
  1160. }
  1161. }
  1162. if (!light_used) {
  1163. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
  1164. light_used = true;
  1165. }
  1166. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  1167. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
  1168. if (has_shadow) {
  1169. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1170. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  1171. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  1172. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  1173. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  1174. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  1175. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  1176. }
  1177. state.canvas_shader.bind();
  1178. state.using_light = light;
  1179. state.using_shadow = has_shadow;
  1180. //always re-set uniforms, since light parameters changed
  1181. _set_uniforms();
  1182. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  1183. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
  1184. if (!t) {
  1185. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1186. } else {
  1187. t = t->get_ptr();
  1188. glBindTexture(t->target, t->tex_id);
  1189. }
  1190. glActiveTexture(GL_TEXTURE0);
  1191. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
  1192. state.using_light = NULL;
  1193. }
  1194. light = light->next_ptr;
  1195. }
  1196. if (light_used) {
  1197. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
  1198. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
  1199. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
  1200. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
  1201. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
  1202. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
  1203. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
  1204. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
  1205. state.canvas_shader.bind();
  1206. last_blend_mode = -1;
  1207. /*
  1208. //this is set again, so it should not be needed anyway?
  1209. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1210. ci->final_modulate.r * p_modulate.r,
  1211. ci->final_modulate.g * p_modulate.g,
  1212. ci->final_modulate.b * p_modulate.b,
  1213. ci->final_modulate.a * p_modulate.a );
  1214. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
  1215. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
  1216. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
  1217. glBlendEquation(GL_FUNC_ADD);
  1218. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1219. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1220. } else {
  1221. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1222. }
  1223. //@TODO RESET canvas_blend_mode
  1224. */
  1225. }
  1226. }
  1227. if (reclip) {
  1228. glEnable(GL_SCISSOR_TEST);
  1229. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1230. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1231. y = current_clip->final_clip_rect.position.y;
  1232. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1233. }
  1234. p_item_list = p_item_list->next;
  1235. }
  1236. if (current_clip) {
  1237. glDisable(GL_SCISSOR_TEST);
  1238. }
  1239. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
  1240. }
  1241. void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  1242. }
  1243. void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  1244. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  1245. ERR_FAIL_COND(!cls);
  1246. glDisable(GL_BLEND);
  1247. glDisable(GL_SCISSOR_TEST);
  1248. glDisable(GL_DITHER);
  1249. glDisable(GL_CULL_FACE);
  1250. glDepthFunc(GL_LEQUAL);
  1251. glEnable(GL_DEPTH_TEST);
  1252. glDepthMask(true);
  1253. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  1254. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1255. state.canvas_shadow_shader.bind();
  1256. glViewport(0, 0, cls->size, cls->height);
  1257. glClearDepth(1.0f);
  1258. glClearColor(1, 1, 1, 1);
  1259. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1260. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1261. for (int i = 0; i < 4; i++) {
  1262. //make sure it remains orthogonal, makes easy to read angle later
  1263. Transform light;
  1264. light.origin[0] = p_light_xform[2][0];
  1265. light.origin[1] = p_light_xform[2][1];
  1266. light.basis[0][0] = p_light_xform[0][0];
  1267. light.basis[0][1] = p_light_xform[1][0];
  1268. light.basis[1][0] = p_light_xform[0][1];
  1269. light.basis[1][1] = p_light_xform[1][1];
  1270. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1271. //p_near=1;
  1272. CameraMatrix projection;
  1273. {
  1274. real_t fov = 90;
  1275. real_t nearp = p_near;
  1276. real_t farp = p_far;
  1277. real_t aspect = 1.0;
  1278. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1279. real_t ymin = -ymax;
  1280. real_t xmin = ymin * aspect;
  1281. real_t xmax = ymax * aspect;
  1282. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1283. }
  1284. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  1285. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1286. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
  1287. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
  1288. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
  1289. if (i == 0)
  1290. *p_xform_cache = projection;
  1291. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  1292. LightOccluderInstance *instance = p_occluders;
  1293. while (instance) {
  1294. RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  1295. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  1296. instance = instance->next;
  1297. continue;
  1298. }
  1299. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
  1300. if (cull != instance->cull_cache) {
  1301. cull = instance->cull_cache;
  1302. switch (cull) {
  1303. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  1304. glDisable(GL_CULL_FACE);
  1305. } break;
  1306. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  1307. glEnable(GL_CULL_FACE);
  1308. glCullFace(GL_FRONT);
  1309. } break;
  1310. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  1311. glEnable(GL_CULL_FACE);
  1312. glCullFace(GL_BACK);
  1313. } break;
  1314. }
  1315. }
  1316. glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
  1317. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1318. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
  1319. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
  1320. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1321. instance = instance->next;
  1322. }
  1323. }
  1324. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1325. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1326. }
  1327. void RasterizerCanvasGLES2::reset_canvas() {
  1328. glDisable(GL_CULL_FACE);
  1329. glDisable(GL_DEPTH_TEST);
  1330. glDisable(GL_SCISSOR_TEST);
  1331. glDisable(GL_DITHER);
  1332. glEnable(GL_BLEND);
  1333. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1334. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1335. } else {
  1336. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1337. }
  1338. // bind the back buffer to a texture so shaders can use it.
  1339. // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
  1340. // keeping this for now as there's nothing else that uses texture unit 2
  1341. // TODO ^
  1342. if (storage->frame.current_rt) {
  1343. // glActiveTexture(GL_TEXTURE0 + 2);
  1344. // glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
  1345. }
  1346. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1347. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1348. }
  1349. void RasterizerCanvasGLES2::_bind_quad_buffer() {
  1350. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1351. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1352. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
  1353. }
  1354. void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1355. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  1356. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  1357. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1358. }
  1359. void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  1360. Vector2 half_size;
  1361. if (storage->frame.current_rt) {
  1362. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  1363. } else {
  1364. half_size = OS::get_singleton()->get_window_size();
  1365. }
  1366. half_size *= 0.5;
  1367. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  1368. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  1369. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  1370. // setup our lens shader
  1371. state.lens_shader.bind();
  1372. state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
  1373. state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
  1374. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
  1375. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
  1376. state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
  1377. state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
  1378. state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
  1379. // bind our quad buffer
  1380. _bind_quad_buffer();
  1381. // and draw
  1382. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1383. // and cleanup
  1384. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1385. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  1386. glDisableVertexAttribArray(i);
  1387. }
  1388. }
  1389. void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
  1390. Vector2 window_size = OS::get_singleton()->get_window_size();
  1391. int window_h = window_size.height;
  1392. int window_w = window_size.width;
  1393. glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
  1394. glViewport(0, 0, window_size.width, window_size.height);
  1395. canvas_begin();
  1396. if (black_image[MARGIN_LEFT].is_valid()) {
  1397. _bind_canvas_texture(black_image[MARGIN_LEFT], RID());
  1398. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  1399. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
  1400. } else if (black_margin[MARGIN_LEFT]) {
  1401. glActiveTexture(GL_TEXTURE0);
  1402. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1403. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  1404. }
  1405. if (black_image[MARGIN_RIGHT].is_valid()) {
  1406. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
  1407. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  1408. 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));
  1409. } else if (black_margin[MARGIN_RIGHT]) {
  1410. glActiveTexture(GL_TEXTURE0);
  1411. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1412. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  1413. }
  1414. if (black_image[MARGIN_TOP].is_valid()) {
  1415. _bind_canvas_texture(black_image[MARGIN_TOP], RID());
  1416. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  1417. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
  1418. } else if (black_margin[MARGIN_TOP]) {
  1419. glActiveTexture(GL_TEXTURE0);
  1420. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1421. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  1422. }
  1423. if (black_image[MARGIN_BOTTOM].is_valid()) {
  1424. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
  1425. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  1426. 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));
  1427. } else if (black_margin[MARGIN_BOTTOM]) {
  1428. glActiveTexture(GL_TEXTURE0);
  1429. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1430. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  1431. }
  1432. canvas_end();
  1433. }
  1434. void RasterizerCanvasGLES2::initialize() {
  1435. // quad buffer
  1436. {
  1437. glGenBuffers(1, &data.canvas_quad_vertices);
  1438. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1439. const float qv[8] = {
  1440. 0, 0,
  1441. 0, 1,
  1442. 1, 1,
  1443. 1, 0
  1444. };
  1445. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1446. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1447. }
  1448. // polygon buffer
  1449. {
  1450. uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1451. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1452. poly_size *= 1024;
  1453. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1454. glGenBuffers(1, &data.polygon_buffer);
  1455. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1456. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
  1457. data.polygon_buffer_size = poly_size;
  1458. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1459. uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  1460. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1461. index_size *= 1024; // kb
  1462. glGenBuffers(1, &data.polygon_index_buffer);
  1463. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1464. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
  1465. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1466. }
  1467. // ninepatch buffers
  1468. {
  1469. // array buffer
  1470. glGenBuffers(1, &data.ninepatch_vertices);
  1471. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  1472. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
  1473. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1474. // element buffer
  1475. glGenBuffers(1, &data.ninepatch_elements);
  1476. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  1477. #define _EIDX(y, x) (y * 4 + x)
  1478. uint8_t elems[3 * 2 * 9] = {
  1479. // first row
  1480. _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
  1481. _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
  1482. _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
  1483. _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
  1484. _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
  1485. _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
  1486. // second row
  1487. _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
  1488. _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
  1489. // the center one would be here, but we'll put it at the end
  1490. // so it's easier to disable the center and be able to use
  1491. // one draw call for both
  1492. _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
  1493. _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
  1494. // third row
  1495. _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
  1496. _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
  1497. _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
  1498. _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
  1499. _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
  1500. _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
  1501. // center field
  1502. _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
  1503. _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
  1504. };
  1505. #undef _EIDX
  1506. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
  1507. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1508. }
  1509. state.canvas_shadow_shader.init();
  1510. state.canvas_shader.init();
  1511. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  1512. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1513. state.canvas_shader.bind();
  1514. state.lens_shader.init();
  1515. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1516. state.using_light = NULL;
  1517. state.using_transparent_rt = false;
  1518. state.using_skeleton = false;
  1519. }
  1520. void RasterizerCanvasGLES2::finalize() {
  1521. }
  1522. RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
  1523. #ifdef GLES_OVER_GL
  1524. use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
  1525. #else
  1526. // Not needed (a priori) on GLES devices
  1527. use_nvidia_rect_workaround = false;
  1528. #endif
  1529. }