rasterizer_canvas_base_gles3.cpp 49 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_base_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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_base_gles3.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "drivers/gles_common/rasterizer_asserts.h"
  34. #include "rasterizer_scene_gles3.h"
  35. #include "servers/visual/visual_server_raster.h"
  36. #ifndef GLES_OVER_GL
  37. #define glClearDepth glClearDepthf
  38. #endif
  39. static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
  40. p_array[0] = p_mtx.elements[0][0];
  41. p_array[1] = p_mtx.elements[0][1];
  42. p_array[2] = 0;
  43. p_array[3] = 0;
  44. p_array[4] = p_mtx.elements[1][0];
  45. p_array[5] = p_mtx.elements[1][1];
  46. p_array[6] = 0;
  47. p_array[7] = 0;
  48. p_array[8] = 0;
  49. p_array[9] = 0;
  50. p_array[10] = 1;
  51. p_array[11] = 0;
  52. p_array[12] = p_mtx.elements[2][0];
  53. p_array[13] = p_mtx.elements[2][1];
  54. p_array[14] = 0;
  55. p_array[15] = 1;
  56. }
  57. static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  58. p_array[0] = p_mtx.basis.elements[0][0];
  59. p_array[1] = p_mtx.basis.elements[1][0];
  60. p_array[2] = p_mtx.basis.elements[2][0];
  61. p_array[3] = 0;
  62. p_array[4] = p_mtx.basis.elements[0][1];
  63. p_array[5] = p_mtx.basis.elements[1][1];
  64. p_array[6] = p_mtx.basis.elements[2][1];
  65. p_array[7] = 0;
  66. p_array[8] = p_mtx.basis.elements[0][2];
  67. p_array[9] = p_mtx.basis.elements[1][2];
  68. p_array[10] = p_mtx.basis.elements[2][2];
  69. p_array[11] = 0;
  70. p_array[12] = p_mtx.origin.x;
  71. p_array[13] = p_mtx.origin.y;
  72. p_array[14] = p_mtx.origin.z;
  73. p_array[15] = 1;
  74. }
  75. static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  76. for (int i = 0; i < 4; i++) {
  77. for (int j = 0; j < 4; j++) {
  78. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  79. }
  80. }
  81. }
  82. RID RasterizerCanvasBaseGLES3::light_internal_create() {
  83. LightInternal *li = memnew(LightInternal);
  84. glGenBuffers(1, &li->ubo);
  85. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  86. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), nullptr, GL_DYNAMIC_DRAW);
  87. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  88. return light_internal_owner.make_rid(li);
  89. }
  90. void RasterizerCanvasBaseGLES3::light_internal_update(RID p_rid, Light *p_light) {
  91. LightInternal *li = light_internal_owner.getornull(p_rid);
  92. ERR_FAIL_COND(!li);
  93. store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
  94. store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
  95. store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
  96. for (int i = 0; i < 4; i++) {
  97. li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
  98. li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
  99. }
  100. li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
  101. li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
  102. li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
  103. li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
  104. li->ubo_data.light_height = p_light->height;
  105. if (p_light->radius_cache == 0)
  106. li->ubo_data.shadow_gradient = 0;
  107. else
  108. li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
  109. li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
  110. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  111. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
  112. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  113. }
  114. void RasterizerCanvasBaseGLES3::light_internal_free(RID p_rid) {
  115. LightInternal *li = light_internal_owner.getornull(p_rid);
  116. ERR_FAIL_COND(!li);
  117. glDeleteBuffers(1, &li->ubo);
  118. light_internal_owner.free(p_rid);
  119. memdelete(li);
  120. }
  121. void RasterizerCanvasBaseGLES3::canvas_begin() {
  122. if (storage->frame.current_rt && storage->frame.clear_request) {
  123. // a clear request may be pending, so do it
  124. bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  125. glClearColor(storage->frame.clear_request_color.r,
  126. storage->frame.clear_request_color.g,
  127. storage->frame.clear_request_color.b,
  128. transparent ? storage->frame.clear_request_color.a : 1.0);
  129. glClear(GL_COLOR_BUFFER_BIT);
  130. storage->frame.clear_request = false;
  131. glColorMask(1, 1, 1, transparent ? 1 : 0);
  132. }
  133. reset_canvas();
  134. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
  135. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  136. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  137. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  138. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  139. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  140. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  141. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  142. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  143. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  144. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
  145. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, false);
  146. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, false);
  147. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, false);
  148. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  149. state.canvas_shader.set_custom_shader(0);
  150. state.canvas_shader.bind();
  151. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
  152. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
  153. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  154. if (storage->frame.current_rt) {
  155. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  156. } else {
  157. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  158. }
  159. //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
  160. //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
  161. //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
  162. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  163. glBindVertexArray(data.canvas_quad_array);
  164. state.using_texture_rect = true;
  165. state.using_ninepatch = false;
  166. state.using_light_angle = false;
  167. state.using_modulate = false;
  168. state.using_large_vertex = false;
  169. state.using_skeleton = false;
  170. }
  171. void RasterizerCanvasBaseGLES3::canvas_end() {
  172. glBindVertexArray(0);
  173. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  174. glColorMask(1, 1, 1, 1);
  175. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  176. state.using_texture_rect = false;
  177. state.using_ninepatch = false;
  178. state.using_light_angle = false;
  179. }
  180. RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
  181. RasterizerStorageGLES3::Texture *tex_return = NULL;
  182. if (p_texture == state.current_tex && !p_force) {
  183. tex_return = state.current_tex_ptr;
  184. } else if (p_texture.is_valid()) {
  185. RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
  186. if (!texture) {
  187. state.current_tex = RID();
  188. state.current_tex_ptr = NULL;
  189. glActiveTexture(GL_TEXTURE0);
  190. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  191. } else {
  192. if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  193. VisualServerRaster::redraw_request();
  194. }
  195. texture = texture->get_ptr();
  196. if (texture->render_target)
  197. texture->render_target->used_in_frame = true;
  198. glActiveTexture(GL_TEXTURE0);
  199. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  200. state.current_tex = p_texture;
  201. state.current_tex_ptr = texture;
  202. tex_return = texture;
  203. }
  204. } else {
  205. glActiveTexture(GL_TEXTURE0);
  206. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  207. state.current_tex = RID();
  208. state.current_tex_ptr = NULL;
  209. }
  210. if (p_normal_map == state.current_normal && !p_force) {
  211. //do none
  212. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  213. } else if (p_normal_map.is_valid()) {
  214. RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  215. if (!normal_map) {
  216. state.current_normal = RID();
  217. glActiveTexture(GL_TEXTURE1);
  218. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  219. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  220. } else {
  221. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  222. VisualServerRaster::redraw_request();
  223. }
  224. normal_map = normal_map->get_ptr();
  225. glActiveTexture(GL_TEXTURE1);
  226. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  227. state.current_normal = p_normal_map;
  228. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
  229. }
  230. } else {
  231. state.current_normal = RID();
  232. glActiveTexture(GL_TEXTURE1);
  233. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  234. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  235. }
  236. return tex_return;
  237. }
  238. void RasterizerCanvasBaseGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch, bool p_light_angle, bool p_modulate, bool p_large_vertex) {
  239. // this state check could be done individually
  240. if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch && state.using_light_angle == p_light_angle && state.using_modulate == p_modulate && state.using_large_vertex == p_large_vertex)
  241. return;
  242. if (p_enable) {
  243. glBindVertexArray(data.canvas_quad_array);
  244. } else {
  245. glBindVertexArray(0);
  246. glBindBuffer(GL_ARRAY_BUFFER, 0);
  247. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  248. }
  249. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
  250. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
  251. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, p_light_angle);
  252. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, p_modulate);
  253. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, p_large_vertex);
  254. state.canvas_shader.bind();
  255. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  256. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  257. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  258. if (state.using_skeleton) {
  259. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  260. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  261. }
  262. if (storage->frame.current_rt) {
  263. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  264. } else {
  265. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  266. }
  267. state.using_texture_rect = p_enable;
  268. state.using_ninepatch = p_ninepatch;
  269. state.using_light_angle = p_light_angle;
  270. state.using_modulate = p_modulate;
  271. state.using_large_vertex = p_large_vertex;
  272. }
  273. void RasterizerCanvasBaseGLES3::_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) {
  274. glBindVertexArray(data.polygon_buffer_pointer_array);
  275. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  276. uint32_t buffer_ofs = 0;
  277. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  278. #ifdef DEBUG_ENABLED
  279. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  280. #endif
  281. storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  282. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  283. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  284. buffer_ofs = buffer_ofs_after;
  285. //color
  286. if (p_singlecolor) {
  287. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  288. Color m = *p_colors;
  289. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  290. } else if (!p_colors) {
  291. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  292. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  293. } else {
  294. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  295. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  296. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  297. buffer_ofs = buffer_ofs_after;
  298. }
  299. if (p_uvs) {
  300. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  301. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  302. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  303. buffer_ofs = buffer_ofs_after;
  304. } else {
  305. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  306. }
  307. if (p_bones && p_weights) {
  308. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones, buffer_ofs_after));
  309. glEnableVertexAttribArray(VS::ARRAY_BONES);
  310. //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  311. glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  312. buffer_ofs = buffer_ofs_after;
  313. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights, buffer_ofs_after));
  314. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  315. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  316. buffer_ofs = buffer_ofs_after;
  317. } else if (state.using_skeleton) {
  318. glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
  319. glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
  320. }
  321. #ifdef DEBUG_ENABLED
  322. ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
  323. #endif
  324. //bind the indices buffer.
  325. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  326. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag);
  327. //draw the triangles.
  328. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  329. storage->info.render._2d_draw_call_count++;
  330. if (p_bones && p_weights) {
  331. //not used so often, so disable when used
  332. glDisableVertexAttribArray(VS::ARRAY_BONES);
  333. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  334. }
  335. glBindVertexArray(0);
  336. glBindBuffer(GL_ARRAY_BUFFER, 0);
  337. }
  338. void RasterizerCanvasBaseGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  339. glBindVertexArray(data.polygon_buffer_pointer_array);
  340. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  341. //vertex
  342. uint32_t buffer_ofs = 0;
  343. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  344. #ifdef DEBUG_ENABLED
  345. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  346. #endif
  347. storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  348. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  349. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  350. buffer_ofs = buffer_ofs_after;
  351. //color
  352. if (p_singlecolor) {
  353. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  354. Color m = *p_colors;
  355. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  356. } else if (!p_colors) {
  357. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  358. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  359. } else {
  360. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  361. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  362. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  363. buffer_ofs = buffer_ofs_after;
  364. }
  365. if (p_uvs) {
  366. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  367. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  368. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  369. buffer_ofs = buffer_ofs_after;
  370. } else {
  371. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  372. }
  373. glDrawArrays(p_primitive, 0, p_vertex_count);
  374. storage->info.render._2d_draw_call_count++;
  375. glBindVertexArray(0);
  376. glBindBuffer(GL_ARRAY_BUFFER, 0);
  377. }
  378. void RasterizerCanvasBaseGLES3::_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) {
  379. glBindVertexArray(data.polygon_buffer_pointer_array);
  380. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  381. //vertex
  382. uint32_t buffer_ofs = 0;
  383. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  384. #ifdef DEBUG_ENABLED
  385. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  386. #endif
  387. storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  388. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  389. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  390. buffer_ofs = buffer_ofs_after;
  391. //color
  392. if (p_singlecolor) {
  393. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  394. Color m = *p_colors;
  395. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  396. } else if (!p_colors) {
  397. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  398. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  399. } else {
  400. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  401. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  402. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  403. buffer_ofs = buffer_ofs_after;
  404. }
  405. if (p_uvs) {
  406. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  407. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  408. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  409. buffer_ofs = buffer_ofs_after;
  410. } else {
  411. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  412. }
  413. #ifdef RASTERIZER_EXTRA_CHECKS
  414. // very slow, do not enable in normal use
  415. for (int n = 0; n < p_index_count; n++) {
  416. RAST_DEV_DEBUG_ASSERT(p_indices[n] < p_vertex_count);
  417. }
  418. #endif
  419. #ifdef DEBUG_ENABLED
  420. ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
  421. #endif
  422. //bind the indices buffer.
  423. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  424. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag);
  425. //draw the triangles.
  426. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
  427. storage->info.render._2d_draw_call_count++;
  428. glBindVertexArray(0);
  429. glBindBuffer(GL_ARRAY_BUFFER, 0);
  430. }
  431. void RasterizerCanvasBaseGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles) {
  432. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  433. //#define GLES_USE_PRIMITIVE_BUFFER
  434. int version = 0;
  435. int color_ofs = 0;
  436. int uv_ofs = 0;
  437. int light_angle_ofs = 0;
  438. int stride = 2;
  439. if (p_colors) { //color
  440. version |= 1;
  441. color_ofs = stride;
  442. stride += 4;
  443. }
  444. if (p_uvs) { //uv
  445. version |= 2;
  446. uv_ofs = stride;
  447. stride += 2;
  448. }
  449. if (p_light_angles) { //light_angles
  450. version |= 4;
  451. light_angle_ofs = stride;
  452. stride += 1;
  453. }
  454. RAST_DEV_DEBUG_ASSERT(p_points <= 4);
  455. float b[(2 + 2 + 4 + 1) * 4];
  456. for (int i = 0; i < p_points; i++) {
  457. b[stride * i + 0] = p_vertices[i].x;
  458. b[stride * i + 1] = p_vertices[i].y;
  459. }
  460. if (p_colors) {
  461. for (int i = 0; i < p_points; i++) {
  462. b[stride * i + color_ofs + 0] = p_colors[i].r;
  463. b[stride * i + color_ofs + 1] = p_colors[i].g;
  464. b[stride * i + color_ofs + 2] = p_colors[i].b;
  465. b[stride * i + color_ofs + 3] = p_colors[i].a;
  466. }
  467. }
  468. if (p_uvs) {
  469. for (int i = 0; i < p_points; i++) {
  470. b[stride * i + uv_ofs + 0] = p_uvs[i].x;
  471. b[stride * i + uv_ofs + 1] = p_uvs[i].y;
  472. }
  473. }
  474. if (p_light_angles) {
  475. for (int i = 0; i < p_points; i++) {
  476. b[stride * i + light_angle_ofs] = p_light_angles[i];
  477. }
  478. }
  479. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  480. //TODO the below call may need to be replaced with: p_points * stride * 4 * sizeof(float), &b[0]);
  481. storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, p_points * stride * 4, &b[0], GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  482. glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
  483. glDrawArrays(prim[p_points], 0, p_points);
  484. glBindVertexArray(0);
  485. glBindBuffer(GL_ARRAY_BUFFER, 0);
  486. storage->info.render._2d_draw_call_count++;
  487. }
  488. void RasterizerCanvasBaseGLES3::render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture) {
  489. if (p_texture) {
  490. bool send_light_angles = false;
  491. // only need to use light angles when normal mapping
  492. // otherwise we can use the default shader
  493. if (state.current_normal != RID()) {
  494. send_light_angles = true;
  495. }
  496. // we don't want to use texture rect, and we want to send light angles if we are using normal mapping
  497. _set_texture_rect_mode(false, false, send_light_angles);
  498. bool untile = false;
  499. if (p_rect->flags & CANVAS_RECT_TILE && !(p_texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  500. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  501. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  502. untile = true;
  503. }
  504. Size2 texpixel_size(1.0 / p_texture->width, 1.0 / p_texture->height);
  505. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
  506. Vector2 points[4] = {
  507. p_rect->rect.position,
  508. p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
  509. p_rect->rect.position + p_rect->rect.size,
  510. p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
  511. };
  512. if (p_rect->rect.size.x < 0) {
  513. SWAP(points[0], points[1]);
  514. SWAP(points[2], points[3]);
  515. }
  516. if (p_rect->rect.size.y < 0) {
  517. SWAP(points[0], points[3]);
  518. SWAP(points[1], points[2]);
  519. }
  520. Rect2 src_rect = (p_rect->flags & CANVAS_RECT_REGION) ? Rect2(p_rect->source.position * texpixel_size, p_rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  521. Vector2 uvs[4] = {
  522. src_rect.position,
  523. src_rect.position + Vector2(src_rect.size.x, 0.0),
  524. src_rect.position + src_rect.size,
  525. src_rect.position + Vector2(0.0, src_rect.size.y),
  526. };
  527. // for encoding in light angle
  528. bool flip_h = false;
  529. bool flip_v = false;
  530. if (p_rect->flags & CANVAS_RECT_TRANSPOSE) {
  531. SWAP(uvs[1], uvs[3]);
  532. }
  533. if (p_rect->flags & CANVAS_RECT_FLIP_H) {
  534. SWAP(uvs[0], uvs[1]);
  535. SWAP(uvs[2], uvs[3]);
  536. flip_h = true;
  537. flip_v = !flip_v;
  538. }
  539. if (p_rect->flags & CANVAS_RECT_FLIP_V) {
  540. SWAP(uvs[0], uvs[3]);
  541. SWAP(uvs[1], uvs[2]);
  542. flip_v = !flip_v;
  543. }
  544. if (send_light_angles) {
  545. // for single rects, there is no need to fully utilize the light angle,
  546. // we only need it to encode flips (horz and vert). But the shader can be reused with
  547. // batching in which case the angle encodes the transform as well as
  548. // the flips.
  549. // Note transpose is NYI. I don't think it worked either with the non-nvidia method.
  550. // if horizontal flip, angle is 180
  551. float angle = 0.0f;
  552. if (flip_h)
  553. angle = Math_PI;
  554. // add 1 (to take care of zero floating point error with sign)
  555. angle += 1.0f;
  556. // flip if necessary
  557. if (flip_v)
  558. angle *= -1.0f;
  559. // light angle must be sent for each vert, instead as a single uniform in the uniform draw method
  560. // this has the benefit of enabling batching with light angles.
  561. float light_angles[4] = { angle, angle, angle, angle };
  562. _draw_gui_primitive(4, points, NULL, uvs, light_angles);
  563. } else {
  564. _draw_gui_primitive(4, points, NULL, uvs);
  565. }
  566. if (untile) {
  567. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  568. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  569. }
  570. } else {
  571. _set_texture_rect_mode(false);
  572. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  573. Vector2 points[4] = {
  574. p_rect->rect.position,
  575. p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
  576. p_rect->rect.position + p_rect->rect.size,
  577. p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
  578. };
  579. _draw_gui_primitive(4, points, NULL, nullptr);
  580. }
  581. }
  582. void RasterizerCanvasBaseGLES3::_copy_texscreen(const Rect2 &p_rect) {
  583. ERR_FAIL_COND_MSG(storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
  584. glDisable(GL_BLEND);
  585. state.canvas_texscreen_used = true;
  586. //blur diffuse into effect mipmaps using separatable convolution
  587. //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
  588. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  589. 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);
  590. if (p_rect != Rect2()) {
  591. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
  592. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
  593. }
  594. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
  595. glActiveTexture(GL_TEXTURE0);
  596. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  597. storage->shaders.copy.bind();
  598. storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
  599. scene_render->_copy_screen();
  600. for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
  601. int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
  602. int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
  603. glViewport(0, 0, vp_w, vp_h);
  604. //horizontal pass
  605. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
  606. scene_render->state.effect_blur_shader.bind();
  607. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  608. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  609. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  610. glActiveTexture(GL_TEXTURE0);
  611. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
  612. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
  613. scene_render->_copy_screen();
  614. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
  615. //vertical pass
  616. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
  617. scene_render->state.effect_blur_shader.bind();
  618. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  619. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  620. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  621. glActiveTexture(GL_TEXTURE0);
  622. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
  623. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
  624. scene_render->_copy_screen();
  625. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
  626. }
  627. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
  628. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
  629. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  630. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  631. // back to canvas, force rebind
  632. state.using_texture_rect = true;
  633. _set_texture_rect_mode(false);
  634. _bind_canvas_texture(state.current_tex, state.current_normal, true);
  635. glEnable(GL_BLEND);
  636. }
  637. void RasterizerCanvasBaseGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  638. Light *light = p_lights_with_shadow;
  639. canvas_begin(); //reset
  640. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  641. int h = 10;
  642. int w = storage->frame.current_rt->width;
  643. int ofs = h;
  644. glDisable(GL_BLEND);
  645. while (light) {
  646. if (light->shadow_buffer.is_valid()) {
  647. RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  648. if (sb) {
  649. glBindTexture(GL_TEXTURE_2D, sb->distance);
  650. draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
  651. ofs += h * 2;
  652. }
  653. }
  654. light = light->shadows_next_ptr;
  655. }
  656. canvas_end();
  657. }
  658. void RasterizerCanvasBaseGLES3::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) {
  659. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  660. ERR_FAIL_COND(!cls);
  661. glDisable(GL_BLEND);
  662. glDisable(GL_SCISSOR_TEST);
  663. glDisable(GL_DITHER);
  664. glDisable(GL_CULL_FACE);
  665. glDepthFunc(GL_LEQUAL);
  666. glEnable(GL_DEPTH_TEST);
  667. glDepthMask(true);
  668. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  669. state.canvas_shadow_shader.bind();
  670. glViewport(0, 0, cls->size, cls->height);
  671. glClearDepth(1.0f);
  672. glClearColor(1, 1, 1, 1);
  673. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  674. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  675. for (int i = 0; i < 4; i++) {
  676. //make sure it remains orthogonal, makes easy to read angle later
  677. Transform light;
  678. light.origin[0] = p_light_xform[2][0];
  679. light.origin[1] = p_light_xform[2][1];
  680. light.basis[0][0] = p_light_xform[0][0];
  681. light.basis[0][1] = p_light_xform[1][0];
  682. light.basis[1][0] = p_light_xform[0][1];
  683. light.basis[1][1] = p_light_xform[1][1];
  684. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  685. //p_near=1;
  686. CameraMatrix projection;
  687. {
  688. real_t fov = 90;
  689. real_t nearp = p_near;
  690. real_t farp = p_far;
  691. real_t aspect = 1.0;
  692. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  693. real_t ymin = -ymax;
  694. real_t xmin = ymin * aspect;
  695. real_t xmax = ymax * aspect;
  696. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  697. }
  698. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  699. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  700. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
  701. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
  702. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
  703. if (i == 0)
  704. *p_xform_cache = projection;
  705. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  706. LightOccluderInstance *instance = p_occluders;
  707. while (instance) {
  708. RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
  709. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  710. instance = instance->next;
  711. continue;
  712. }
  713. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
  714. VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
  715. if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
  716. (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
  717. transformed_cull_cache =
  718. transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
  719. VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
  720. VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
  721. }
  722. if (cull != transformed_cull_cache) {
  723. cull = transformed_cull_cache;
  724. switch (cull) {
  725. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  726. glDisable(GL_CULL_FACE);
  727. } break;
  728. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  729. glEnable(GL_CULL_FACE);
  730. glCullFace(GL_FRONT);
  731. } break;
  732. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  733. glEnable(GL_CULL_FACE);
  734. glCullFace(GL_BACK);
  735. } break;
  736. }
  737. }
  738. glBindVertexArray(cc->array_id);
  739. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  740. instance = instance->next;
  741. }
  742. }
  743. glBindVertexArray(0);
  744. }
  745. void RasterizerCanvasBaseGLES3::reset_canvas() {
  746. if (storage->frame.current_rt) {
  747. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  748. glColorMask(1, 1, 1, 1); //don't touch alpha
  749. }
  750. glBindVertexArray(0);
  751. glDisable(GL_CULL_FACE);
  752. glDisable(GL_DEPTH_TEST);
  753. glDisable(GL_SCISSOR_TEST);
  754. glDisable(GL_DITHER);
  755. glEnable(GL_BLEND);
  756. glBlendEquation(GL_FUNC_ADD);
  757. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  758. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  759. } else {
  760. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  761. }
  762. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  763. //glLineWidth(1.0);
  764. glBindBuffer(GL_ARRAY_BUFFER, 0);
  765. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  766. //use for reading from screen
  767. if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
  768. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  769. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
  770. }
  771. glActiveTexture(GL_TEXTURE0);
  772. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  773. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  774. Transform canvas_transform;
  775. if (storage->frame.current_rt) {
  776. float csy = 1.0;
  777. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  778. csy = -1.0;
  779. }
  780. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  781. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  782. } else {
  783. Vector2 ssize = OS::get_singleton()->get_window_size();
  784. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  785. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  786. }
  787. state.vp = canvas_transform;
  788. store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
  789. state.canvas_item_ubo_data.time = storage->frame.time[0];
  790. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  791. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  792. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  793. state.canvas_texscreen_used = false;
  794. }
  795. void RasterizerCanvasBaseGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  796. 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));
  797. 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));
  798. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  799. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  800. }
  801. void RasterizerCanvasBaseGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  802. Vector2 half_size;
  803. if (storage->frame.current_rt) {
  804. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  805. } else {
  806. half_size = OS::get_singleton()->get_window_size();
  807. }
  808. half_size *= 0.5;
  809. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  810. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  811. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  812. // setup our lens shader
  813. state.lens_shader.bind();
  814. state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
  815. state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
  816. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
  817. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
  818. state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
  819. state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
  820. state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
  821. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  822. glBindVertexArray(data.canvas_quad_array);
  823. // and draw
  824. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  825. glBindVertexArray(0);
  826. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  827. }
  828. void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *black_image) {
  829. Vector2 window_size = OS::get_singleton()->get_window_size();
  830. int window_h = window_size.height;
  831. int window_w = window_size.width;
  832. glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  833. glViewport(0, 0, window_size.width, window_size.height);
  834. canvas_begin();
  835. if (black_image[MARGIN_LEFT].is_valid()) {
  836. _bind_canvas_texture(black_image[MARGIN_LEFT], RID(), true);
  837. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  838. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h),
  839. Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y));
  840. } else if (black_margin[MARGIN_LEFT]) {
  841. glActiveTexture(GL_TEXTURE0);
  842. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  843. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  844. }
  845. if (black_image[MARGIN_RIGHT].is_valid()) {
  846. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID(), true);
  847. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  848. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h),
  849. Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
  850. } else if (black_margin[MARGIN_RIGHT]) {
  851. glActiveTexture(GL_TEXTURE0);
  852. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  853. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  854. }
  855. if (black_image[MARGIN_TOP].is_valid()) {
  856. _bind_canvas_texture(black_image[MARGIN_TOP], RID(), true);
  857. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  858. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]),
  859. Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
  860. } else if (black_margin[MARGIN_TOP]) {
  861. glActiveTexture(GL_TEXTURE0);
  862. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  863. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  864. }
  865. if (black_image[MARGIN_BOTTOM].is_valid()) {
  866. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID(), true);
  867. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  868. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]),
  869. Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
  870. } else if (black_margin[MARGIN_BOTTOM]) {
  871. glActiveTexture(GL_TEXTURE0);
  872. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  873. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  874. }
  875. }
  876. void RasterizerCanvasBaseGLES3::initialize() {
  877. int flag_stream_mode = GLOBAL_GET("rendering/2d/opengl/legacy_stream");
  878. switch (flag_stream_mode) {
  879. default: {
  880. _buffer_upload_usage_flag = GL_STREAM_DRAW;
  881. } break;
  882. case 1: {
  883. _buffer_upload_usage_flag = GL_DYNAMIC_DRAW;
  884. } break;
  885. case 2: {
  886. _buffer_upload_usage_flag = GL_STREAM_DRAW;
  887. } break;
  888. }
  889. {
  890. //quad buffers
  891. glGenBuffers(1, &data.canvas_quad_vertices);
  892. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  893. {
  894. const float qv[8] = {
  895. 0, 0,
  896. 0, 1,
  897. 1, 1,
  898. 1, 0
  899. };
  900. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  901. }
  902. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  903. glGenVertexArrays(1, &data.canvas_quad_array);
  904. glBindVertexArray(data.canvas_quad_array);
  905. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  906. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
  907. glEnableVertexAttribArray(0);
  908. glBindVertexArray(0);
  909. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  910. }
  911. {
  912. //particle quad buffers
  913. glGenBuffers(1, &data.particle_quad_vertices);
  914. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  915. {
  916. //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
  917. const float qv[16] = {
  918. -0.5, -0.5,
  919. 0.0, 0.0,
  920. -0.5, 0.5,
  921. 0.0, 1.0,
  922. 0.5, 0.5,
  923. 1.0, 1.0,
  924. 0.5, -0.5,
  925. 1.0, 0.0
  926. };
  927. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  928. }
  929. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  930. glGenVertexArrays(1, &data.particle_quad_array);
  931. glBindVertexArray(data.particle_quad_array);
  932. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  933. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  934. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
  935. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  936. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
  937. glBindVertexArray(0);
  938. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  939. }
  940. {
  941. uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  942. 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"));
  943. poly_size = MAX(poly_size, 2); // minimum 2k, may still see anomalies in editor
  944. poly_size *= 1024; //kb
  945. glGenBuffers(1, &data.polygon_buffer);
  946. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  947. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  948. glBindBuffer(GL_ARRAY_BUFFER, 0);
  949. data.polygon_buffer_size = poly_size;
  950. //quad arrays
  951. for (int i = 0; i < Data::NUM_QUAD_ARRAY_VARIATIONS; i++) {
  952. glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
  953. glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
  954. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  955. int uv_ofs = 0;
  956. int color_ofs = 0;
  957. int light_angle_ofs = 0;
  958. int stride = 2 * 4;
  959. if (i & 1) { //color
  960. color_ofs = stride;
  961. stride += 4 * 4;
  962. }
  963. if (i & 2) { //uv
  964. uv_ofs = stride;
  965. stride += 2 * 4;
  966. }
  967. if (i & 4) { //light_angle
  968. light_angle_ofs = stride;
  969. stride += 1 * 4;
  970. }
  971. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  972. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, NULL);
  973. if (i & 1) {
  974. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  975. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  976. }
  977. if (i & 2) {
  978. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  979. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
  980. }
  981. if (i & 4) {
  982. // reusing tangent for light_angle
  983. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  984. glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(light_angle_ofs));
  985. }
  986. glBindVertexArray(0);
  987. }
  988. glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
  989. uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  990. 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"));
  991. index_size = MAX(index_size, 2);
  992. index_size *= 1024; //kb
  993. glGenBuffers(1, &data.polygon_index_buffer);
  994. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  995. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); //allocate max size
  996. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  997. data.polygon_index_buffer_size = index_size;
  998. }
  999. store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
  1000. glGenBuffers(1, &state.canvas_item_ubo);
  1001. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1002. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1003. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1004. state.canvas_shader.init();
  1005. state.canvas_shader.set_base_material_tex_index(2);
  1006. state.canvas_shadow_shader.init();
  1007. state.lens_shader.init();
  1008. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1009. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1010. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/2d/snapping/use_gpu_pixel_snap", false));
  1011. }
  1012. void RasterizerCanvasBaseGLES3::finalize() {
  1013. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1014. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1015. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1016. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1017. glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
  1018. }
  1019. RasterizerCanvasBaseGLES3::RasterizerCanvasBaseGLES3() {
  1020. }