rasterizer_canvas_gles2.cpp 81 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_gles2.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_scene_gles2.h"
  34. #include "servers/visual/visual_server_raster.h"
  35. #ifndef GLES_OVER_GL
  36. #define glClearDepth glClearDepthf
  37. #endif
  38. RID RasterizerCanvasGLES2::light_internal_create() {
  39. return RID();
  40. }
  41. void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
  42. }
  43. void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
  44. }
  45. void RasterizerCanvasGLES2::_set_uniforms() {
  46. state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
  47. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  48. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  49. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
  50. state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
  51. if (storage->frame.current_rt) {
  52. Vector2 screen_pixel_size;
  53. screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
  54. screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
  55. state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
  56. }
  57. if (state.using_skeleton) {
  58. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
  59. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  60. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
  61. }
  62. if (state.using_light) {
  63. Light *light = state.using_light;
  64. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
  65. Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
  66. basis_inverse[2] = Vector2();
  67. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
  68. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
  69. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
  70. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
  71. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
  72. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
  73. if (state.using_shadow) {
  74. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.getornull(light->shadow_buffer);
  75. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
  76. glBindTexture(GL_TEXTURE_2D, cls->distance);
  77. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
  78. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
  79. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
  80. if (light->radius_cache == 0) {
  81. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
  82. } else {
  83. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
  84. }
  85. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
  86. /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
  87. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  88. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  89. }
  90. }
  91. }
  92. void RasterizerCanvasGLES2::canvas_begin() {
  93. state.canvas_shader.bind();
  94. state.using_transparent_rt = false;
  95. int viewport_x, viewport_y, viewport_width, viewport_height;
  96. if (storage->frame.current_rt) {
  97. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  98. state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  99. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
  100. // set Viewport and Scissor when rendering directly to screen
  101. viewport_width = storage->frame.current_rt->width;
  102. viewport_height = storage->frame.current_rt->height;
  103. viewport_x = storage->frame.current_rt->x;
  104. viewport_y = DisplayServer::get_singleton()->window_get_size().height - viewport_height - storage->frame.current_rt->y;
  105. glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
  106. glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
  107. glEnable(GL_SCISSOR_TEST);
  108. }
  109. }
  110. if (storage->frame.clear_request) {
  111. glClearColor(storage->frame.clear_request_color.r,
  112. storage->frame.clear_request_color.g,
  113. storage->frame.clear_request_color.b,
  114. state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
  115. glClear(GL_COLOR_BUFFER_BIT);
  116. storage->frame.clear_request = false;
  117. }
  118. /*
  119. if (storage->frame.current_rt) {
  120. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  121. glColorMask(1, 1, 1, 1);
  122. }
  123. */
  124. reset_canvas();
  125. glActiveTexture(GL_TEXTURE0);
  126. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  127. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  128. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  129. // set up default uniforms
  130. Transform canvas_transform;
  131. if (storage->frame.current_rt) {
  132. float csy = 1.0;
  133. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  134. csy = -1.0;
  135. }
  136. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  137. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  138. } else {
  139. Vector2 ssize = DisplayServer::get_singleton()->window_get_size();
  140. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  141. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  142. }
  143. state.uniforms.projection_matrix = canvas_transform;
  144. state.uniforms.final_modulate = Color(1, 1, 1, 1);
  145. state.uniforms.modelview_matrix = Transform2D();
  146. state.uniforms.extra_matrix = Transform2D();
  147. _set_uniforms();
  148. _bind_quad_buffer();
  149. }
  150. void RasterizerCanvasGLES2::canvas_end() {
  151. glBindBuffer(GL_ARRAY_BUFFER, 0);
  152. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  153. glDisableVertexAttribArray(i);
  154. }
  155. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
  156. //reset viewport to full window size
  157. int viewport_width = DisplayServer::get_singleton()->window_get_size().width;
  158. int viewport_height = DisplayServer::get_singleton()->window_get_size().height;
  159. glViewport(0, 0, viewport_width, viewport_height);
  160. glScissor(0, 0, viewport_width, viewport_height);
  161. }
  162. state.using_texture_rect = false;
  163. state.using_skeleton = false;
  164. state.using_ninepatch = false;
  165. state.using_transparent_rt = false;
  166. }
  167. RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
  168. RasterizerStorageGLES2::Texture *tex_return = NULL;
  169. if (p_texture.is_valid()) {
  170. RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
  171. if (!texture) {
  172. state.current_tex = RID();
  173. state.current_tex_ptr = NULL;
  174. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  175. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  176. } else {
  177. if (texture->redraw_if_visible) {
  178. VisualServerRaster::redraw_request();
  179. }
  180. texture = texture->get_ptr();
  181. if (texture->render_target) {
  182. texture->render_target->used_in_frame = true;
  183. }
  184. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  185. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  186. state.current_tex = p_texture;
  187. state.current_tex_ptr = texture;
  188. tex_return = texture;
  189. }
  190. } else {
  191. state.current_tex = RID();
  192. state.current_tex_ptr = NULL;
  193. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  194. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  195. }
  196. if (p_normal_map == state.current_normal) {
  197. //do none
  198. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  199. } else if (p_normal_map.is_valid()) {
  200. RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  201. if (!normal_map) {
  202. state.current_normal = RID();
  203. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  204. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  205. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  206. } else {
  207. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  208. VisualServerRaster::redraw_request();
  209. }
  210. normal_map = normal_map->get_ptr();
  211. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  212. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  213. state.current_normal = p_normal_map;
  214. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
  215. }
  216. } else {
  217. state.current_normal = RID();
  218. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  219. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  220. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  221. }
  222. return tex_return;
  223. }
  224. void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
  225. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  226. #ifndef GLES_OVER_GL
  227. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  228. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  229. #endif
  230. uint32_t buffer_ofs = 0;
  231. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  232. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  233. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  234. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  235. if (p_singlecolor) {
  236. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  237. Color m = *p_colors;
  238. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  239. } else if (!p_colors) {
  240. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  241. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  242. } else {
  243. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  244. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  245. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  246. buffer_ofs += sizeof(Color) * p_vertex_count;
  247. }
  248. if (p_uvs) {
  249. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  250. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  251. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  252. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  253. } else {
  254. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  255. }
  256. if (p_weights && p_bones) {
  257. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
  258. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  259. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  260. buffer_ofs += sizeof(float) * 4 * p_vertex_count;
  261. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
  262. glEnableVertexAttribArray(VS::ARRAY_BONES);
  263. glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  264. buffer_ofs += sizeof(int) * 4 * p_vertex_count;
  265. } else {
  266. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  267. glDisableVertexAttribArray(VS::ARRAY_BONES);
  268. }
  269. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  270. #ifndef GLES_OVER_GL
  271. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  272. glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
  273. #endif
  274. if (storage->config.support_32_bits_indices) { //should check for
  275. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  276. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  277. } else {
  278. uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
  279. for (int i = 0; i < p_index_count; i++) {
  280. index16[i] = uint16_t(p_indices[i]);
  281. }
  282. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
  283. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
  284. }
  285. glBindBuffer(GL_ARRAY_BUFFER, 0);
  286. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  287. }
  288. void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  289. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  290. #ifndef GLES_OVER_GL
  291. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  292. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  293. #endif
  294. uint32_t buffer_ofs = 0;
  295. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  296. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  297. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  298. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  299. if (p_singlecolor) {
  300. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  301. Color m = *p_colors;
  302. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  303. } else if (!p_colors) {
  304. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  305. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  306. } else {
  307. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  308. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  309. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  310. buffer_ofs += sizeof(Color) * p_vertex_count;
  311. }
  312. if (p_uvs) {
  313. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  314. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  315. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  316. } else {
  317. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  318. }
  319. glDrawArrays(p_primitive, 0, p_vertex_count);
  320. glBindBuffer(GL_ARRAY_BUFFER, 0);
  321. }
  322. void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, 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) {
  323. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  324. #ifndef GLES_OVER_GL
  325. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  326. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  327. #endif
  328. uint32_t buffer_ofs = 0;
  329. glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
  330. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  331. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  332. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  333. if (p_singlecolor) {
  334. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  335. Color m = *p_colors;
  336. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  337. } else if (!p_colors) {
  338. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  339. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  340. } else {
  341. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
  342. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  343. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  344. buffer_ofs += sizeof(Color) * p_vertex_count;
  345. }
  346. if (p_uvs) {
  347. glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
  348. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  349. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  350. buffer_ofs += sizeof(Vector2) * p_vertex_count;
  351. } else {
  352. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  353. }
  354. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  355. #ifndef GLES_OVER_GL
  356. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  357. glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
  358. #endif
  359. if (storage->config.support_32_bits_indices) { //should check for
  360. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
  361. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
  362. } else {
  363. uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
  364. for (int i = 0; i < p_index_count; i++) {
  365. index16[i] = uint16_t(p_indices[i]);
  366. }
  367. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
  368. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0);
  369. }
  370. glBindBuffer(GL_ARRAY_BUFFER, 0);
  371. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  372. }
  373. void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {
  374. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  375. int color_offset = 0;
  376. int uv_offset = 0;
  377. int stride = 2;
  378. if (p_colors) {
  379. color_offset = stride;
  380. stride += 4;
  381. }
  382. if (p_uvs) {
  383. uv_offset = stride;
  384. stride += 2;
  385. }
  386. float buffer_data[(2 + 2 + 4) * 4];
  387. for (int i = 0; i < p_points; i++) {
  388. buffer_data[stride * i + 0] = p_vertices[i].x;
  389. buffer_data[stride * i + 1] = p_vertices[i].y;
  390. }
  391. if (p_colors) {
  392. for (int i = 0; i < p_points; i++) {
  393. buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
  394. buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
  395. buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
  396. buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
  397. }
  398. }
  399. if (p_uvs) {
  400. for (int i = 0; i < p_points; i++) {
  401. buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
  402. buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
  403. }
  404. }
  405. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  406. #ifndef GLES_OVER_GL
  407. // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
  408. glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
  409. #endif
  410. glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
  411. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
  412. if (p_colors) {
  413. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
  414. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  415. }
  416. if (p_uvs) {
  417. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
  418. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  419. }
  420. glDrawArrays(prim[p_points], 0, p_points);
  421. glBindBuffer(GL_ARRAY_BUFFER, 0);
  422. }
  423. static const GLenum gl_primitive[] = {
  424. GL_POINTS,
  425. GL_LINES,
  426. GL_LINE_STRIP,
  427. GL_LINE_LOOP,
  428. GL_TRIANGLES,
  429. GL_TRIANGLE_STRIP,
  430. GL_TRIANGLE_FAN
  431. };
  432. void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
  433. int command_count = p_item->commands.size();
  434. Item::Command **commands = p_item->commands.ptrw();
  435. for (int i = 0; i < command_count; i++) {
  436. Item::Command *command = commands[i];
  437. switch (command->type) {
  438. case Item::Command::TYPE_LINE: {
  439. Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
  440. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  441. if (state.canvas_shader.bind()) {
  442. _set_uniforms();
  443. state.canvas_shader.use_material((void *)p_material);
  444. }
  445. _bind_canvas_texture(RID(), RID());
  446. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  447. glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
  448. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  449. if (line->width <= 1) {
  450. Vector2 verts[2] = {
  451. Vector2(line->from.x, line->from.y),
  452. Vector2(line->to.x, line->to.y)
  453. };
  454. #ifdef GLES_OVER_GL
  455. if (line->antialiased)
  456. glEnable(GL_LINE_SMOOTH);
  457. #endif
  458. _draw_gui_primitive(2, verts, NULL, NULL);
  459. #ifdef GLES_OVER_GL
  460. if (line->antialiased)
  461. glDisable(GL_LINE_SMOOTH);
  462. #endif
  463. } else {
  464. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  465. Vector2 verts[4] = {
  466. line->from - t,
  467. line->from + t,
  468. line->to + t,
  469. line->to - t
  470. };
  471. _draw_gui_primitive(4, verts, NULL, NULL);
  472. #ifdef GLES_OVER_GL
  473. if (line->antialiased) {
  474. glEnable(GL_LINE_SMOOTH);
  475. for (int j = 0; j < 4; j++) {
  476. Vector2 vertsl[2] = {
  477. verts[j],
  478. verts[(j + 1) % 4],
  479. };
  480. _draw_gui_primitive(2, vertsl, NULL, NULL);
  481. }
  482. glDisable(GL_LINE_SMOOTH);
  483. }
  484. #endif
  485. }
  486. } break;
  487. case Item::Command::TYPE_RECT: {
  488. Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
  489. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  490. glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
  491. bool can_tile = true;
  492. if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
  493. // workaround for when setting tiling does not work due to hardware limitation
  494. RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture);
  495. if (texture) {
  496. texture = texture->get_ptr();
  497. if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
  498. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
  499. can_tile = false;
  500. }
  501. }
  502. }
  503. // On some widespread Nvidia cards, the normal draw method can produce some
  504. // flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
  505. // See GH-9913.
  506. // To work it around, we use a simpler draw method which does not flicker, but gives
  507. // a non negligible performance hit, so it's opt-in (GH-24466).
  508. if (use_nvidia_rect_workaround) {
  509. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  510. if (state.canvas_shader.bind()) {
  511. _set_uniforms();
  512. state.canvas_shader.use_material((void *)p_material);
  513. }
  514. Vector2 points[4] = {
  515. r->rect.position,
  516. r->rect.position + Vector2(r->rect.size.x, 0.0),
  517. r->rect.position + r->rect.size,
  518. r->rect.position + Vector2(0.0, r->rect.size.y),
  519. };
  520. if (r->rect.size.x < 0) {
  521. SWAP(points[0], points[1]);
  522. SWAP(points[2], points[3]);
  523. }
  524. if (r->rect.size.y < 0) {
  525. SWAP(points[0], points[3]);
  526. SWAP(points[1], points[2]);
  527. }
  528. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
  529. if (texture) {
  530. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  531. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  532. Vector2 uvs[4] = {
  533. src_rect.position,
  534. src_rect.position + Vector2(src_rect.size.x, 0.0),
  535. src_rect.position + src_rect.size,
  536. src_rect.position + Vector2(0.0, src_rect.size.y),
  537. };
  538. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  539. SWAP(uvs[1], uvs[3]);
  540. }
  541. if (r->flags & CANVAS_RECT_FLIP_H) {
  542. SWAP(uvs[0], uvs[1]);
  543. SWAP(uvs[2], uvs[3]);
  544. }
  545. if (r->flags & CANVAS_RECT_FLIP_V) {
  546. SWAP(uvs[0], uvs[3]);
  547. SWAP(uvs[1], uvs[2]);
  548. }
  549. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  550. bool untile = false;
  551. if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  552. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  553. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  554. untile = true;
  555. }
  556. _draw_gui_primitive(4, points, NULL, uvs);
  557. if (untile) {
  558. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  559. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  560. }
  561. } else {
  562. static const Vector2 uvs[4] = {
  563. Vector2(0.0, 0.0),
  564. Vector2(0.0, 1.0),
  565. Vector2(1.0, 1.0),
  566. Vector2(1.0, 0.0),
  567. };
  568. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
  569. _draw_gui_primitive(4, points, NULL, uvs);
  570. }
  571. } else {
  572. // This branch is better for performance, but can produce flicker on Nvidia, see above comment.
  573. _bind_quad_buffer();
  574. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  575. if (state.canvas_shader.bind()) {
  576. _set_uniforms();
  577. state.canvas_shader.use_material((void *)p_material);
  578. }
  579. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
  580. if (!tex) {
  581. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  582. if (dst_rect.size.width < 0) {
  583. dst_rect.position.x += dst_rect.size.width;
  584. dst_rect.size.width *= -1;
  585. }
  586. if (dst_rect.size.height < 0) {
  587. dst_rect.position.y += dst_rect.size.height;
  588. dst_rect.size.height *= -1;
  589. }
  590. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  591. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
  592. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  593. } else {
  594. bool untile = false;
  595. if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
  596. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  597. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  598. untile = true;
  599. }
  600. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  601. Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  602. Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);
  603. if (dst_rect.size.width < 0) {
  604. dst_rect.position.x += dst_rect.size.width;
  605. dst_rect.size.width *= -1;
  606. }
  607. if (dst_rect.size.height < 0) {
  608. dst_rect.position.y += dst_rect.size.height;
  609. dst_rect.size.height *= -1;
  610. }
  611. if (r->flags & CANVAS_RECT_FLIP_H) {
  612. src_rect.size.x *= -1;
  613. }
  614. if (r->flags & CANVAS_RECT_FLIP_V) {
  615. src_rect.size.y *= -1;
  616. }
  617. if (r->flags & CANVAS_RECT_TRANSPOSE) {
  618. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  619. }
  620. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  621. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  622. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  623. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  624. if (untile) {
  625. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  626. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  627. }
  628. }
  629. glBindBuffer(GL_ARRAY_BUFFER, 0);
  630. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  631. }
  632. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false);
  633. } break;
  634. case Item::Command::TYPE_NINEPATCH: {
  635. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
  636. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  637. if (state.canvas_shader.bind()) {
  638. _set_uniforms();
  639. state.canvas_shader.use_material((void *)p_material);
  640. }
  641. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  642. glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
  643. RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
  644. if (!tex) {
  645. // FIXME: Handle textureless ninepatch gracefully
  646. WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
  647. continue;
  648. }
  649. if (tex->width == 0 || tex->height == 0) {
  650. WARN_PRINT("Cannot set empty texture to NinePatch.");
  651. continue;
  652. }
  653. Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
  654. // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  655. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  656. Rect2 source = np->source;
  657. if (source.size.x == 0 && source.size.y == 0) {
  658. source.size.x = tex->width;
  659. source.size.y = tex->height;
  660. }
  661. float screen_scale = 1.0;
  662. if (source.size.x != 0 && source.size.y != 0) {
  663. screen_scale = MIN(np->rect.size.x / source.size.x, np->rect.size.y / source.size.y);
  664. screen_scale = MIN(1.0, screen_scale);
  665. }
  666. // prepare vertex buffer
  667. // this buffer contains [ POS POS UV UV ] *
  668. float buffer[16 * 2 + 16 * 2];
  669. {
  670. // first row
  671. buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
  672. buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
  673. buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  674. buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
  675. buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
  676. buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
  677. buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  678. buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
  679. buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
  680. buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
  681. buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  682. buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
  683. buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  684. buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
  685. buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  686. buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
  687. // second row
  688. buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
  689. buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
  690. buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  691. buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  692. buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
  693. buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
  694. buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  695. buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  696. buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
  697. buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
  698. buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  699. buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  700. buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  701. buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;
  702. buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  703. buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
  704. // third row
  705. buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
  706. buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
  707. buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  708. buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  709. buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
  710. buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
  711. buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  712. buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  713. buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
  714. buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
  715. buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  716. buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  717. buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  718. buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;
  719. buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  720. buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
  721. // fourth row
  722. buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
  723. buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
  724. buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
  725. buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
  726. buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
  727. buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
  728. buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
  729. buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
  730. buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
  731. buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
  732. buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
  733. buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
  734. buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
  735. buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
  736. buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
  737. buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
  738. }
  739. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  740. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, GL_DYNAMIC_DRAW);
  741. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  742. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  743. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  744. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
  745. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));
  746. glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
  747. glBindBuffer(GL_ARRAY_BUFFER, 0);
  748. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  749. } break;
  750. case Item::Command::TYPE_CIRCLE: {
  751. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
  752. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  753. if (state.canvas_shader.bind()) {
  754. _set_uniforms();
  755. state.canvas_shader.use_material((void *)p_material);
  756. }
  757. static const int num_points = 32;
  758. Vector2 points[num_points + 1];
  759. points[num_points] = circle->pos;
  760. int indices[num_points * 3];
  761. for (int j = 0; j < num_points; j++) {
  762. points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius;
  763. indices[j * 3 + 0] = j;
  764. indices[j * 3 + 1] = (j + 1) % num_points;
  765. indices[j * 3 + 2] = num_points;
  766. }
  767. _bind_canvas_texture(RID(), RID());
  768. _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
  769. } break;
  770. case Item::Command::TYPE_POLYGON: {
  771. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
  772. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  773. if (state.canvas_shader.bind()) {
  774. _set_uniforms();
  775. state.canvas_shader.use_material((void *)p_material);
  776. }
  777. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  778. if (texture) {
  779. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  780. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  781. }
  782. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
  783. #ifdef GLES_OVER_GL
  784. if (polygon->antialiased) {
  785. glEnable(GL_LINE_SMOOTH);
  786. // FIXME: Removed during Vulkan rebase.
  787. //if (polygon->antialiasing_use_indices) {
  788. // _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  789. //} else
  790. _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  791. glDisable(GL_LINE_SMOOTH);
  792. }
  793. #endif
  794. } break;
  795. case Item::Command::TYPE_MESH: {
  796. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
  797. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  798. if (state.canvas_shader.bind()) {
  799. _set_uniforms();
  800. state.canvas_shader.use_material((void *)p_material);
  801. }
  802. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  803. if (texture) {
  804. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  805. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  806. }
  807. RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  808. if (mesh_data) {
  809. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  810. RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
  811. // 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
  812. glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
  813. if (s->index_array_len > 0) {
  814. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  815. }
  816. for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
  817. if (s->attribs[k].enabled) {
  818. glEnableVertexAttribArray(k);
  819. glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
  820. } else {
  821. glDisableVertexAttribArray(k);
  822. switch (k) {
  823. case VS::ARRAY_NORMAL: {
  824. glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
  825. } break;
  826. case VS::ARRAY_COLOR: {
  827. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  828. } break;
  829. default: {
  830. }
  831. }
  832. }
  833. }
  834. if (s->index_array_len > 0) {
  835. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  836. } else {
  837. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  838. }
  839. }
  840. for (int j = 1; j < VS::ARRAY_MAX - 1; j++) {
  841. glDisableVertexAttribArray(j);
  842. }
  843. }
  844. } break;
  845. case Item::Command::TYPE_MULTIMESH: {
  846. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
  847. RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  848. if (!multi_mesh)
  849. break;
  850. RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  851. if (!mesh_data)
  852. break;
  853. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  854. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
  855. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  856. if (state.canvas_shader.bind()) {
  857. _set_uniforms();
  858. state.canvas_shader.use_material((void *)p_material);
  859. }
  860. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  861. if (texture) {
  862. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  863. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  864. }
  865. //reset shader and force rebind
  866. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  867. if (amount == -1) {
  868. amount = multi_mesh->size;
  869. }
  870. int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
  871. int color_ofs = multi_mesh->xform_floats;
  872. int custom_data_ofs = color_ofs + multi_mesh->color_floats;
  873. // drawing
  874. const float *base_buffer = multi_mesh->data.ptr();
  875. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  876. RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
  877. // 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
  878. //bind buffers for mesh surface
  879. glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
  880. if (s->index_array_len > 0) {
  881. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
  882. }
  883. for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
  884. if (s->attribs[k].enabled) {
  885. glEnableVertexAttribArray(k);
  886. glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
  887. } else {
  888. glDisableVertexAttribArray(k);
  889. switch (k) {
  890. case VS::ARRAY_NORMAL: {
  891. glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
  892. } break;
  893. case VS::ARRAY_COLOR: {
  894. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  895. } break;
  896. default: {
  897. }
  898. }
  899. }
  900. }
  901. for (int k = 0; k < amount; k++) {
  902. const float *buffer = base_buffer + k * stride;
  903. {
  904. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
  905. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
  906. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  907. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
  908. } else {
  909. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
  910. }
  911. }
  912. if (multi_mesh->color_floats) {
  913. if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
  914. uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
  915. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
  916. } else {
  917. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
  918. }
  919. } else {
  920. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, 1.0, 1.0, 1.0, 1.0);
  921. }
  922. if (multi_mesh->custom_data_floats) {
  923. if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
  924. uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
  925. glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
  926. } else {
  927. glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
  928. }
  929. }
  930. if (s->index_array_len > 0) {
  931. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  932. } else {
  933. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  934. }
  935. }
  936. }
  937. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
  938. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
  939. } break;
  940. case Item::Command::TYPE_POLYLINE: {
  941. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
  942. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  943. if (state.canvas_shader.bind()) {
  944. _set_uniforms();
  945. state.canvas_shader.use_material((void *)p_material);
  946. }
  947. _bind_canvas_texture(RID(), RID());
  948. if (pline->triangles.size()) {
  949. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  950. #ifdef GLES_OVER_GL
  951. glEnable(GL_LINE_SMOOTH);
  952. if (pline->multiline) {
  953. //needs to be different
  954. } else {
  955. _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  956. }
  957. glDisable(GL_LINE_SMOOTH);
  958. #endif
  959. } else {
  960. #ifdef GLES_OVER_GL
  961. if (pline->antialiased)
  962. glEnable(GL_LINE_SMOOTH);
  963. #endif
  964. if (pline->multiline) {
  965. int todo = pline->lines.size() / 2;
  966. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  967. int offset = 0;
  968. while (todo) {
  969. int to_draw = MIN(max_per_call, todo);
  970. _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);
  971. todo -= to_draw;
  972. offset += to_draw * 2;
  973. }
  974. } else {
  975. _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  976. }
  977. #ifdef GLES_OVER_GL
  978. if (pline->antialiased)
  979. glDisable(GL_LINE_SMOOTH);
  980. #endif
  981. }
  982. } break;
  983. case Item::Command::TYPE_PRIMITIVE: {
  984. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
  985. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
  986. if (state.canvas_shader.bind()) {
  987. _set_uniforms();
  988. state.canvas_shader.use_material((void *)p_material);
  989. }
  990. ERR_CONTINUE(primitive->points.size() < 1);
  991. RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  992. if (texture) {
  993. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  994. state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
  995. }
  996. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  997. Color c = primitive->colors[0];
  998. glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
  999. } else if (primitive->colors.empty()) {
  1000. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  1001. }
  1002. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
  1003. } break;
  1004. case Item::Command::TYPE_TRANSFORM: {
  1005. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
  1006. state.uniforms.extra_matrix = transform->xform;
  1007. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  1008. } break;
  1009. case Item::Command::TYPE_PARTICLES: {
  1010. } break;
  1011. case Item::Command::TYPE_CLIP_IGNORE: {
  1012. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
  1013. if (current_clip) {
  1014. if (ci->ignore != reclip) {
  1015. if (ci->ignore) {
  1016. glDisable(GL_SCISSOR_TEST);
  1017. reclip = true;
  1018. } else {
  1019. glEnable(GL_SCISSOR_TEST);
  1020. int x = current_clip->final_clip_rect.position.x;
  1021. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1022. int w = current_clip->final_clip_rect.size.x;
  1023. int h = current_clip->final_clip_rect.size.y;
  1024. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1025. y = current_clip->final_clip_rect.position.y;
  1026. glScissor(x, y, w, h);
  1027. reclip = false;
  1028. }
  1029. }
  1030. }
  1031. } break;
  1032. default: {
  1033. // FIXME: Proper error handling if relevant
  1034. //print_line("other");
  1035. } break;
  1036. }
  1037. }
  1038. }
  1039. void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
  1040. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
  1041. ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen.");
  1042. return;
  1043. }
  1044. ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
  1045. glDisable(GL_BLEND);
  1046. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  1047. Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
  1048. if (p_rect != Rect2()) {
  1049. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
  1050. }
  1051. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
  1052. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
  1053. glActiveTexture(GL_TEXTURE0);
  1054. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  1055. storage->shaders.copy.bind();
  1056. storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
  1057. const Vector2 vertpos[4] = {
  1058. Vector2(-1, -1),
  1059. Vector2(-1, 1),
  1060. Vector2(1, 1),
  1061. Vector2(1, -1),
  1062. };
  1063. const Vector2 uvpos[4] = {
  1064. Vector2(0, 0),
  1065. Vector2(0, 1),
  1066. Vector2(1, 1),
  1067. Vector2(1, 0)
  1068. };
  1069. const int indexpos[6] = {
  1070. 0, 1, 2,
  1071. 2, 3, 0
  1072. };
  1073. _draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
  1074. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
  1075. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
  1076. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  1077. glEnable(GL_BLEND);
  1078. }
  1079. void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
  1080. state.canvas_texscreen_used = true;
  1081. _copy_screen(p_rect);
  1082. // back to canvas, force rebind
  1083. state.using_texture_rect = false;
  1084. state.canvas_shader.bind();
  1085. _bind_canvas_texture(state.current_tex, state.current_normal);
  1086. _set_uniforms();
  1087. }
  1088. void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  1089. Item *current_clip = NULL;
  1090. RasterizerStorageGLES2::Shader *shader_cache = NULL;
  1091. bool rebind_shader = true;
  1092. bool prev_use_skeleton = false;
  1093. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
  1094. state.current_tex = RID();
  1095. state.current_tex_ptr = NULL;
  1096. state.current_normal = RID();
  1097. state.canvas_texscreen_used = false;
  1098. glActiveTexture(GL_TEXTURE0);
  1099. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1100. int last_blend_mode = -1;
  1101. RID canvas_last_material = RID();
  1102. while (p_item_list) {
  1103. Item *ci = p_item_list;
  1104. if (current_clip != ci->final_clip_owner) {
  1105. current_clip = ci->final_clip_owner;
  1106. if (current_clip) {
  1107. glEnable(GL_SCISSOR_TEST);
  1108. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1109. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1110. y = current_clip->final_clip_rect.position.y;
  1111. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1112. } else {
  1113. glDisable(GL_SCISSOR_TEST);
  1114. }
  1115. }
  1116. // TODO: copy back buffer
  1117. if (ci->copy_back_buffer) {
  1118. if (ci->copy_back_buffer->full) {
  1119. _copy_texscreen(Rect2());
  1120. } else {
  1121. _copy_texscreen(ci->copy_back_buffer->rect);
  1122. }
  1123. }
  1124. RasterizerStorageGLES2::Skeleton *skeleton = NULL;
  1125. {
  1126. //skeleton handling
  1127. if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
  1128. skeleton = storage->skeleton_owner.getornull(ci->skeleton);
  1129. if (!skeleton->use_2d) {
  1130. skeleton = NULL;
  1131. } else {
  1132. state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
  1133. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  1134. state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
  1135. }
  1136. }
  1137. bool use_skeleton = skeleton != NULL;
  1138. if (prev_use_skeleton != use_skeleton) {
  1139. rebind_shader = true;
  1140. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
  1141. prev_use_skeleton = use_skeleton;
  1142. }
  1143. if (skeleton) {
  1144. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  1145. glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
  1146. state.using_skeleton = true;
  1147. } else {
  1148. state.using_skeleton = false;
  1149. }
  1150. }
  1151. Item *material_owner = ci->material_owner ? ci->material_owner : ci;
  1152. RID material = material_owner->material;
  1153. RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
  1154. if (material != canvas_last_material || rebind_shader) {
  1155. RasterizerStorageGLES2::Shader *shader_ptr = NULL;
  1156. if (material_ptr) {
  1157. shader_ptr = material_ptr->shader;
  1158. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  1159. shader_ptr = NULL; // not a canvas item shader, don't use.
  1160. }
  1161. }
  1162. if (shader_ptr) {
  1163. if (shader_ptr->canvas_item.uses_screen_texture) {
  1164. if (!state.canvas_texscreen_used) {
  1165. //copy if not copied before
  1166. _copy_texscreen(Rect2());
  1167. // blend mode will have been enabled so make sure we disable it again later on
  1168. //last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
  1169. }
  1170. if (storage->frame.current_rt->copy_screen_effect.color) {
  1171. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  1172. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
  1173. }
  1174. }
  1175. if (shader_ptr != shader_cache) {
  1176. if (shader_ptr->canvas_item.uses_time) {
  1177. VisualServerRaster::redraw_request();
  1178. }
  1179. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  1180. state.canvas_shader.bind();
  1181. }
  1182. int tc = material_ptr->textures.size();
  1183. Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
  1184. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  1185. for (int i = 0; i < tc; i++) {
  1186. glActiveTexture(GL_TEXTURE0 + i);
  1187. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
  1188. if (!t) {
  1189. switch (texture_hints[i]) {
  1190. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  1191. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  1192. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1193. } break;
  1194. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  1195. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  1196. } break;
  1197. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1198. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  1199. } break;
  1200. default: {
  1201. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1202. } break;
  1203. }
  1204. continue;
  1205. }
  1206. if (t->redraw_if_visible) {
  1207. VisualServerRaster::redraw_request();
  1208. }
  1209. t = t->get_ptr();
  1210. #ifdef TOOLS_ENABLED
  1211. if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
  1212. t->detect_normal(t->detect_normal_ud);
  1213. }
  1214. #endif
  1215. if (t->render_target)
  1216. t->render_target->used_in_frame = true;
  1217. glBindTexture(t->target, t->tex_id);
  1218. }
  1219. } else {
  1220. state.canvas_shader.set_custom_shader(0);
  1221. state.canvas_shader.bind();
  1222. }
  1223. state.canvas_shader.use_material((void *)material_ptr);
  1224. shader_cache = shader_ptr;
  1225. canvas_last_material = material;
  1226. rebind_shader = false;
  1227. }
  1228. int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
  1229. bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  1230. bool reclip = false;
  1231. if (last_blend_mode != blend_mode) {
  1232. switch (blend_mode) {
  1233. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
  1234. glBlendEquation(GL_FUNC_ADD);
  1235. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1236. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1237. } else {
  1238. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1239. }
  1240. } break;
  1241. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
  1242. glBlendEquation(GL_FUNC_ADD);
  1243. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1244. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1245. } else {
  1246. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1247. }
  1248. } break;
  1249. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
  1250. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1251. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1252. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1253. } else {
  1254. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1255. }
  1256. } break;
  1257. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
  1258. glBlendEquation(GL_FUNC_ADD);
  1259. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1260. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1261. } else {
  1262. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1263. }
  1264. } break;
  1265. case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1266. glBlendEquation(GL_FUNC_ADD);
  1267. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1268. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1269. } else {
  1270. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1271. }
  1272. } break;
  1273. }
  1274. }
  1275. state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
  1276. state.uniforms.modelview_matrix = ci->final_transform;
  1277. state.uniforms.extra_matrix = Transform2D();
  1278. _set_uniforms();
  1279. if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
  1280. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
  1281. rebind_shader = true; // hacked in for now.
  1282. if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {
  1283. Light *light = p_light;
  1284. bool light_used = false;
  1285. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1286. state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate
  1287. while (light) {
  1288. 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)) {
  1289. //intersects this light
  1290. if (!light_used || mode != light->mode) {
  1291. mode = light->mode;
  1292. switch (mode) {
  1293. case VS::CANVAS_LIGHT_MODE_ADD: {
  1294. glBlendEquation(GL_FUNC_ADD);
  1295. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1296. } break;
  1297. case VS::CANVAS_LIGHT_MODE_SUB: {
  1298. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1299. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1300. } break;
  1301. case VS::CANVAS_LIGHT_MODE_MIX:
  1302. case VS::CANVAS_LIGHT_MODE_MASK: {
  1303. glBlendEquation(GL_FUNC_ADD);
  1304. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1305. } break;
  1306. }
  1307. }
  1308. if (!light_used) {
  1309. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
  1310. light_used = true;
  1311. }
  1312. bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;
  1313. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
  1314. if (has_shadow) {
  1315. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1316. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  1317. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  1318. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  1319. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  1320. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  1321. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  1322. }
  1323. state.canvas_shader.bind();
  1324. state.using_light = light;
  1325. state.using_shadow = has_shadow;
  1326. //always re-set uniforms, since light parameters changed
  1327. _set_uniforms();
  1328. state.canvas_shader.use_material((void *)material_ptr);
  1329. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  1330. RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
  1331. if (!t) {
  1332. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1333. } else {
  1334. t = t->get_ptr();
  1335. glBindTexture(t->target, t->tex_id);
  1336. }
  1337. glActiveTexture(GL_TEXTURE0);
  1338. _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
  1339. state.using_light = NULL;
  1340. }
  1341. light = light->next_ptr;
  1342. }
  1343. if (light_used) {
  1344. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
  1345. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
  1346. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
  1347. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
  1348. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
  1349. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
  1350. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
  1351. state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);
  1352. state.canvas_shader.bind();
  1353. last_blend_mode = -1;
  1354. /*
  1355. //this is set again, so it should not be needed anyway?
  1356. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1357. ci->final_modulate.r * p_modulate.r,
  1358. ci->final_modulate.g * p_modulate.g,
  1359. ci->final_modulate.b * p_modulate.b,
  1360. ci->final_modulate.a * p_modulate.a );
  1361. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
  1362. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
  1363. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);
  1364. glBlendEquation(GL_FUNC_ADD);
  1365. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1366. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1367. } else {
  1368. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1369. }
  1370. //@TODO RESET canvas_blend_mode
  1371. */
  1372. }
  1373. }
  1374. if (reclip) {
  1375. glEnable(GL_SCISSOR_TEST);
  1376. int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
  1377. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1378. y = current_clip->final_clip_rect.position.y;
  1379. glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
  1380. }
  1381. p_item_list = p_item_list->next;
  1382. }
  1383. if (current_clip) {
  1384. glDisable(GL_SCISSOR_TEST);
  1385. }
  1386. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
  1387. }
  1388. void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  1389. }
  1390. void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  1391. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.getornull(p_buffer);
  1392. ERR_FAIL_COND(!cls);
  1393. glDisable(GL_BLEND);
  1394. glDisable(GL_SCISSOR_TEST);
  1395. glDisable(GL_DITHER);
  1396. glDisable(GL_CULL_FACE);
  1397. glDepthFunc(GL_LEQUAL);
  1398. glEnable(GL_DEPTH_TEST);
  1399. glDepthMask(true);
  1400. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  1401. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1402. state.canvas_shadow_shader.bind();
  1403. glViewport(0, 0, cls->size, cls->height);
  1404. glClearDepth(1.0f);
  1405. glClearColor(1, 1, 1, 1);
  1406. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  1407. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1408. for (int i = 0; i < 4; i++) {
  1409. //make sure it remains orthogonal, makes easy to read angle later
  1410. Transform light;
  1411. light.origin[0] = p_light_xform[2][0];
  1412. light.origin[1] = p_light_xform[2][1];
  1413. light.basis[0][0] = p_light_xform[0][0];
  1414. light.basis[0][1] = p_light_xform[1][0];
  1415. light.basis[1][0] = p_light_xform[0][1];
  1416. light.basis[1][1] = p_light_xform[1][1];
  1417. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1418. //p_near=1;
  1419. CameraMatrix projection;
  1420. {
  1421. real_t fov = 90;
  1422. real_t nearp = p_near;
  1423. real_t farp = p_far;
  1424. real_t aspect = 1.0;
  1425. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1426. real_t ymin = -ymax;
  1427. real_t xmin = ymin * aspect;
  1428. real_t xmax = ymax * aspect;
  1429. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1430. }
  1431. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  1432. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1433. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
  1434. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
  1435. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
  1436. if (i == 0)
  1437. *p_xform_cache = projection;
  1438. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  1439. LightOccluderInstance *instance = p_occluders;
  1440. while (instance) {
  1441. RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
  1442. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  1443. instance = instance->next;
  1444. continue;
  1445. }
  1446. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
  1447. VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
  1448. if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
  1449. (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
  1450. transformed_cull_cache =
  1451. transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
  1452. VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
  1453. VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
  1454. }
  1455. if (cull != transformed_cull_cache) {
  1456. cull = transformed_cull_cache;
  1457. switch (cull) {
  1458. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  1459. glDisable(GL_CULL_FACE);
  1460. } break;
  1461. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  1462. glEnable(GL_CULL_FACE);
  1463. glCullFace(GL_FRONT);
  1464. } break;
  1465. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  1466. glEnable(GL_CULL_FACE);
  1467. glCullFace(GL_BACK);
  1468. } break;
  1469. }
  1470. }
  1471. glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
  1472. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1473. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
  1474. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
  1475. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  1476. instance = instance->next;
  1477. }
  1478. }
  1479. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1480. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1481. }
  1482. void RasterizerCanvasGLES2::reset_canvas() {
  1483. glDisable(GL_CULL_FACE);
  1484. glDisable(GL_DEPTH_TEST);
  1485. glDisable(GL_SCISSOR_TEST);
  1486. glDisable(GL_DITHER);
  1487. glEnable(GL_BLEND);
  1488. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1489. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1490. } else {
  1491. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1492. }
  1493. // bind the back buffer to a texture so shaders can use it.
  1494. // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
  1495. // keeping this for now as there's nothing else that uses texture unit 2
  1496. // TODO ^
  1497. if (storage->frame.current_rt) {
  1498. // glActiveTexture(GL_TEXTURE0 + 2);
  1499. // glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
  1500. }
  1501. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1502. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1503. }
  1504. void RasterizerCanvasGLES2::_bind_quad_buffer() {
  1505. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1506. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1507. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
  1508. }
  1509. void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  1510. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  1511. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  1512. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1513. }
  1514. void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  1515. Vector2 half_size;
  1516. if (storage->frame.current_rt) {
  1517. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  1518. } else {
  1519. half_size = DisplayServer::get_singleton()->window_get_size();
  1520. }
  1521. half_size *= 0.5;
  1522. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  1523. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  1524. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  1525. // setup our lens shader
  1526. state.lens_shader.bind();
  1527. state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
  1528. state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
  1529. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
  1530. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
  1531. state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
  1532. state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
  1533. state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
  1534. // bind our quad buffer
  1535. _bind_quad_buffer();
  1536. // and draw
  1537. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  1538. // and cleanup
  1539. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1540. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  1541. glDisableVertexAttribArray(i);
  1542. }
  1543. }
  1544. void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
  1545. Vector2 window_size = DisplayServer::get_singleton()->window_get_size();
  1546. int window_h = window_size.height;
  1547. int window_w = window_size.width;
  1548. glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
  1549. glViewport(0, 0, window_size.width, window_size.height);
  1550. canvas_begin();
  1551. if (black_image[MARGIN_LEFT].is_valid()) {
  1552. _bind_canvas_texture(black_image[MARGIN_LEFT], RID());
  1553. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  1554. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
  1555. } else if (black_margin[MARGIN_LEFT]) {
  1556. glActiveTexture(GL_TEXTURE0);
  1557. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1558. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  1559. }
  1560. if (black_image[MARGIN_RIGHT].is_valid()) {
  1561. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
  1562. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  1563. 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));
  1564. } else if (black_margin[MARGIN_RIGHT]) {
  1565. glActiveTexture(GL_TEXTURE0);
  1566. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1567. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  1568. }
  1569. if (black_image[MARGIN_TOP].is_valid()) {
  1570. _bind_canvas_texture(black_image[MARGIN_TOP], RID());
  1571. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  1572. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));
  1573. } else if (black_margin[MARGIN_TOP]) {
  1574. glActiveTexture(GL_TEXTURE0);
  1575. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1576. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  1577. }
  1578. if (black_image[MARGIN_BOTTOM].is_valid()) {
  1579. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
  1580. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  1581. 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));
  1582. } else if (black_margin[MARGIN_BOTTOM]) {
  1583. glActiveTexture(GL_TEXTURE0);
  1584. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1585. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  1586. }
  1587. canvas_end();
  1588. }
  1589. void RasterizerCanvasGLES2::initialize() {
  1590. // quad buffer
  1591. {
  1592. glGenBuffers(1, &data.canvas_quad_vertices);
  1593. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  1594. const float qv[8] = {
  1595. 0, 0,
  1596. 0, 1,
  1597. 1, 1,
  1598. 1, 0
  1599. };
  1600. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  1601. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1602. }
  1603. // polygon buffer
  1604. {
  1605. uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  1606. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1607. poly_size *= 1024;
  1608. poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
  1609. glGenBuffers(1, &data.polygon_buffer);
  1610. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  1611. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
  1612. data.polygon_buffer_size = poly_size;
  1613. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1614. uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  1615. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  1616. index_size *= 1024; // kb
  1617. glGenBuffers(1, &data.polygon_index_buffer);
  1618. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1619. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
  1620. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1621. data.polygon_index_buffer_size = index_size;
  1622. }
  1623. // ninepatch buffers
  1624. {
  1625. // array buffer
  1626. glGenBuffers(1, &data.ninepatch_vertices);
  1627. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  1628. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
  1629. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1630. // element buffer
  1631. glGenBuffers(1, &data.ninepatch_elements);
  1632. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  1633. #define _EIDX(y, x) (y * 4 + x)
  1634. uint8_t elems[3 * 2 * 9] = {
  1635. // first row
  1636. _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
  1637. _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
  1638. _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
  1639. _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
  1640. _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
  1641. _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
  1642. // second row
  1643. _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
  1644. _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
  1645. // the center one would be here, but we'll put it at the end
  1646. // so it's easier to disable the center and be able to use
  1647. // one draw call for both
  1648. _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
  1649. _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
  1650. // third row
  1651. _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
  1652. _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
  1653. _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
  1654. _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
  1655. _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
  1656. _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
  1657. // center field
  1658. _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
  1659. _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
  1660. };
  1661. #undef _EIDX
  1662. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
  1663. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1664. }
  1665. state.canvas_shadow_shader.init();
  1666. state.canvas_shader.init();
  1667. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
  1668. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1669. state.canvas_shader.bind();
  1670. state.lens_shader.init();
  1671. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
  1672. state.using_light = NULL;
  1673. state.using_transparent_rt = false;
  1674. state.using_skeleton = false;
  1675. }
  1676. void RasterizerCanvasGLES2::finalize() {
  1677. }
  1678. RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
  1679. #ifdef GLES_OVER_GL
  1680. use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
  1681. #else
  1682. // Not needed (a priori) on GLES devices
  1683. use_nvidia_rect_workaround = false;
  1684. #endif
  1685. }