rasterizer_canvas_gles3.cpp 72 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles3.h"
  31. #include "os/os.h"
  32. #include "project_settings.h"
  33. #include "rasterizer_scene_gles3.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
  39. p_array[0] = p_mtx.elements[0][0];
  40. p_array[1] = p_mtx.elements[0][1];
  41. p_array[2] = 0;
  42. p_array[3] = 0;
  43. p_array[4] = p_mtx.elements[1][0];
  44. p_array[5] = p_mtx.elements[1][1];
  45. p_array[6] = 0;
  46. p_array[7] = 0;
  47. p_array[8] = 0;
  48. p_array[9] = 0;
  49. p_array[10] = 1;
  50. p_array[11] = 0;
  51. p_array[12] = p_mtx.elements[2][0];
  52. p_array[13] = p_mtx.elements[2][1];
  53. p_array[14] = 0;
  54. p_array[15] = 1;
  55. }
  56. static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  57. p_array[0] = p_mtx.basis.elements[0][0];
  58. p_array[1] = p_mtx.basis.elements[1][0];
  59. p_array[2] = p_mtx.basis.elements[2][0];
  60. p_array[3] = 0;
  61. p_array[4] = p_mtx.basis.elements[0][1];
  62. p_array[5] = p_mtx.basis.elements[1][1];
  63. p_array[6] = p_mtx.basis.elements[2][1];
  64. p_array[7] = 0;
  65. p_array[8] = p_mtx.basis.elements[0][2];
  66. p_array[9] = p_mtx.basis.elements[1][2];
  67. p_array[10] = p_mtx.basis.elements[2][2];
  68. p_array[11] = 0;
  69. p_array[12] = p_mtx.origin.x;
  70. p_array[13] = p_mtx.origin.y;
  71. p_array[14] = p_mtx.origin.z;
  72. p_array[15] = 1;
  73. }
  74. static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  75. for (int i = 0; i < 4; i++) {
  76. for (int j = 0; j < 4; j++) {
  77. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  78. }
  79. }
  80. }
  81. RID RasterizerCanvasGLES3::light_internal_create() {
  82. LightInternal *li = memnew(LightInternal);
  83. glGenBuffers(1, &li->ubo);
  84. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  85. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  86. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  87. return light_internal_owner.make_rid(li);
  88. }
  89. void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light *p_light) {
  90. LightInternal *li = light_internal_owner.getornull(p_rid);
  91. ERR_FAIL_COND(!li);
  92. store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
  93. store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
  94. store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
  95. for (int i = 0; i < 4; i++) {
  96. li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
  97. li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
  98. }
  99. li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
  100. li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
  101. li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
  102. li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
  103. li->ubo_data.light_height = p_light->height;
  104. if (p_light->radius_cache == 0)
  105. li->ubo_data.shadow_gradient = 0;
  106. else
  107. li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
  108. li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
  109. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  110. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightInternal::UBOData), &li->ubo_data);
  111. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  112. }
  113. void RasterizerCanvasGLES3::light_internal_free(RID p_rid) {
  114. LightInternal *li = light_internal_owner.getornull(p_rid);
  115. ERR_FAIL_COND(!li);
  116. glDeleteBuffers(1, &li->ubo);
  117. light_internal_owner.free(p_rid);
  118. memdelete(li);
  119. }
  120. void RasterizerCanvasGLES3::canvas_begin() {
  121. if (storage->frame.current_rt && storage->frame.clear_request) {
  122. // a clear request may be pending, so do it
  123. glClearColor(storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a);
  124. glClear(GL_COLOR_BUFFER_BIT);
  125. storage->frame.clear_request = false;
  126. }
  127. reset_canvas();
  128. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
  129. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  130. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  131. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  132. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  133. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  134. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  135. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
  136. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  137. state.canvas_shader.set_custom_shader(0);
  138. state.canvas_shader.bind();
  139. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
  140. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
  141. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  142. if (storage->frame.current_rt) {
  143. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  144. } else {
  145. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  146. }
  147. //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
  148. //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
  149. //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
  150. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  151. glBindVertexArray(data.canvas_quad_array);
  152. state.using_texture_rect = true;
  153. state.using_ninepatch = false;
  154. state.using_skeleton = false;
  155. }
  156. void RasterizerCanvasGLES3::canvas_end() {
  157. glBindVertexArray(0);
  158. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  159. state.using_texture_rect = false;
  160. state.using_ninepatch = false;
  161. }
  162. RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
  163. RasterizerStorageGLES3::Texture *tex_return = NULL;
  164. if (p_texture == state.current_tex && !p_force) {
  165. tex_return = state.current_tex_ptr;
  166. } else if (p_texture.is_valid()) {
  167. RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
  168. if (!texture) {
  169. state.current_tex = RID();
  170. state.current_tex_ptr = NULL;
  171. glActiveTexture(GL_TEXTURE0);
  172. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  173. } else {
  174. if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  175. VisualServerRaster::redraw_request();
  176. }
  177. texture = texture->get_ptr();
  178. if (texture->render_target)
  179. texture->render_target->used_in_frame = true;
  180. glActiveTexture(GL_TEXTURE0);
  181. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  182. state.current_tex = p_texture;
  183. state.current_tex_ptr = texture;
  184. tex_return = texture;
  185. }
  186. } else {
  187. glActiveTexture(GL_TEXTURE0);
  188. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  189. state.current_tex = RID();
  190. state.current_tex_ptr = NULL;
  191. }
  192. if (p_normal_map == state.current_normal && !p_force) {
  193. //do none
  194. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  195. } else if (p_normal_map.is_valid()) {
  196. RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  197. if (!normal_map) {
  198. state.current_normal = RID();
  199. glActiveTexture(GL_TEXTURE1);
  200. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  201. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  202. } else {
  203. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  204. VisualServerRaster::redraw_request();
  205. }
  206. normal_map = normal_map->get_ptr();
  207. glActiveTexture(GL_TEXTURE1);
  208. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  209. state.current_normal = p_normal_map;
  210. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
  211. }
  212. } else {
  213. state.current_normal = RID();
  214. glActiveTexture(GL_TEXTURE1);
  215. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  216. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  217. }
  218. return tex_return;
  219. }
  220. void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
  221. if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch)
  222. return;
  223. if (p_enable) {
  224. glBindVertexArray(data.canvas_quad_array);
  225. } else {
  226. glBindVertexArray(0);
  227. glBindBuffer(GL_ARRAY_BUFFER, 0);
  228. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  229. }
  230. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
  231. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
  232. state.canvas_shader.bind();
  233. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  234. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  235. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  236. if (state.using_skeleton) {
  237. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  238. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  239. }
  240. if (storage->frame.current_rt) {
  241. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  242. } else {
  243. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  244. }
  245. state.using_texture_rect = p_enable;
  246. state.using_ninepatch = p_ninepatch;
  247. }
  248. void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {
  249. glBindVertexArray(data.polygon_buffer_pointer_array);
  250. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  251. uint32_t buffer_ofs = 0;
  252. //vertex
  253. #ifdef DEBUG_ENABLED
  254. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  255. #endif
  256. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  257. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  258. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  259. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  260. //color
  261. #ifdef DEBUG_ENABLED
  262. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  263. #endif
  264. if (p_singlecolor) {
  265. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  266. Color m = *p_colors;
  267. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  268. } else if (!p_colors) {
  269. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  270. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  271. } else {
  272. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  273. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  274. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  275. buffer_ofs += sizeof(Color) * p_vertex_count;
  276. }
  277. #ifdef DEBUG_ENABLED
  278. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  279. #endif
  280. if (p_uvs) {
  281. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  282. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  283. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  284. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  285. } else {
  286. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  287. }
  288. #ifdef DEBUG_ENABLED
  289. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  290. #endif
  291. if (p_bones && p_weights) {
  292. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
  293. glEnableVertexAttribArray(VS::ARRAY_BONES);
  294. //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  295. glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  296. buffer_ofs += sizeof(int) * 4 * p_vertex_count;
  297. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
  298. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  299. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
  300. buffer_ofs += sizeof(float) * 4 * p_vertex_count;
  301. } else if (state.using_skeleton) {
  302. glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
  303. glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
  304. }
  305. #ifdef DEBUG_ENABLED
  306. ERR_FAIL_COND(buffer_ofs > data.polygon_buffer_size);
  307. #endif
  308. //bind the indices buffer.
  309. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  310. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  311. //draw the triangles.
  312. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  313. storage->frame.canvas_draw_commands++;
  314. if (p_bones && p_weights) {
  315. //not used so often, so disable when used
  316. glDisableVertexAttribArray(VS::ARRAY_BONES);
  317. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  318. }
  319. glBindVertexArray(0);
  320. }
  321. void RasterizerCanvasGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  322. glBindVertexArray(data.polygon_buffer_pointer_array);
  323. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  324. uint32_t buffer_ofs = 0;
  325. //vertex
  326. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
  327. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  328. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  329. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  330. //color
  331. if (p_singlecolor) {
  332. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  333. Color m = *p_colors;
  334. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  335. } else if (!p_colors) {
  336. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  337. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  338. } else {
  339. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  340. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  341. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
  342. buffer_ofs += sizeof(Color) * p_vertex_count;
  343. }
  344. if (p_uvs) {
  345. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  346. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  347. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
  348. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  349. } else {
  350. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  351. }
  352. glDrawArrays(p_primitive, 0, p_vertex_count);
  353. storage->frame.canvas_draw_commands++;
  354. glBindVertexArray(0);
  355. }
  356. void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  357. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  358. //#define GLES_USE_PRIMITIVE_BUFFER
  359. int version = 0;
  360. int color_ofs = 0;
  361. int uv_ofs = 0;
  362. int stride = 2;
  363. if (p_colors) { //color
  364. version |= 1;
  365. color_ofs = stride;
  366. stride += 4;
  367. }
  368. if (p_uvs) { //uv
  369. version |= 2;
  370. uv_ofs = stride;
  371. stride += 2;
  372. }
  373. float b[(2 + 2 + 4) * 4];
  374. for (int i = 0; i < p_points; i++) {
  375. b[stride * i + 0] = p_vertices[i].x;
  376. b[stride * i + 1] = p_vertices[i].y;
  377. }
  378. if (p_colors) {
  379. for (int i = 0; i < p_points; i++) {
  380. b[stride * i + color_ofs + 0] = p_colors[i].r;
  381. b[stride * i + color_ofs + 1] = p_colors[i].g;
  382. b[stride * i + color_ofs + 2] = p_colors[i].b;
  383. b[stride * i + color_ofs + 3] = p_colors[i].a;
  384. }
  385. }
  386. if (p_uvs) {
  387. for (int i = 0; i < p_points; i++) {
  388. b[stride * i + uv_ofs + 0] = p_uvs[i].x;
  389. b[stride * i + uv_ofs + 1] = p_uvs[i].y;
  390. }
  391. }
  392. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  393. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4, &b[0]);
  394. glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
  395. glDrawArrays(prim[p_points], 0, p_points);
  396. glBindVertexArray(0);
  397. glBindBuffer(GL_ARRAY_BUFFER, 0);
  398. storage->frame.canvas_draw_commands++;
  399. }
  400. static const GLenum gl_primitive[] = {
  401. GL_POINTS,
  402. GL_LINES,
  403. GL_LINE_STRIP,
  404. GL_LINE_LOOP,
  405. GL_TRIANGLES,
  406. GL_TRIANGLE_STRIP,
  407. GL_TRIANGLE_FAN
  408. };
  409. void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip) {
  410. int cc = p_item->commands.size();
  411. Item::Command **commands = p_item->commands.ptrw();
  412. for (int i = 0; i < cc; i++) {
  413. Item::Command *c = commands[i];
  414. switch (c->type) {
  415. case Item::Command::TYPE_LINE: {
  416. Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
  417. _set_texture_rect_mode(false);
  418. _bind_canvas_texture(RID(), RID());
  419. glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
  420. if (line->width <= 1) {
  421. Vector2 verts[2] = {
  422. Vector2(line->from.x, line->from.y),
  423. Vector2(line->to.x, line->to.y)
  424. };
  425. #ifdef GLES_OVER_GL
  426. if (line->antialiased)
  427. glEnable(GL_LINE_SMOOTH);
  428. #endif
  429. //glLineWidth(line->width);
  430. _draw_gui_primitive(2, verts, NULL, NULL);
  431. #ifdef GLES_OVER_GL
  432. if (line->antialiased)
  433. glDisable(GL_LINE_SMOOTH);
  434. #endif
  435. } else {
  436. //thicker line
  437. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  438. Vector2 verts[4] = {
  439. line->from - t,
  440. line->from + t,
  441. line->to + t,
  442. line->to - t,
  443. };
  444. //glLineWidth(line->width);
  445. _draw_gui_primitive(4, verts, NULL, NULL);
  446. #ifdef GLES_OVER_GL
  447. if (line->antialiased) {
  448. glEnable(GL_LINE_SMOOTH);
  449. for (int i = 0; i < 4; i++) {
  450. Vector2 vertsl[2] = {
  451. verts[i],
  452. verts[(i + 1) % 4],
  453. };
  454. _draw_gui_primitive(2, vertsl, NULL, NULL);
  455. }
  456. glDisable(GL_LINE_SMOOTH);
  457. }
  458. #endif
  459. }
  460. } break;
  461. case Item::Command::TYPE_POLYLINE: {
  462. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
  463. _set_texture_rect_mode(false);
  464. _bind_canvas_texture(RID(), RID());
  465. if (pline->triangles.size()) {
  466. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  467. #ifdef GLES_OVER_GL
  468. glEnable(GL_LINE_SMOOTH);
  469. if (pline->multiline) {
  470. //needs to be different
  471. } else {
  472. _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  473. }
  474. glDisable(GL_LINE_SMOOTH);
  475. #endif
  476. } else {
  477. #ifdef GLES_OVER_GL
  478. if (pline->antialiased)
  479. glEnable(GL_LINE_SMOOTH);
  480. #endif
  481. if (pline->multiline) {
  482. int todo = pline->lines.size() / 2;
  483. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  484. int offset = 0;
  485. while (todo) {
  486. int to_draw = MIN(max_per_call, todo);
  487. _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);
  488. todo -= to_draw;
  489. offset += to_draw * 2;
  490. }
  491. } else {
  492. _draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  493. }
  494. #ifdef GLES_OVER_GL
  495. if (pline->antialiased)
  496. glDisable(GL_LINE_SMOOTH);
  497. #endif
  498. }
  499. } break;
  500. case Item::Command::TYPE_RECT: {
  501. Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
  502. _set_texture_rect_mode(true);
  503. //set color
  504. glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
  505. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
  506. if (texture) {
  507. bool untile = false;
  508. if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  509. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  510. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  511. untile = true;
  512. }
  513. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  514. Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  515. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  516. if (dst_rect.size.width < 0) {
  517. dst_rect.position.x += dst_rect.size.width;
  518. dst_rect.size.width *= -1;
  519. }
  520. if (dst_rect.size.height < 0) {
  521. dst_rect.position.y += dst_rect.size.height;
  522. dst_rect.size.height *= -1;
  523. }
  524. if (rect->flags & CANVAS_RECT_FLIP_H) {
  525. src_rect.size.x *= -1;
  526. }
  527. if (rect->flags & CANVAS_RECT_FLIP_V) {
  528. src_rect.size.y *= -1;
  529. }
  530. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  531. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  532. }
  533. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  534. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  535. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  536. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, (rect->flags & CANVAS_RECT_CLIP_UV) ? true : false);
  537. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  538. if (untile) {
  539. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  540. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  541. }
  542. } else {
  543. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  544. if (dst_rect.size.width < 0) {
  545. dst_rect.position.x += dst_rect.size.width;
  546. dst_rect.size.width *= -1;
  547. }
  548. if (dst_rect.size.height < 0) {
  549. dst_rect.position.y += dst_rect.size.height;
  550. dst_rect.size.height *= -1;
  551. }
  552. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  553. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  554. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  555. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  556. }
  557. storage->frame.canvas_draw_commands++;
  558. } break;
  559. case Item::Command::TYPE_NINEPATCH: {
  560. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
  561. _set_texture_rect_mode(true, true);
  562. glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
  563. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
  564. Size2 texpixel_size;
  565. if (!texture) {
  566. texpixel_size = Size2(1, 1);
  567. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  568. } else {
  569. if (np->source != Rect2()) {
  570. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  571. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
  572. } else {
  573. texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
  574. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  575. }
  576. }
  577. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  578. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  579. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
  580. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
  581. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
  582. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
  583. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
  584. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  585. storage->frame.canvas_draw_commands++;
  586. } break;
  587. case Item::Command::TYPE_PRIMITIVE: {
  588. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
  589. _set_texture_rect_mode(false);
  590. ERR_CONTINUE(primitive->points.size() < 1);
  591. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  592. if (texture) {
  593. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  594. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  595. }
  596. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  597. Color c = primitive->colors[0];
  598. glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
  599. } else if (primitive->colors.empty()) {
  600. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  601. }
  602. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  603. } break;
  604. case Item::Command::TYPE_POLYGON: {
  605. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
  606. _set_texture_rect_mode(false);
  607. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  608. if (texture) {
  609. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  610. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  611. }
  612. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
  613. #ifdef GLES_OVER_GL
  614. if (polygon->antialiased) {
  615. glEnable(GL_LINE_SMOOTH);
  616. _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  617. glDisable(GL_LINE_SMOOTH);
  618. }
  619. #endif
  620. } break;
  621. case Item::Command::TYPE_MESH: {
  622. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  623. _set_texture_rect_mode(false);
  624. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  625. if (texture) {
  626. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  627. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  628. }
  629. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  630. if (mesh_data) {
  631. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  632. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  633. // 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
  634. glBindVertexArray(s->array_id);
  635. if (s->index_array_len) {
  636. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  637. } else {
  638. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  639. }
  640. glBindVertexArray(0);
  641. }
  642. }
  643. } break;
  644. case Item::Command::TYPE_PARTICLES: {
  645. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  646. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  647. if (!particles)
  648. break;
  649. if (particles->inactive && !particles->emitting)
  650. break;
  651. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  652. VisualServerRaster::redraw_request();
  653. storage->particles_request_process(particles_cmd->particles);
  654. //enable instancing
  655. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  656. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  657. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  658. //reset shader and force rebind
  659. state.using_texture_rect = true;
  660. _set_texture_rect_mode(false);
  661. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  662. if (texture) {
  663. Size2 texpixel_size(1.0 / (texture->width / particles_cmd->h_frames), 1.0 / (texture->height / particles_cmd->v_frames));
  664. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  665. } else {
  666. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  667. }
  668. if (!particles->use_local_coords) {
  669. Transform2D inv_xf;
  670. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  671. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  672. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  673. inv_xf.affine_invert();
  674. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  675. }
  676. state.canvas_shader.set_uniform(CanvasShaderGLES3::H_FRAMES, particles_cmd->h_frames);
  677. state.canvas_shader.set_uniform(CanvasShaderGLES3::V_FRAMES, particles_cmd->v_frames);
  678. glBindVertexArray(data.particle_quad_array); //use particle quad array
  679. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  680. int stride = sizeof(float) * 4 * 6;
  681. int amount = particles->amount;
  682. if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
  683. glEnableVertexAttribArray(8); //xform x
  684. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
  685. glVertexAttribDivisor(8, 1);
  686. glEnableVertexAttribArray(9); //xform y
  687. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
  688. glVertexAttribDivisor(9, 1);
  689. glEnableVertexAttribArray(10); //xform z
  690. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
  691. glVertexAttribDivisor(10, 1);
  692. glEnableVertexAttribArray(11); //color
  693. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
  694. glVertexAttribDivisor(11, 1);
  695. glEnableVertexAttribArray(12); //custom
  696. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
  697. glVertexAttribDivisor(12, 1);
  698. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  699. } else {
  700. //split
  701. int stride = sizeof(float) * 4 * 6;
  702. int split = int(Math::ceil(particles->phase * particles->amount));
  703. if (amount - split > 0) {
  704. glEnableVertexAttribArray(8); //xform x
  705. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 3);
  706. glVertexAttribDivisor(8, 1);
  707. glEnableVertexAttribArray(9); //xform y
  708. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 4);
  709. glVertexAttribDivisor(9, 1);
  710. glEnableVertexAttribArray(10); //xform z
  711. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 5);
  712. glVertexAttribDivisor(10, 1);
  713. glEnableVertexAttribArray(11); //color
  714. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + 0);
  715. glVertexAttribDivisor(11, 1);
  716. glEnableVertexAttribArray(12); //custom
  717. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + stride * split + sizeof(float) * 4 * 2);
  718. glVertexAttribDivisor(12, 1);
  719. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  720. }
  721. if (split > 0) {
  722. glEnableVertexAttribArray(8); //xform x
  723. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 3);
  724. glVertexAttribDivisor(8, 1);
  725. glEnableVertexAttribArray(9); //xform y
  726. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 4);
  727. glVertexAttribDivisor(9, 1);
  728. glEnableVertexAttribArray(10); //xform z
  729. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 5);
  730. glVertexAttribDivisor(10, 1);
  731. glEnableVertexAttribArray(11); //color
  732. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
  733. glVertexAttribDivisor(11, 1);
  734. glEnableVertexAttribArray(12); //custom
  735. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + sizeof(float) * 4 * 2);
  736. glVertexAttribDivisor(12, 1);
  737. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  738. }
  739. }
  740. glBindVertexArray(0);
  741. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  742. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  743. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  744. state.using_texture_rect = true;
  745. _set_texture_rect_mode(false);
  746. } break;
  747. case Item::Command::TYPE_CIRCLE: {
  748. _set_texture_rect_mode(false);
  749. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
  750. static const int numpoints = 32;
  751. Vector2 points[numpoints + 1];
  752. points[numpoints] = circle->pos;
  753. int indices[numpoints * 3];
  754. for (int i = 0; i < numpoints; i++) {
  755. points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / numpoints), Math::cos(i * Math_PI * 2.0 / numpoints)) * circle->radius;
  756. indices[i * 3 + 0] = i;
  757. indices[i * 3 + 1] = (i + 1) % numpoints;
  758. indices[i * 3 + 2] = numpoints;
  759. }
  760. _bind_canvas_texture(RID(), RID());
  761. _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
  762. //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  763. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  764. } break;
  765. case Item::Command::TYPE_TRANSFORM: {
  766. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
  767. state.extra_matrix = transform->xform;
  768. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  769. } break;
  770. case Item::Command::TYPE_CLIP_IGNORE: {
  771. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
  772. if (current_clip) {
  773. if (ci->ignore != reclip) {
  774. if (ci->ignore) {
  775. glDisable(GL_SCISSOR_TEST);
  776. reclip = true;
  777. } else {
  778. glEnable(GL_SCISSOR_TEST);
  779. //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)),
  780. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  781. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  782. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  783. y = current_clip->final_clip_rect.position.y;
  784. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  785. reclip = false;
  786. }
  787. }
  788. }
  789. } break;
  790. }
  791. }
  792. }
  793. void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
  794. glDisable(GL_BLEND);
  795. state.canvas_texscreen_used = true;
  796. //blur diffuse into effect mipmaps using separatable convolution
  797. //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
  798. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  799. Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
  800. if (p_rect != Rect2()) {
  801. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
  802. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
  803. }
  804. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
  805. glActiveTexture(GL_TEXTURE0);
  806. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  807. storage->shaders.copy.bind();
  808. storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
  809. scene_render->_copy_screen();
  810. for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
  811. int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
  812. int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
  813. glViewport(0, 0, vp_w, vp_h);
  814. //horizontal pass
  815. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
  816. scene_render->state.effect_blur_shader.bind();
  817. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  818. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  819. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  820. glActiveTexture(GL_TEXTURE0);
  821. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
  822. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
  823. scene_render->_copy_screen();
  824. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
  825. //vertical pass
  826. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
  827. scene_render->state.effect_blur_shader.bind();
  828. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  829. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  830. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  831. glActiveTexture(GL_TEXTURE0);
  832. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
  833. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
  834. scene_render->_copy_screen();
  835. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
  836. }
  837. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
  838. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
  839. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  840. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  841. // back to canvas, force rebind
  842. state.using_texture_rect = true;
  843. _set_texture_rect_mode(false);
  844. _bind_canvas_texture(state.current_tex, state.current_normal, true);
  845. glEnable(GL_BLEND);
  846. }
  847. void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform) {
  848. Item *current_clip = NULL;
  849. RasterizerStorageGLES3::Shader *shader_cache = NULL;
  850. bool rebind_shader = true;
  851. Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  852. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  853. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  854. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  855. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  856. state.current_tex = RID();
  857. state.current_tex_ptr = NULL;
  858. state.current_normal = RID();
  859. glActiveTexture(GL_TEXTURE0);
  860. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  861. int last_blend_mode = -1;
  862. RID canvas_last_material;
  863. bool prev_distance_field = false;
  864. bool prev_use_skeleton = false;
  865. while (p_item_list) {
  866. Item *ci = p_item_list;
  867. if (prev_distance_field != ci->distance_field) {
  868. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, ci->distance_field);
  869. prev_distance_field = ci->distance_field;
  870. rebind_shader = true;
  871. }
  872. if (current_clip != ci->final_clip_owner) {
  873. current_clip = ci->final_clip_owner;
  874. //setup clip
  875. if (current_clip) {
  876. glEnable(GL_SCISSOR_TEST);
  877. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  878. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  879. y = current_clip->final_clip_rect.position.y;
  880. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.x, current_clip->final_clip_rect.size.y);
  881. } else {
  882. glDisable(GL_SCISSOR_TEST);
  883. }
  884. }
  885. if (ci->copy_back_buffer) {
  886. if (ci->copy_back_buffer->full) {
  887. _copy_texscreen(Rect2());
  888. } else {
  889. _copy_texscreen(ci->copy_back_buffer->rect);
  890. }
  891. }
  892. RasterizerStorageGLES3::Skeleton *skeleton = NULL;
  893. {
  894. //skeleton handling
  895. if (ci->skeleton.is_valid()) {
  896. skeleton = storage->skeleton_owner.getornull(ci->skeleton);
  897. if (!skeleton->use_2d) {
  898. skeleton = NULL;
  899. } else {
  900. state.skeleton_transform = p_transform * skeleton->base_transform_2d;
  901. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  902. }
  903. }
  904. bool use_skeleton = skeleton != NULL;
  905. if (prev_use_skeleton != use_skeleton) {
  906. rebind_shader = true;
  907. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  908. prev_use_skeleton = use_skeleton;
  909. }
  910. if (skeleton) {
  911. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  912. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  913. state.using_skeleton = true;
  914. } else {
  915. state.using_skeleton = false;
  916. }
  917. }
  918. //begin rect
  919. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  920. RID material = material_owner->material;
  921. if (material != canvas_last_material || rebind_shader) {
  922. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  923. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  924. if (material_ptr) {
  925. shader_ptr = material_ptr->shader;
  926. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  927. shader_ptr = NULL; //do not use non canvasitem shader
  928. }
  929. }
  930. if (shader_ptr) {
  931. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  932. //copy if not copied before
  933. _copy_texscreen(Rect2());
  934. // blend mode will have been enabled so make sure we disable it again later on
  935. last_blend_mode = last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
  936. }
  937. if (shader_ptr != shader_cache) {
  938. if (shader_ptr->canvas_item.uses_time) {
  939. VisualServerRaster::redraw_request();
  940. }
  941. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  942. state.canvas_shader.bind();
  943. }
  944. if (material_ptr->ubo_id) {
  945. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  946. }
  947. int tc = material_ptr->textures.size();
  948. RID *textures = material_ptr->textures.ptrw();
  949. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  950. for (int i = 0; i < tc; i++) {
  951. glActiveTexture(GL_TEXTURE2 + i);
  952. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  953. if (!t) {
  954. switch (texture_hints[i]) {
  955. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  956. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  957. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  958. } break;
  959. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  960. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  961. } break;
  962. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  963. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  964. } break;
  965. default: {
  966. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  967. } break;
  968. }
  969. //check hints
  970. continue;
  971. }
  972. if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  973. VisualServerRaster::redraw_request();
  974. }
  975. t = t->get_ptr();
  976. if (storage->config.srgb_decode_supported && t->using_srgb) {
  977. //no srgb in 2D
  978. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  979. t->using_srgb = false;
  980. }
  981. glBindTexture(t->target, t->tex_id);
  982. }
  983. } else {
  984. state.canvas_shader.set_custom_shader(0);
  985. state.canvas_shader.bind();
  986. }
  987. shader_cache = shader_ptr;
  988. canvas_last_material = material;
  989. rebind_shader = false;
  990. }
  991. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  992. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  993. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  994. }
  995. bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX);
  996. bool reclip = false;
  997. if (last_blend_mode != blend_mode) {
  998. if (last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  999. // re-enable it
  1000. glEnable(GL_BLEND);
  1001. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1002. // disable it
  1003. glDisable(GL_BLEND);
  1004. }
  1005. switch (blend_mode) {
  1006. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  1007. // nothing to do here
  1008. } break;
  1009. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  1010. glBlendEquation(GL_FUNC_ADD);
  1011. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1012. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1013. } else {
  1014. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1015. }
  1016. } break;
  1017. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  1018. glBlendEquation(GL_FUNC_ADD);
  1019. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1020. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1021. } else {
  1022. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1023. }
  1024. } break;
  1025. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  1026. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1027. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1028. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1029. } else {
  1030. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1031. }
  1032. } break;
  1033. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  1034. glBlendEquation(GL_FUNC_ADD);
  1035. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1036. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1037. } else {
  1038. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1039. }
  1040. } break;
  1041. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1042. glBlendEquation(GL_FUNC_ADD);
  1043. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1044. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1045. } else {
  1046. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1047. }
  1048. } break;
  1049. }
  1050. last_blend_mode = blend_mode;
  1051. }
  1052. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
  1053. state.final_transform = ci->final_transform;
  1054. state.extra_matrix = Transform2D();
  1055. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1056. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1057. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  1058. if (storage->frame.current_rt) {
  1059. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1060. } else {
  1061. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1062. }
  1063. 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))
  1064. _canvas_item_render_commands(ci, current_clip, reclip);
  1065. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  1066. Light *light = p_light;
  1067. bool light_used = false;
  1068. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1069. state.canvas_item_modulate = ci->final_modulate; // remove the canvas modulate
  1070. while (light) {
  1071. 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)) {
  1072. //intersects this light
  1073. if (!light_used || mode != light->mode) {
  1074. mode = light->mode;
  1075. switch (mode) {
  1076. case VS::CANVAS_LIGHT_MODE_ADD: {
  1077. glBlendEquation(GL_FUNC_ADD);
  1078. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1079. } break;
  1080. case VS::CANVAS_LIGHT_MODE_SUB: {
  1081. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1082. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1083. } break;
  1084. case VS::CANVAS_LIGHT_MODE_MIX:
  1085. case VS::CANVAS_LIGHT_MODE_MASK: {
  1086. glBlendEquation(GL_FUNC_ADD);
  1087. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1088. } break;
  1089. }
  1090. }
  1091. if (!light_used) {
  1092. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  1093. light_used = true;
  1094. }
  1095. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  1096. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  1097. if (has_shadow) {
  1098. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1099. switch (light->shadow_filter) {
  1100. case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, true); break;
  1101. case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, true); break;
  1102. case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, true); break;
  1103. case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, true); break;
  1104. case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, true); break;
  1105. case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, true); break;
  1106. }
  1107. }
  1108. bool light_rebind = state.canvas_shader.bind();
  1109. if (light_rebind) {
  1110. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1111. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1112. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  1113. }
  1114. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
  1115. if (has_shadow) {
  1116. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1117. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  1118. glBindTexture(GL_TEXTURE_2D, cls->distance);
  1119. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  1120. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  1121. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  1122. }
  1123. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1124. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  1125. if (!t) {
  1126. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1127. } else {
  1128. glBindTexture(t->target, t->tex_id);
  1129. }
  1130. glActiveTexture(GL_TEXTURE0);
  1131. _canvas_item_render_commands(ci, current_clip, reclip); //redraw using light
  1132. }
  1133. light = light->next_ptr;
  1134. }
  1135. if (light_used) {
  1136. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1137. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1138. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  1139. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  1140. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  1141. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  1142. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  1143. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  1144. state.canvas_shader.bind();
  1145. last_blend_mode = -1;
  1146. /*
  1147. //this is set again, so it should not be needed anyway?
  1148. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1149. ci->final_modulate.r * p_modulate.r,
  1150. ci->final_modulate.g * p_modulate.g,
  1151. ci->final_modulate.b * p_modulate.b,
  1152. ci->final_modulate.a * p_modulate.a );
  1153. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  1154. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  1155. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  1156. glBlendEquation(GL_FUNC_ADD);
  1157. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1158. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1159. } else {
  1160. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1161. }
  1162. //@TODO RESET canvas_blend_mode
  1163. */
  1164. }
  1165. }
  1166. if (reclip) {
  1167. glEnable(GL_SCISSOR_TEST);
  1168. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1169. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1170. y = current_clip->final_clip_rect.position.y;
  1171. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1172. }
  1173. p_item_list = p_item_list->next;
  1174. }
  1175. if (current_clip) {
  1176. glDisable(GL_SCISSOR_TEST);
  1177. }
  1178. }
  1179. void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  1180. Light *light = p_lights_with_shadow;
  1181. canvas_begin(); //reset
  1182. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1183. int h = 10;
  1184. int w = storage->frame.current_rt->width;
  1185. int ofs = h;
  1186. glDisable(GL_BLEND);
  1187. //print_line(" debug lights ");
  1188. while (light) {
  1189. //print_line("debug light");
  1190. if (light->shadow_buffer.is_valid()) {
  1191. //print_line("sb is valid");
  1192. RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1193. if (sb) {
  1194. glBindTexture(GL_TEXTURE_2D, sb->distance);
  1195. //glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
  1196. draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
  1197. ofs += h * 2;
  1198. }
  1199. }
  1200. light = light->shadows_next_ptr;
  1201. }
  1202. }
  1203. void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  1204. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  1205. ERR_FAIL_COND(!cls);
  1206. glDisable(GL_BLEND);
  1207. glDisable(GL_SCISSOR_TEST);
  1208. glDisable(GL_DITHER);
  1209. glDisable(GL_CULL_FACE);
  1210. glDepthFunc(GL_LEQUAL);
  1211. glEnable(GL_DEPTH_TEST);
  1212. glDepthMask(true);
  1213. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  1214. state.canvas_shadow_shader.bind();
  1215. glViewport(0, 0, cls->size, cls->height);
  1216. glClearDepth(1.0f);
  1217. glClearColor(1, 1, 1, 1);
  1218. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1219. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1220. for (int i = 0; i < 4; i++) {
  1221. //make sure it remains orthogonal, makes easy to read angle later
  1222. Transform light;
  1223. light.origin[0] = p_light_xform[2][0];
  1224. light.origin[1] = p_light_xform[2][1];
  1225. light.basis[0][0] = p_light_xform[0][0];
  1226. light.basis[0][1] = p_light_xform[1][0];
  1227. light.basis[1][0] = p_light_xform[0][1];
  1228. light.basis[1][1] = p_light_xform[1][1];
  1229. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1230. //p_near=1;
  1231. CameraMatrix projection;
  1232. {
  1233. real_t fov = 90;
  1234. real_t nearp = p_near;
  1235. real_t farp = p_far;
  1236. real_t aspect = 1.0;
  1237. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1238. real_t ymin = -ymax;
  1239. real_t xmin = ymin * aspect;
  1240. real_t xmax = ymax * aspect;
  1241. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1242. }
  1243. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  1244. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1245. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
  1246. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
  1247. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
  1248. if (i == 0)
  1249. *p_xform_cache = projection;
  1250. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  1251. LightOccluderInstance *instance = p_occluders;
  1252. while (instance) {
  1253. RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
  1254. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  1255. instance = instance->next;
  1256. continue;
  1257. }
  1258. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
  1259. if (cull != instance->cull_cache) {
  1260. cull = instance->cull_cache;
  1261. switch (cull) {
  1262. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  1263. glDisable(GL_CULL_FACE);
  1264. } break;
  1265. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  1266. glEnable(GL_CULL_FACE);
  1267. glCullFace(GL_FRONT);
  1268. } break;
  1269. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  1270. glEnable(GL_CULL_FACE);
  1271. glCullFace(GL_BACK);
  1272. } break;
  1273. }
  1274. }
  1275. /*
  1276. if (i==0) {
  1277. for(int i=0;i<cc->lines.size();i++) {
  1278. Vector2 p = instance->xform_cache.xform(cc->lines.get(i));
  1279. Plane pp(Vector3(p.x,p.y,0),1);
  1280. pp.normal = light.xform(pp.normal);
  1281. pp = projection.xform4(pp);
  1282. print_line(itos(i)+": "+pp.normal/pp.d);
  1283. //pp=light_mat.xform4(pp);
  1284. //print_line(itos(i)+": "+pp.normal/pp.d);
  1285. }
  1286. }
  1287. */
  1288. glBindVertexArray(cc->array_id);
  1289. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1290. instance = instance->next;
  1291. }
  1292. }
  1293. glBindVertexArray(0);
  1294. }
  1295. void RasterizerCanvasGLES3::reset_canvas() {
  1296. if (storage->frame.current_rt) {
  1297. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  1298. glColorMask(1, 1, 1, 1); //don't touch alpha
  1299. }
  1300. glBindVertexArray(0);
  1301. glDisable(GL_CULL_FACE);
  1302. glDisable(GL_DEPTH_TEST);
  1303. glDisable(GL_SCISSOR_TEST);
  1304. glDisable(GL_DITHER);
  1305. glEnable(GL_BLEND);
  1306. glBlendEquation(GL_FUNC_ADD);
  1307. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1308. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1309. } else {
  1310. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1311. }
  1312. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  1313. //glLineWidth(1.0);
  1314. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1315. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1316. //use for reading from screen
  1317. if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
  1318. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  1319. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
  1320. }
  1321. glActiveTexture(GL_TEXTURE0);
  1322. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1323. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1324. Transform canvas_transform;
  1325. if (storage->frame.current_rt) {
  1326. float csy = 1.0;
  1327. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  1328. csy = -1.0;
  1329. }
  1330. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  1331. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  1332. } else {
  1333. Vector2 ssize = OS::get_singleton()->get_window_size();
  1334. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1335. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  1336. }
  1337. state.vp = canvas_transform;
  1338. store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
  1339. state.canvas_item_ubo_data.time = storage->frame.time[0];
  1340. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1341. glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
  1342. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1343. state.canvas_texscreen_used = false;
  1344. }
  1345. void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1346. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  1347. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  1348. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1349. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1350. }
  1351. void RasterizerCanvasGLES3::draw_window_margins(int *black_margin, RID *black_image) {
  1352. Vector2 window_size = OS::get_singleton()->get_window_size();
  1353. int window_h = window_size.height;
  1354. int window_w = window_size.width;
  1355. glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
  1356. glViewport(0, 0, window_size.width, window_size.height);
  1357. canvas_begin();
  1358. if (black_image[MARGIN_LEFT].is_valid()) {
  1359. _bind_canvas_texture(black_image[MARGIN_LEFT], RID());
  1360. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  1361. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
  1362. } else if (black_margin[MARGIN_LEFT]) {
  1363. glActiveTexture(GL_TEXTURE0);
  1364. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1365. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  1366. }
  1367. if (black_image[MARGIN_RIGHT].is_valid()) {
  1368. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
  1369. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  1370. 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));
  1371. } else if (black_margin[MARGIN_RIGHT]) {
  1372. glActiveTexture(GL_TEXTURE0);
  1373. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1374. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  1375. }
  1376. if (black_image[MARGIN_TOP].is_valid()) {
  1377. _bind_canvas_texture(black_image[MARGIN_TOP], RID());
  1378. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  1379. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
  1380. } else if (black_margin[MARGIN_TOP]) {
  1381. glActiveTexture(GL_TEXTURE0);
  1382. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1383. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  1384. }
  1385. if (black_image[MARGIN_BOTTOM].is_valid()) {
  1386. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
  1387. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  1388. 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));
  1389. } else if (black_margin[MARGIN_BOTTOM]) {
  1390. glActiveTexture(GL_TEXTURE0);
  1391. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1392. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  1393. }
  1394. }
  1395. void RasterizerCanvasGLES3::initialize() {
  1396. {
  1397. //quad buffers
  1398. glGenBuffers(1, &data.canvas_quad_vertices);
  1399. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1400. {
  1401. const float qv[8] = {
  1402. 0, 0,
  1403. 0, 1,
  1404. 1, 1,
  1405. 1, 0
  1406. };
  1407. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1408. }
  1409. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1410. glGenVertexArrays(1, &data.canvas_quad_array);
  1411. glBindVertexArray(data.canvas_quad_array);
  1412. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1413. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
  1414. glEnableVertexAttribArray(0);
  1415. glBindVertexArray(0);
  1416. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1417. }
  1418. {
  1419. //particle quad buffers
  1420. glGenBuffers(1, &data.particle_quad_vertices);
  1421. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1422. {
  1423. //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
  1424. const float qv[16] = {
  1425. -0.5, -0.5,
  1426. 0.0, 0.0,
  1427. -0.5, 0.5,
  1428. 0.0, 1.0,
  1429. 0.5, 0.5,
  1430. 1.0, 1.0,
  1431. 0.5, -0.5,
  1432. 1.0, 0.0
  1433. };
  1434. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  1435. }
  1436. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1437. glGenVertexArrays(1, &data.particle_quad_array);
  1438. glBindVertexArray(data.particle_quad_array);
  1439. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  1440. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1441. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
  1442. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1443. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, (float *)0 + 2);
  1444. glBindVertexArray(0);
  1445. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  1446. }
  1447. {
  1448. uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1449. poly_size *= 1024; //kb
  1450. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1451. glGenBuffers(1, &data.polygon_buffer);
  1452. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1453. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1454. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1455. data.polygon_buffer_size = poly_size;
  1456. //quad arrays
  1457. for (int i = 0; i < 4; i++) {
  1458. glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
  1459. glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
  1460. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1461. int uv_ofs = 0;
  1462. int color_ofs = 0;
  1463. int stride = 2 * 4;
  1464. if (i & 1) { //color
  1465. color_ofs = stride;
  1466. stride += 4 * 4;
  1467. }
  1468. if (i & 2) { //uv
  1469. uv_ofs = stride;
  1470. stride += 2 * 4;
  1471. }
  1472. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1473. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + 0);
  1474. if (i & 1) {
  1475. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  1476. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + color_ofs);
  1477. }
  1478. if (i & 2) {
  1479. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1480. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, ((uint8_t *)NULL) + uv_ofs);
  1481. }
  1482. glBindVertexArray(0);
  1483. }
  1484. glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
  1485. uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  1486. index_size *= 1024; //kb
  1487. glGenBuffers(1, &data.polygon_index_buffer);
  1488. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1489. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  1490. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1491. }
  1492. store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
  1493. glGenBuffers(1, &state.canvas_item_ubo);
  1494. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1495. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1496. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1497. state.canvas_shader.init();
  1498. state.canvas_shader.set_base_material_tex_index(2);
  1499. state.canvas_shadow_shader.init();
  1500. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1501. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1502. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1503. }
  1504. void RasterizerCanvasGLES3::finalize() {
  1505. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1506. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1507. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1508. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1509. glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
  1510. }
  1511. RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
  1512. }