rasterizer_canvas_gles3.cpp 45 KB

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