rasterizer_canvas_gles3.cpp 89 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles3.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 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_gles3.h"
  31. #include "drivers/gles3/rasterizer_gles3.h"
  32. #include "drivers/gles_common/rasterizer_asserts.h"
  33. #include "servers/visual/visual_server_raster.h"
  34. static const GLenum gl_primitive[] = {
  35. GL_POINTS,
  36. GL_LINES,
  37. GL_LINE_STRIP,
  38. GL_LINE_LOOP,
  39. GL_TRIANGLES,
  40. GL_TRIANGLE_STRIP,
  41. GL_TRIANGLE_FAN
  42. };
  43. void RasterizerCanvasGLES3::canvas_end() {
  44. batch_canvas_end();
  45. RasterizerCanvasBaseGLES3::canvas_end();
  46. }
  47. void RasterizerCanvasGLES3::canvas_begin() {
  48. batch_canvas_begin();
  49. RasterizerCanvasBaseGLES3::canvas_begin();
  50. }
  51. void RasterizerCanvasGLES3::canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  52. batch_canvas_render_items_begin(p_modulate, p_light, p_base_transform);
  53. }
  54. void RasterizerCanvasGLES3::canvas_render_items_end() {
  55. batch_canvas_render_items_end();
  56. }
  57. void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  58. batch_canvas_render_items(p_item_list, p_z, p_modulate, p_light, p_base_transform);
  59. }
  60. void RasterizerCanvasGLES3::gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const {
  61. glEnable(GL_SCISSOR_TEST);
  62. glScissor(p_x, p_y, p_width, p_height);
  63. }
  64. void RasterizerCanvasGLES3::gl_disable_scissor() const {
  65. glDisable(GL_SCISSOR_TEST);
  66. }
  67. // Legacy non-batched implementation for regression testing.
  68. // Should be removed after testing phase to avoid duplicate codepaths.
  69. void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris) {
  70. storage->info.render._2d_item_count++;
  71. if (r_ris.prev_distance_field != p_ci->distance_field) {
  72. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, p_ci->distance_field);
  73. r_ris.prev_distance_field = p_ci->distance_field;
  74. r_ris.rebind_shader = true;
  75. }
  76. if (r_ris.current_clip != p_ci->final_clip_owner) {
  77. r_ris.current_clip = p_ci->final_clip_owner;
  78. //setup clip
  79. if (r_ris.current_clip) {
  80. glEnable(GL_SCISSOR_TEST);
  81. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  82. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  83. y = r_ris.current_clip->final_clip_rect.position.y;
  84. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.x, r_ris.current_clip->final_clip_rect.size.y);
  85. } else {
  86. glDisable(GL_SCISSOR_TEST);
  87. }
  88. }
  89. if (p_ci->copy_back_buffer) {
  90. if (p_ci->copy_back_buffer->full) {
  91. _copy_texscreen(Rect2());
  92. } else {
  93. _copy_texscreen(p_ci->copy_back_buffer->rect);
  94. }
  95. }
  96. RasterizerStorageGLES3::Skeleton *skeleton = NULL;
  97. {
  98. //skeleton handling
  99. if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
  100. skeleton = storage->skeleton_owner.get(p_ci->skeleton);
  101. if (!skeleton->use_2d) {
  102. skeleton = NULL;
  103. } else {
  104. state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
  105. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  106. }
  107. }
  108. bool use_skeleton = skeleton != NULL;
  109. if (r_ris.prev_use_skeleton != use_skeleton) {
  110. r_ris.rebind_shader = true;
  111. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  112. r_ris.prev_use_skeleton = use_skeleton;
  113. }
  114. if (skeleton) {
  115. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  116. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  117. state.using_skeleton = true;
  118. } else {
  119. state.using_skeleton = false;
  120. }
  121. }
  122. //begin rect
  123. Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
  124. RID material = material_owner->material;
  125. if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
  126. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  127. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  128. if (material_ptr) {
  129. shader_ptr = material_ptr->shader;
  130. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  131. shader_ptr = NULL; //do not use non canvasitem shader
  132. }
  133. }
  134. if (shader_ptr) {
  135. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  136. //copy if not copied before
  137. _copy_texscreen(Rect2());
  138. // blend mode will have been enabled so make sure we disable it again later on
  139. r_ris.last_blend_mode = r_ris.last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? r_ris.last_blend_mode : -1;
  140. }
  141. if (shader_ptr != r_ris.shader_cache || r_ris.rebind_shader) {
  142. if (shader_ptr->canvas_item.uses_time) {
  143. VisualServerRaster::redraw_request();
  144. }
  145. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  146. state.canvas_shader.bind();
  147. }
  148. if (material_ptr->ubo_id) {
  149. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  150. }
  151. int tc = material_ptr->textures.size();
  152. RID *textures = material_ptr->textures.ptrw();
  153. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  154. for (int i = 0; i < tc; i++) {
  155. glActiveTexture(GL_TEXTURE2 + i);
  156. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  157. if (!t) {
  158. switch (texture_hints[i]) {
  159. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  160. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  161. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  162. } break;
  163. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  164. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  165. } break;
  166. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  167. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  168. } break;
  169. default: {
  170. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  171. } break;
  172. }
  173. //check hints
  174. continue;
  175. }
  176. if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  177. VisualServerRaster::redraw_request();
  178. }
  179. t = t->get_ptr();
  180. if (storage->config.srgb_decode_supported && t->using_srgb) {
  181. //no srgb in 2D
  182. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  183. t->using_srgb = false;
  184. }
  185. glBindTexture(t->target, t->tex_id);
  186. }
  187. } else {
  188. state.canvas_shader.set_custom_shader(0);
  189. state.canvas_shader.bind();
  190. }
  191. r_ris.shader_cache = shader_ptr;
  192. r_ris.canvas_last_material = material;
  193. r_ris.rebind_shader = false;
  194. }
  195. int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  196. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  197. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  198. }
  199. bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  200. bool reclip = false;
  201. if (r_ris.last_blend_mode != blend_mode) {
  202. if (r_ris.last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  203. // re-enable it
  204. glEnable(GL_BLEND);
  205. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  206. // disable it
  207. glDisable(GL_BLEND);
  208. }
  209. switch (blend_mode) {
  210. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  211. // nothing to do here
  212. } break;
  213. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  214. glBlendEquation(GL_FUNC_ADD);
  215. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  216. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  217. } else {
  218. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  219. }
  220. } break;
  221. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  222. glBlendEquation(GL_FUNC_ADD);
  223. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  224. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  225. } else {
  226. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  227. }
  228. } break;
  229. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  230. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  231. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  232. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  233. } else {
  234. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  235. }
  236. } break;
  237. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  238. glBlendEquation(GL_FUNC_ADD);
  239. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  240. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  241. } else {
  242. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  243. }
  244. } break;
  245. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  246. glBlendEquation(GL_FUNC_ADD);
  247. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  248. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  249. } else {
  250. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  251. }
  252. } break;
  253. }
  254. r_ris.last_blend_mode = blend_mode;
  255. }
  256. state.canvas_item_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
  257. state.final_transform = p_ci->final_transform;
  258. state.extra_matrix = Transform2D();
  259. if (state.using_skeleton) {
  260. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  261. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  262. }
  263. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  264. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  265. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  266. if (storage->frame.current_rt) {
  267. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  268. } else {
  269. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  270. }
  271. if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked))
  272. _legacy_canvas_item_render_commands(p_ci, r_ris.current_clip, reclip, nullptr);
  273. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
  274. Light *light = r_ris.item_group_light;
  275. bool light_used = false;
  276. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  277. state.canvas_item_modulate = p_ci->final_modulate; // remove the canvas modulate
  278. while (light) {
  279. if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
  280. //intersects this light
  281. if (!light_used || mode != light->mode) {
  282. mode = light->mode;
  283. switch (mode) {
  284. case VS::CANVAS_LIGHT_MODE_ADD: {
  285. glBlendEquation(GL_FUNC_ADD);
  286. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  287. } break;
  288. case VS::CANVAS_LIGHT_MODE_SUB: {
  289. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  290. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  291. } break;
  292. case VS::CANVAS_LIGHT_MODE_MIX:
  293. case VS::CANVAS_LIGHT_MODE_MASK: {
  294. glBlendEquation(GL_FUNC_ADD);
  295. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  296. } break;
  297. }
  298. }
  299. if (!light_used) {
  300. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  301. light_used = true;
  302. }
  303. bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
  304. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  305. if (has_shadow) {
  306. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  307. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  308. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  309. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  310. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  311. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  312. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  313. }
  314. bool light_rebind = state.canvas_shader.bind();
  315. if (light_rebind) {
  316. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  317. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  318. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  319. if (storage->frame.current_rt) {
  320. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  321. } else {
  322. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  323. }
  324. if (state.using_skeleton) {
  325. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  326. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  327. }
  328. }
  329. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
  330. if (has_shadow) {
  331. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  332. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  333. glBindTexture(GL_TEXTURE_2D, cls->distance);
  334. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  335. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  336. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  337. }
  338. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  339. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  340. if (!t) {
  341. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  342. } else {
  343. t = t->get_ptr();
  344. glBindTexture(t->target, t->tex_id);
  345. }
  346. glActiveTexture(GL_TEXTURE0);
  347. _legacy_canvas_item_render_commands(p_ci, r_ris.current_clip, reclip, nullptr); //redraw using light
  348. }
  349. light = light->next_ptr;
  350. }
  351. if (light_used) {
  352. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  353. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  354. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  355. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  356. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  357. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  358. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  359. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  360. state.canvas_shader.bind();
  361. r_ris.last_blend_mode = -1;
  362. /*
  363. //this is set again, so it should not be needed anyway?
  364. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  365. ci->final_modulate.r * p_modulate.r,
  366. ci->final_modulate.g * p_modulate.g,
  367. ci->final_modulate.b * p_modulate.b,
  368. ci->final_modulate.a * p_modulate.a );
  369. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  370. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  371. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  372. glBlendEquation(GL_FUNC_ADD);
  373. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  374. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  375. } else {
  376. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  377. }
  378. //@TODO RESET canvas_blend_mode
  379. */
  380. }
  381. }
  382. if (reclip) {
  383. glEnable(GL_SCISSOR_TEST);
  384. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  385. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  386. y = r_ris.current_clip->final_clip_rect.position.y;
  387. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
  388. }
  389. }
  390. void RasterizerCanvasGLES3::render_batches(Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material) {
  391. // bdata.reset_flush();
  392. // return;
  393. int num_batches = bdata.batches.size();
  394. for (int batch_num = 0; batch_num < num_batches; batch_num++) {
  395. const Batch &batch = bdata.batches[batch_num];
  396. switch (batch.type) {
  397. case RasterizerStorageCommon::BT_RECT: {
  398. _batch_render_generic(batch, p_material);
  399. } break;
  400. case RasterizerStorageCommon::BT_POLY: {
  401. _batch_render_generic(batch, p_material);
  402. } break;
  403. case RasterizerStorageCommon::BT_LINE: {
  404. _batch_render_lines(batch, p_material, false);
  405. } break;
  406. case RasterizerStorageCommon::BT_LINE_AA: {
  407. _batch_render_lines(batch, p_material, true);
  408. } break;
  409. default: {
  410. int end_command = batch.first_command + batch.num_commands;
  411. RAST_DEV_DEBUG_ASSERT(batch.item);
  412. RasterizerCanvas::Item::Command *const *commands = batch.item->commands.ptr();
  413. for (int i = batch.first_command; i < end_command; i++) {
  414. Item::Command *c = commands[i];
  415. switch (c->type) {
  416. case Item::Command::TYPE_LINE: {
  417. Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
  418. _set_texture_rect_mode(false);
  419. _bind_canvas_texture(RID(), RID());
  420. glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
  421. if (line->width <= 1) {
  422. Vector2 verts[2] = {
  423. Vector2(line->from.x, line->from.y),
  424. Vector2(line->to.x, line->to.y)
  425. };
  426. #ifdef GLES_OVER_GL
  427. if (line->antialiased)
  428. glEnable(GL_LINE_SMOOTH);
  429. #endif
  430. //glLineWidth(line->width);
  431. _draw_gui_primitive(2, verts, NULL, NULL);
  432. #ifdef GLES_OVER_GL
  433. if (line->antialiased)
  434. glDisable(GL_LINE_SMOOTH);
  435. #endif
  436. } else {
  437. //thicker line
  438. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  439. Vector2 verts[4] = {
  440. line->from - t,
  441. line->from + t,
  442. line->to + t,
  443. line->to - t,
  444. };
  445. //glLineWidth(line->width);
  446. _draw_gui_primitive(4, verts, NULL, NULL);
  447. #ifdef GLES_OVER_GL
  448. if (line->antialiased) {
  449. glEnable(GL_LINE_SMOOTH);
  450. for (int j = 0; j < 4; j++) {
  451. Vector2 vertsl[2] = {
  452. verts[j],
  453. verts[(j + 1) % 4],
  454. };
  455. _draw_gui_primitive(2, vertsl, NULL, NULL);
  456. }
  457. glDisable(GL_LINE_SMOOTH);
  458. }
  459. #endif
  460. }
  461. } break;
  462. case Item::Command::TYPE_POLYLINE: {
  463. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
  464. _set_texture_rect_mode(false);
  465. _bind_canvas_texture(RID(), RID());
  466. if (pline->triangles.size()) {
  467. #ifdef RASTERIZER_EXTRA_CHECKS
  468. if (pline->triangle_colors.ptr() && (pline->triangle_colors.size() != 1)) {
  469. RAST_DEV_DEBUG_ASSERT(pline->triangle_colors.size() == pline->triangles.size());
  470. }
  471. #endif
  472. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  473. #ifdef GLES_OVER_GL
  474. glEnable(GL_LINE_SMOOTH);
  475. if (pline->multiline) {
  476. //needs to be different
  477. } else {
  478. _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  479. }
  480. glDisable(GL_LINE_SMOOTH);
  481. #endif
  482. } else {
  483. #ifdef GLES_OVER_GL
  484. if (pline->antialiased)
  485. glEnable(GL_LINE_SMOOTH);
  486. #endif
  487. if (pline->multiline) {
  488. int todo = pline->lines.size() / 2;
  489. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  490. int offset = 0;
  491. while (todo) {
  492. int to_draw = MIN(max_per_call, todo);
  493. _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);
  494. todo -= to_draw;
  495. offset += to_draw * 2;
  496. }
  497. } else {
  498. _draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  499. }
  500. #ifdef GLES_OVER_GL
  501. if (pline->antialiased)
  502. glDisable(GL_LINE_SMOOTH);
  503. #endif
  504. }
  505. } break;
  506. case Item::Command::TYPE_RECT: {
  507. Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
  508. //set color
  509. glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
  510. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
  511. if (use_nvidia_rect_workaround) {
  512. render_rect_nvidia_workaround(rect, texture);
  513. } else {
  514. _set_texture_rect_mode(true);
  515. if (texture) {
  516. bool untile = false;
  517. if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  518. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  519. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  520. untile = true;
  521. }
  522. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  523. Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  524. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  525. if (dst_rect.size.width < 0) {
  526. dst_rect.position.x += dst_rect.size.width;
  527. dst_rect.size.width *= -1;
  528. }
  529. if (dst_rect.size.height < 0) {
  530. dst_rect.position.y += dst_rect.size.height;
  531. dst_rect.size.height *= -1;
  532. }
  533. if (rect->flags & CANVAS_RECT_FLIP_H) {
  534. src_rect.size.x *= -1;
  535. }
  536. if (rect->flags & CANVAS_RECT_FLIP_V) {
  537. src_rect.size.y *= -1;
  538. }
  539. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  540. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  541. }
  542. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  543. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  544. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  545. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV);
  546. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  547. storage->info.render._2d_draw_call_count++;
  548. if (untile) {
  549. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  550. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  551. }
  552. } else {
  553. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  554. if (dst_rect.size.width < 0) {
  555. dst_rect.position.x += dst_rect.size.width;
  556. dst_rect.size.width *= -1;
  557. }
  558. if (dst_rect.size.height < 0) {
  559. dst_rect.position.y += dst_rect.size.height;
  560. dst_rect.size.height *= -1;
  561. }
  562. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  563. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  564. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  565. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  566. storage->info.render._2d_draw_call_count++;
  567. }
  568. } // if not use nvidia workaround
  569. } break;
  570. case Item::Command::TYPE_NINEPATCH: {
  571. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
  572. _set_texture_rect_mode(true, true);
  573. glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
  574. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
  575. Size2 texpixel_size;
  576. if (!texture) {
  577. texpixel_size = Size2(1, 1);
  578. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  579. } else {
  580. if (np->source != Rect2()) {
  581. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  582. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
  583. } else {
  584. texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
  585. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  586. }
  587. }
  588. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  589. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  590. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
  591. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
  592. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
  593. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
  594. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
  595. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  596. storage->info.render._2d_draw_call_count++;
  597. } break;
  598. case Item::Command::TYPE_PRIMITIVE: {
  599. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
  600. _set_texture_rect_mode(false);
  601. ERR_CONTINUE(primitive->points.size() < 1);
  602. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  603. if (texture) {
  604. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  605. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  606. }
  607. // we need a temporary because this must be nulled out
  608. // if only a single color specified
  609. const Color *colors = primitive->colors.ptr();
  610. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  611. Color col = primitive->colors[0];
  612. glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a);
  613. colors = nullptr;
  614. } else if (primitive->colors.empty()) {
  615. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  616. }
  617. #ifdef RASTERIZER_EXTRA_CHECKS
  618. else {
  619. RAST_DEV_DEBUG_ASSERT(primitive->colors.size() == primitive->points.size());
  620. }
  621. if (primitive->uvs.ptr()) {
  622. RAST_DEV_DEBUG_ASSERT(primitive->uvs.size() == primitive->points.size());
  623. }
  624. #endif
  625. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), colors, primitive->uvs.ptr());
  626. } break;
  627. case Item::Command::TYPE_POLYGON: {
  628. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
  629. _set_texture_rect_mode(false);
  630. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  631. if (texture) {
  632. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  633. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  634. }
  635. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
  636. #ifdef GLES_OVER_GL
  637. if (polygon->antialiased) {
  638. glEnable(GL_LINE_SMOOTH);
  639. if (polygon->antialiasing_use_indices) {
  640. _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);
  641. } else {
  642. _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  643. }
  644. glDisable(GL_LINE_SMOOTH);
  645. }
  646. #endif
  647. } break;
  648. case Item::Command::TYPE_MESH: {
  649. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  650. _set_texture_rect_mode(false);
  651. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  652. if (texture) {
  653. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  654. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  655. }
  656. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
  657. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  658. if (mesh_data) {
  659. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  660. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  661. // 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
  662. glBindVertexArray(s->array_id);
  663. glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
  664. if (s->index_array_len) {
  665. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  666. } else {
  667. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  668. }
  669. storage->info.render._2d_draw_call_count++;
  670. glBindVertexArray(0);
  671. }
  672. }
  673. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  674. } break;
  675. case Item::Command::TYPE_MULTIMESH: {
  676. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
  677. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  678. if (!multi_mesh)
  679. break;
  680. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  681. if (!mesh_data)
  682. break;
  683. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  684. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  685. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  686. //reset shader and force rebind
  687. state.using_texture_rect = true;
  688. _set_texture_rect_mode(false);
  689. if (texture) {
  690. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  691. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  692. }
  693. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  694. if (amount == -1) {
  695. amount = multi_mesh->size;
  696. }
  697. glVertexAttrib4f(VS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
  698. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  699. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  700. // 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
  701. glBindVertexArray(s->instancing_array_id);
  702. glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
  703. int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
  704. glEnableVertexAttribArray(8);
  705. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
  706. glVertexAttribDivisor(8, 1);
  707. glEnableVertexAttribArray(9);
  708. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
  709. glVertexAttribDivisor(9, 1);
  710. int color_ofs;
  711. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  712. glEnableVertexAttribArray(10);
  713. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
  714. glVertexAttribDivisor(10, 1);
  715. color_ofs = 12 * 4;
  716. } else {
  717. glDisableVertexAttribArray(10);
  718. glVertexAttrib4f(10, 0, 0, 1, 0);
  719. color_ofs = 8 * 4;
  720. }
  721. int custom_data_ofs = color_ofs;
  722. switch (multi_mesh->color_format) {
  723. case VS::MULTIMESH_COLOR_MAX:
  724. case VS::MULTIMESH_COLOR_NONE: {
  725. glDisableVertexAttribArray(11);
  726. glVertexAttrib4f(11, 1, 1, 1, 1);
  727. } break;
  728. case VS::MULTIMESH_COLOR_8BIT: {
  729. glEnableVertexAttribArray(11);
  730. glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  731. glVertexAttribDivisor(11, 1);
  732. custom_data_ofs += 4;
  733. } break;
  734. case VS::MULTIMESH_COLOR_FLOAT: {
  735. glEnableVertexAttribArray(11);
  736. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  737. glVertexAttribDivisor(11, 1);
  738. custom_data_ofs += 4 * 4;
  739. } break;
  740. }
  741. switch (multi_mesh->custom_data_format) {
  742. case VS::MULTIMESH_CUSTOM_DATA_MAX:
  743. case VS::MULTIMESH_CUSTOM_DATA_NONE: {
  744. glDisableVertexAttribArray(12);
  745. glVertexAttrib4f(12, 1, 1, 1, 1);
  746. } break;
  747. case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
  748. glEnableVertexAttribArray(12);
  749. glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  750. glVertexAttribDivisor(12, 1);
  751. } break;
  752. case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
  753. glEnableVertexAttribArray(12);
  754. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  755. glVertexAttribDivisor(12, 1);
  756. } break;
  757. }
  758. if (s->index_array_len) {
  759. glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
  760. } else {
  761. glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
  762. }
  763. storage->info.render._2d_draw_call_count++;
  764. glBindVertexArray(0);
  765. }
  766. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  767. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  768. state.using_texture_rect = true;
  769. _set_texture_rect_mode(false);
  770. } break;
  771. case Item::Command::TYPE_PARTICLES: {
  772. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  773. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  774. if (!particles)
  775. break;
  776. if (particles->inactive && !particles->emitting)
  777. break;
  778. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  779. VisualServerRaster::redraw_request();
  780. storage->particles_request_process(particles_cmd->particles);
  781. //enable instancing
  782. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  783. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  784. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  785. //reset shader and force rebind
  786. state.using_texture_rect = true;
  787. _set_texture_rect_mode(false);
  788. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  789. if (texture) {
  790. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  791. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  792. } else {
  793. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  794. }
  795. if (!particles->use_local_coords) {
  796. Transform2D inv_xf;
  797. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  798. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  799. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  800. inv_xf.affine_invert();
  801. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  802. }
  803. glBindVertexArray(data.particle_quad_array); //use particle quad array
  804. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  805. int stride = sizeof(float) * 4 * 6;
  806. int amount = particles->amount;
  807. if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
  808. glEnableVertexAttribArray(8); //xform x
  809. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  810. glVertexAttribDivisor(8, 1);
  811. glEnableVertexAttribArray(9); //xform y
  812. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  813. glVertexAttribDivisor(9, 1);
  814. glEnableVertexAttribArray(10); //xform z
  815. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  816. glVertexAttribDivisor(10, 1);
  817. glEnableVertexAttribArray(11); //color
  818. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  819. glVertexAttribDivisor(11, 1);
  820. glEnableVertexAttribArray(12); //custom
  821. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  822. glVertexAttribDivisor(12, 1);
  823. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  824. storage->info.render._2d_draw_call_count++;
  825. } else {
  826. //split
  827. int split = int(Math::ceil(particles->phase * particles->amount));
  828. if (amount - split > 0) {
  829. glEnableVertexAttribArray(8); //xform x
  830. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
  831. glVertexAttribDivisor(8, 1);
  832. glEnableVertexAttribArray(9); //xform y
  833. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
  834. glVertexAttribDivisor(9, 1);
  835. glEnableVertexAttribArray(10); //xform z
  836. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
  837. glVertexAttribDivisor(10, 1);
  838. glEnableVertexAttribArray(11); //color
  839. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
  840. glVertexAttribDivisor(11, 1);
  841. glEnableVertexAttribArray(12); //custom
  842. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
  843. glVertexAttribDivisor(12, 1);
  844. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  845. storage->info.render._2d_draw_call_count++;
  846. }
  847. if (split > 0) {
  848. glEnableVertexAttribArray(8); //xform x
  849. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  850. glVertexAttribDivisor(8, 1);
  851. glEnableVertexAttribArray(9); //xform y
  852. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  853. glVertexAttribDivisor(9, 1);
  854. glEnableVertexAttribArray(10); //xform z
  855. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  856. glVertexAttribDivisor(10, 1);
  857. glEnableVertexAttribArray(11); //color
  858. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  859. glVertexAttribDivisor(11, 1);
  860. glEnableVertexAttribArray(12); //custom
  861. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  862. glVertexAttribDivisor(12, 1);
  863. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  864. storage->info.render._2d_draw_call_count++;
  865. }
  866. }
  867. glBindVertexArray(0);
  868. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  869. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  870. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  871. state.using_texture_rect = true;
  872. _set_texture_rect_mode(false);
  873. } break;
  874. case Item::Command::TYPE_CIRCLE: {
  875. _set_texture_rect_mode(false);
  876. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
  877. static const int numpoints = 32;
  878. Vector2 points[numpoints + 1];
  879. points[numpoints] = circle->pos;
  880. int indices[numpoints * 3];
  881. for (int j = 0; j < numpoints; j++) {
  882. points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius;
  883. indices[j * 3 + 0] = j;
  884. indices[j * 3 + 1] = (j + 1) % numpoints;
  885. indices[j * 3 + 2] = numpoints;
  886. }
  887. _bind_canvas_texture(RID(), RID());
  888. _draw_polygon(indices, numpoints * 3, numpoints + 1, points, NULL, &circle->color, true, NULL, NULL);
  889. //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  890. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  891. } break;
  892. case Item::Command::TYPE_TRANSFORM: {
  893. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
  894. state.extra_matrix = transform->xform;
  895. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  896. } break;
  897. case Item::Command::TYPE_CLIP_IGNORE: {
  898. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
  899. if (p_current_clip) {
  900. if (ci->ignore != r_reclip) {
  901. if (ci->ignore) {
  902. glDisable(GL_SCISSOR_TEST);
  903. r_reclip = true;
  904. } else {
  905. glEnable(GL_SCISSOR_TEST);
  906. //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
  907. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  908. int y = storage->frame.current_rt->height - (p_current_clip->final_clip_rect.position.y + p_current_clip->final_clip_rect.size.y);
  909. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  910. y = p_current_clip->final_clip_rect.position.y;
  911. glScissor(p_current_clip->final_clip_rect.position.x, y, p_current_clip->final_clip_rect.size.x, p_current_clip->final_clip_rect.size.y);
  912. r_reclip = false;
  913. }
  914. }
  915. }
  916. } break;
  917. default: {
  918. // FIXME: Proper error handling if relevant
  919. //print_line("other");
  920. } break;
  921. }
  922. }
  923. } // default
  924. break;
  925. }
  926. }
  927. }
  928. void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderItemState &r_ris) {
  929. storage->info.render._2d_item_count++;
  930. #if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
  931. if (bdata.diagnose_frame) {
  932. bdata.frame_string += _diagnose_make_item_joined_string(p_bij);
  933. }
  934. #endif
  935. // all the joined items will share the same state with the first item
  936. Item *p_ci = bdata.item_refs[p_bij.first_item_ref].item;
  937. if (r_ris.prev_distance_field != p_ci->distance_field) {
  938. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, p_ci->distance_field);
  939. r_ris.prev_distance_field = p_ci->distance_field;
  940. r_ris.rebind_shader = true;
  941. }
  942. if (r_ris.current_clip != p_ci->final_clip_owner) {
  943. r_ris.current_clip = p_ci->final_clip_owner;
  944. //setup clip
  945. if (r_ris.current_clip) {
  946. glEnable(GL_SCISSOR_TEST);
  947. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  948. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  949. y = r_ris.current_clip->final_clip_rect.position.y;
  950. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.x, r_ris.current_clip->final_clip_rect.size.y);
  951. } else {
  952. glDisable(GL_SCISSOR_TEST);
  953. }
  954. }
  955. if (p_ci->copy_back_buffer) {
  956. if (p_ci->copy_back_buffer->full) {
  957. _copy_texscreen(Rect2());
  958. } else {
  959. _copy_texscreen(p_ci->copy_back_buffer->rect);
  960. }
  961. }
  962. if (!bdata.settings_use_batching || !bdata.settings_use_software_skinning) {
  963. RasterizerStorageGLES3::Skeleton *skeleton = NULL;
  964. //skeleton handling
  965. if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
  966. skeleton = storage->skeleton_owner.get(p_ci->skeleton);
  967. if (!skeleton->use_2d) {
  968. skeleton = NULL;
  969. } else {
  970. state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
  971. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  972. }
  973. }
  974. bool use_skeleton = skeleton != NULL;
  975. if (r_ris.prev_use_skeleton != use_skeleton) {
  976. r_ris.rebind_shader = true;
  977. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  978. r_ris.prev_use_skeleton = use_skeleton;
  979. }
  980. if (skeleton) {
  981. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  982. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  983. state.using_skeleton = true;
  984. } else {
  985. state.using_skeleton = false;
  986. }
  987. } // if not using batching
  988. //begin rect
  989. Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
  990. RID material = material_owner->material;
  991. if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
  992. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  993. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  994. if (material_ptr) {
  995. shader_ptr = material_ptr->shader;
  996. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  997. shader_ptr = NULL; //do not use non canvasitem shader
  998. }
  999. }
  1000. if (shader_ptr) {
  1001. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  1002. //copy if not copied before
  1003. _copy_texscreen(Rect2());
  1004. // blend mode will have been enabled so make sure we disable it again later on
  1005. r_ris.last_blend_mode = r_ris.last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? r_ris.last_blend_mode : -1;
  1006. }
  1007. if (shader_ptr != r_ris.shader_cache || r_ris.rebind_shader) {
  1008. if (shader_ptr->canvas_item.uses_time) {
  1009. VisualServerRaster::redraw_request();
  1010. }
  1011. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  1012. state.canvas_shader.bind();
  1013. }
  1014. if (material_ptr->ubo_id) {
  1015. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  1016. }
  1017. int tc = material_ptr->textures.size();
  1018. RID *textures = material_ptr->textures.ptrw();
  1019. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  1020. for (int i = 0; i < tc; i++) {
  1021. glActiveTexture(GL_TEXTURE2 + i);
  1022. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  1023. if (!t) {
  1024. switch (texture_hints[i]) {
  1025. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  1026. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  1027. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1028. } break;
  1029. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  1030. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  1031. } break;
  1032. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1033. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  1034. } break;
  1035. default: {
  1036. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1037. } break;
  1038. }
  1039. //check hints
  1040. continue;
  1041. }
  1042. if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  1043. VisualServerRaster::redraw_request();
  1044. }
  1045. t = t->get_ptr();
  1046. if (storage->config.srgb_decode_supported && t->using_srgb) {
  1047. //no srgb in 2D
  1048. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  1049. t->using_srgb = false;
  1050. }
  1051. glBindTexture(t->target, t->tex_id);
  1052. }
  1053. } else {
  1054. state.canvas_shader.set_custom_shader(0);
  1055. state.canvas_shader.bind();
  1056. }
  1057. r_ris.shader_cache = shader_ptr;
  1058. r_ris.canvas_last_material = material;
  1059. r_ris.rebind_shader = false;
  1060. }
  1061. int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1062. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  1063. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1064. }
  1065. bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  1066. bool reclip = false;
  1067. if (r_ris.last_blend_mode != blend_mode) {
  1068. if (r_ris.last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1069. // re-enable it
  1070. glEnable(GL_BLEND);
  1071. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1072. // disable it
  1073. glDisable(GL_BLEND);
  1074. }
  1075. switch (blend_mode) {
  1076. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  1077. // nothing to do here
  1078. } break;
  1079. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  1080. glBlendEquation(GL_FUNC_ADD);
  1081. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1082. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1083. } else {
  1084. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1085. }
  1086. } break;
  1087. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  1088. glBlendEquation(GL_FUNC_ADD);
  1089. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1090. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1091. } else {
  1092. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1093. }
  1094. } break;
  1095. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  1096. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1097. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1098. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1099. } else {
  1100. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1101. }
  1102. } break;
  1103. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  1104. glBlendEquation(GL_FUNC_ADD);
  1105. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1106. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1107. } else {
  1108. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1109. }
  1110. } break;
  1111. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1112. glBlendEquation(GL_FUNC_ADD);
  1113. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1114. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1115. } else {
  1116. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1117. }
  1118. } break;
  1119. }
  1120. r_ris.last_blend_mode = blend_mode;
  1121. }
  1122. //state.canvas_item_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
  1123. // state.final_transform = p_ci->final_transform;
  1124. // state.extra_matrix = Transform2D();
  1125. // using software transform?
  1126. // (i.e. don't send the transform matrix, send identity, and either use baked verts,
  1127. // or large fvf where the transform is done in the shader from transform stored in the fvf.)
  1128. if (!p_bij.is_single_item()) {
  1129. state.final_transform = Transform2D();
  1130. // final_modulate will be baked per item ref so the final_modulate can be an identity color
  1131. state.canvas_item_modulate = Color(1, 1, 1, 1);
  1132. } else {
  1133. state.final_transform = p_ci->final_transform;
  1134. // could use the stored version of final_modulate in item ref? Test which is faster NYI
  1135. state.canvas_item_modulate = unshaded ? p_ci->final_modulate : (p_ci->final_modulate * r_ris.item_group_modulate);
  1136. }
  1137. state.extra_matrix = Transform2D();
  1138. if (state.using_skeleton) {
  1139. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  1140. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  1141. }
  1142. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1143. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1144. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  1145. if (storage->frame.current_rt) {
  1146. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1147. } else {
  1148. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1149. }
  1150. if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked)) {
  1151. RasterizerStorageGLES3::Material *material_ptr = nullptr;
  1152. render_joined_item_commands(p_bij, NULL, reclip, material_ptr, false, r_ris);
  1153. }
  1154. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
  1155. Light *light = r_ris.item_group_light;
  1156. bool light_used = false;
  1157. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1158. // we leave this set to 1, 1, 1, 1 if using software because the colors are baked into the vertices
  1159. if (p_bij.is_single_item()) {
  1160. state.canvas_item_modulate = p_ci->final_modulate; // remove the canvas modulate
  1161. }
  1162. while (light) {
  1163. // use the bounding rect of the joined items, NOT only the bounding rect of the first item.
  1164. // note this is a cost of batching, the light culling will be less effective
  1165. // note that the r_ris.item_group_z will be out of date because we are using deferred rendering till canvas_render_items_end()
  1166. // so we have to test z against the stored value in the joined item
  1167. if (p_ci->light_mask & light->item_mask && p_bij.z_index >= light->z_min && p_bij.z_index <= light->z_max && p_bij.bounding_rect.intersects_transformed(light->xform_cache, light->rect_cache)) {
  1168. //intersects this light
  1169. if (!light_used || mode != light->mode) {
  1170. mode = light->mode;
  1171. switch (mode) {
  1172. case VS::CANVAS_LIGHT_MODE_ADD: {
  1173. glBlendEquation(GL_FUNC_ADD);
  1174. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1175. } break;
  1176. case VS::CANVAS_LIGHT_MODE_SUB: {
  1177. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1178. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1179. } break;
  1180. case VS::CANVAS_LIGHT_MODE_MIX:
  1181. case VS::CANVAS_LIGHT_MODE_MASK: {
  1182. glBlendEquation(GL_FUNC_ADD);
  1183. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1184. } break;
  1185. }
  1186. }
  1187. if (!light_used) {
  1188. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  1189. light_used = true;
  1190. }
  1191. bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
  1192. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  1193. if (has_shadow) {
  1194. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1195. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  1196. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  1197. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  1198. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  1199. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  1200. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  1201. }
  1202. bool light_rebind = state.canvas_shader.bind();
  1203. if (light_rebind) {
  1204. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1205. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1206. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  1207. if (storage->frame.current_rt) {
  1208. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1209. } else {
  1210. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1211. }
  1212. if (state.using_skeleton) {
  1213. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  1214. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  1215. }
  1216. }
  1217. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light->light_internal.get_data())->ubo);
  1218. if (has_shadow) {
  1219. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1220. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  1221. glBindTexture(GL_TEXTURE_2D, cls->distance);
  1222. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  1223. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  1224. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  1225. }
  1226. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1227. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  1228. if (!t) {
  1229. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1230. } else {
  1231. t = t->get_ptr();
  1232. glBindTexture(t->target, t->tex_id);
  1233. }
  1234. glActiveTexture(GL_TEXTURE0);
  1235. // redraw using light.
  1236. // if there is no clip item, we can consider scissoring to the intersection area between the light and the item
  1237. // this can greatly reduce fill rate ..
  1238. // at the cost of glScissor commands, so is optional
  1239. if (!bdata.settings_scissor_lights || r_ris.current_clip) {
  1240. render_joined_item_commands(p_bij, NULL, reclip, nullptr, true, r_ris);
  1241. } else {
  1242. bool scissor = _light_scissor_begin(p_bij.bounding_rect, light->xform_cache, light->rect_cache);
  1243. render_joined_item_commands(p_bij, NULL, reclip, nullptr, true, r_ris);
  1244. if (scissor) {
  1245. glDisable(GL_SCISSOR_TEST);
  1246. }
  1247. }
  1248. }
  1249. light = light->next_ptr;
  1250. }
  1251. if (light_used) {
  1252. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1253. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1254. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  1255. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  1256. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  1257. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  1258. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  1259. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  1260. state.canvas_shader.bind();
  1261. r_ris.last_blend_mode = -1;
  1262. /*
  1263. //this is set again, so it should not be needed anyway?
  1264. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1265. ci->final_modulate.r * p_modulate.r,
  1266. ci->final_modulate.g * p_modulate.g,
  1267. ci->final_modulate.b * p_modulate.b,
  1268. ci->final_modulate.a * p_modulate.a );
  1269. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  1270. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  1271. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  1272. glBlendEquation(GL_FUNC_ADD);
  1273. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1274. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1275. } else {
  1276. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1277. }
  1278. //@TODO RESET canvas_blend_mode
  1279. */
  1280. }
  1281. }
  1282. if (reclip) {
  1283. glEnable(GL_SCISSOR_TEST);
  1284. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  1285. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
  1286. y = r_ris.current_clip->final_clip_rect.position.y;
  1287. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
  1288. }
  1289. }
  1290. // This function is a dry run of the state changes when drawing the item.
  1291. // It should duplicate the logic in _canvas_render_item,
  1292. // to decide whether items are similar enough to join
  1293. // i.e. no state differences between the 2 items.
  1294. bool RasterizerCanvasGLES3::try_join_item(Item *p_ci, RenderItemState &r_ris, bool &r_batch_break) {
  1295. // if we set max join items to zero we can effectively prevent any joining, so
  1296. // none of the other logic needs to run. Good for testing regression bugs, and
  1297. // could conceivably be faster in some games.
  1298. if (!bdata.settings_max_join_item_commands) {
  1299. return false;
  1300. }
  1301. // if there are any state changes we change join to false
  1302. // we also set r_batch_break to true if we don't want this item joined to the next
  1303. // (e.g. an item that must not be joined at all)
  1304. r_batch_break = false;
  1305. bool join = true;
  1306. // light_masked objects we just don't currently support for joining
  1307. // (this could possibly be improved at a later date)
  1308. if (p_ci->light_masked) {
  1309. join = false;
  1310. r_batch_break = true;
  1311. }
  1312. // we will now allow joining even if final modulate is different
  1313. // we will instead bake the final modulate into the vertex colors
  1314. // if (p_ci->final_modulate != r_ris.final_modulate) {
  1315. // join = false;
  1316. // r_ris.final_modulate = p_ci->final_modulate;
  1317. // }
  1318. if (r_ris.current_clip != p_ci->final_clip_owner) {
  1319. r_ris.current_clip = p_ci->final_clip_owner;
  1320. join = false;
  1321. }
  1322. // TODO: copy back buffer
  1323. if (p_ci->copy_back_buffer) {
  1324. join = false;
  1325. }
  1326. RasterizerStorageGLES3::Skeleton *skeleton = NULL;
  1327. {
  1328. //skeleton handling
  1329. if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
  1330. skeleton = storage->skeleton_owner.get(p_ci->skeleton);
  1331. if (!skeleton->use_2d) {
  1332. skeleton = NULL;
  1333. }
  1334. }
  1335. bool skeleton_prevent_join = false;
  1336. bool use_skeleton = skeleton != NULL;
  1337. if (r_ris.prev_use_skeleton != use_skeleton) {
  1338. if (!bdata.settings_use_software_skinning)
  1339. r_ris.rebind_shader = true;
  1340. r_ris.prev_use_skeleton = use_skeleton;
  1341. // join = false;
  1342. skeleton_prevent_join = true;
  1343. }
  1344. if (skeleton) {
  1345. // join = false;
  1346. skeleton_prevent_join = true;
  1347. state.using_skeleton = true;
  1348. } else {
  1349. state.using_skeleton = false;
  1350. }
  1351. if (skeleton_prevent_join) {
  1352. if (!bdata.settings_use_software_skinning)
  1353. join = false;
  1354. }
  1355. }
  1356. Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
  1357. RID material = material_owner->material;
  1358. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  1359. if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
  1360. join = false;
  1361. RasterizerStorageGLES3::Shader *shader_ptr = NULL;
  1362. if (material_ptr) {
  1363. shader_ptr = material_ptr->shader;
  1364. // special case, if the user has made an error in the shader code
  1365. if (shader_ptr && !shader_ptr->valid) {
  1366. join = false;
  1367. r_batch_break = true;
  1368. }
  1369. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  1370. shader_ptr = NULL; // not a canvas item shader, don't use.
  1371. }
  1372. }
  1373. if (shader_ptr) {
  1374. if (shader_ptr->canvas_item.uses_screen_texture) {
  1375. if (!state.canvas_texscreen_used) {
  1376. join = false;
  1377. }
  1378. }
  1379. }
  1380. r_ris.shader_cache = shader_ptr;
  1381. r_ris.canvas_last_material = material;
  1382. r_ris.rebind_shader = false;
  1383. }
  1384. int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1385. bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  1386. bool reclip = false;
  1387. // we are precalculating the final_modulate ahead of time because we need this for baking of final modulate into vertex colors
  1388. // (only in software transform mode)
  1389. // This maybe inefficient storing it...
  1390. r_ris.final_modulate = unshaded ? p_ci->final_modulate : (p_ci->final_modulate * r_ris.item_group_modulate);
  1391. if (r_ris.last_blend_mode != blend_mode) {
  1392. join = false;
  1393. r_ris.last_blend_mode = blend_mode;
  1394. }
  1395. // does the shader contain BUILTINs which should break the batching?
  1396. bdata.joined_item_batch_flags = 0;
  1397. if (r_ris.shader_cache) {
  1398. unsigned int and_flags = r_ris.shader_cache->canvas_item.batch_flags & (RasterizerStorageCommon::PREVENT_COLOR_BAKING | RasterizerStorageCommon::PREVENT_VERTEX_BAKING | RasterizerStorageCommon::PREVENT_ITEM_JOINING);
  1399. if (and_flags) {
  1400. // special case for preventing item joining altogether
  1401. if (and_flags & RasterizerStorageCommon::PREVENT_ITEM_JOINING) {
  1402. join = false;
  1403. //r_batch_break = true; // don't think we need a batch break
  1404. // save the flags so that they don't need to be recalculated in the 2nd pass
  1405. bdata.joined_item_batch_flags |= r_ris.shader_cache->canvas_item.batch_flags;
  1406. } else {
  1407. bool use_larger_fvfs = true;
  1408. if (and_flags == RasterizerStorageCommon::PREVENT_COLOR_BAKING) {
  1409. // in some circumstances, if the modulate is identity, we still allow baking because reading modulate / color
  1410. // will still be okay to do in the shader with no ill effects
  1411. if (r_ris.final_modulate == Color(1, 1, 1, 1)) {
  1412. use_larger_fvfs = false;
  1413. }
  1414. }
  1415. // new .. always use large FVF
  1416. if (use_larger_fvfs) {
  1417. if (and_flags == RasterizerStorageCommon::PREVENT_COLOR_BAKING) {
  1418. bdata.joined_item_batch_flags |= RasterizerStorageCommon::USE_MODULATE_FVF;
  1419. } else {
  1420. // we need to save on the joined item that it should use large fvf.
  1421. // This info will then be used in filling and rendering
  1422. bdata.joined_item_batch_flags |= RasterizerStorageCommon::USE_LARGE_FVF;
  1423. }
  1424. bdata.joined_item_batch_flags |= r_ris.shader_cache->canvas_item.batch_flags;
  1425. }
  1426. } // if not prevent item joining
  1427. }
  1428. }
  1429. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
  1430. // we cannot join lit items easily.
  1431. // it is possible, but not if they overlap, because
  1432. // a + light_blend + b + light_blend IS NOT THE SAME AS
  1433. // a + b + light_blend
  1434. bool light_allow_join = true;
  1435. // this is a quick getout if we have turned off light joining
  1436. if ((bdata.settings_light_max_join_items == 0) || r_ris.light_region.too_many_lights) {
  1437. light_allow_join = false;
  1438. } else {
  1439. // do light joining...
  1440. // first calculate the light bitfield
  1441. uint64_t light_bitfield = 0;
  1442. uint64_t shadow_bitfield = 0;
  1443. Light *light = r_ris.item_group_light;
  1444. int light_count = -1;
  1445. while (light) {
  1446. light_count++;
  1447. uint64_t light_bit = 1ULL << light_count;
  1448. // note that as a cost of batching, the light culling will be less effective
  1449. if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max) {
  1450. // Note that with the above test, it is possible to also include a bound check.
  1451. // Tests so far have indicated better performance without it, but there may be reason to change this at a later stage,
  1452. // so I leave the line here for reference:
  1453. // && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
  1454. light_bitfield |= light_bit;
  1455. bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
  1456. if (has_shadow) {
  1457. shadow_bitfield |= light_bit;
  1458. }
  1459. }
  1460. light = light->next_ptr;
  1461. }
  1462. // now compare to previous
  1463. if ((r_ris.light_region.light_bitfield != light_bitfield) || (r_ris.light_region.shadow_bitfield != shadow_bitfield)) {
  1464. light_allow_join = false;
  1465. r_ris.light_region.light_bitfield = light_bitfield;
  1466. r_ris.light_region.shadow_bitfield = shadow_bitfield;
  1467. } else {
  1468. // only do these checks if necessary
  1469. if (join && (!r_batch_break)) {
  1470. // we still can't join, even if the lights are exactly the same, if there is overlap between the previous and this item
  1471. if (r_ris.joined_item && light_bitfield) {
  1472. if ((int)r_ris.joined_item->num_item_refs <= bdata.settings_light_max_join_items) {
  1473. for (uint32_t r = 0; r < r_ris.joined_item->num_item_refs; r++) {
  1474. Item *pRefItem = bdata.item_refs[r_ris.joined_item->first_item_ref + r].item;
  1475. if (p_ci->global_rect_cache.intersects(pRefItem->global_rect_cache)) {
  1476. light_allow_join = false;
  1477. break;
  1478. }
  1479. }
  1480. #ifdef DEBUG_ENABLED
  1481. if (light_allow_join) {
  1482. bdata.stats_light_items_joined++;
  1483. }
  1484. #endif
  1485. } // if below max join items
  1486. else {
  1487. // just don't allow joining if above overlap check max items
  1488. light_allow_join = false;
  1489. }
  1490. }
  1491. } // if not batch broken already (no point in doing expensive overlap tests if not needed)
  1492. } // if bitfields don't match
  1493. } // if do light joining
  1494. if (!light_allow_join) {
  1495. // can't join
  1496. join = false;
  1497. // we also dont want to allow joining this item with the next item, because the next item could have no lights!
  1498. r_batch_break = true;
  1499. }
  1500. } else {
  1501. // if the last item had lights, we should not join it to this one (which has no lights)
  1502. if (r_ris.light_region.light_bitfield || r_ris.light_region.shadow_bitfield) {
  1503. join = false;
  1504. // setting these to zero ensures that any following item with lights will, by definition,
  1505. // be affected by a different set of lights, and thus prevent a join
  1506. r_ris.light_region.light_bitfield = 0;
  1507. r_ris.light_region.shadow_bitfield = 0;
  1508. }
  1509. }
  1510. if (reclip) {
  1511. join = false;
  1512. }
  1513. // non rects will break the batching anyway, we don't want to record item changes, detect this
  1514. if (!r_batch_break && _detect_item_batch_break(r_ris, p_ci, r_batch_break)) {
  1515. join = false;
  1516. r_batch_break = true;
  1517. }
  1518. return join;
  1519. }
  1520. void RasterizerCanvasGLES3::canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  1521. // parameters are easier to pass around in a structure
  1522. RenderItemState ris;
  1523. ris.item_group_z = p_z;
  1524. ris.item_group_modulate = p_modulate;
  1525. ris.item_group_light = p_light;
  1526. ris.item_group_base_transform = p_base_transform;
  1527. ris.prev_distance_field = false;
  1528. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1529. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, _buffer_upload_usage_flag);
  1530. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1531. state.current_tex = RID();
  1532. state.current_tex_ptr = NULL;
  1533. state.current_normal = RID();
  1534. glActiveTexture(GL_TEXTURE0);
  1535. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1536. // state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  1537. // state.current_tex = RID();
  1538. // state.current_tex_ptr = NULL;
  1539. // state.current_normal = RID();
  1540. // state.canvas_texscreen_used = false;
  1541. // glActiveTexture(GL_TEXTURE0);
  1542. // glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1543. if (bdata.settings_use_batching) {
  1544. for (int j = 0; j < bdata.items_joined.size(); j++) {
  1545. render_joined_item(bdata.items_joined[j], ris);
  1546. }
  1547. } else {
  1548. while (p_item_list) {
  1549. Item *ci = p_item_list;
  1550. _legacy_canvas_render_item(ci, ris);
  1551. p_item_list = p_item_list->next;
  1552. }
  1553. }
  1554. if (ris.current_clip) {
  1555. glDisable(GL_SCISSOR_TEST);
  1556. }
  1557. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  1558. }
  1559. void RasterizerCanvasGLES3::_batch_upload_buffers() {
  1560. // noop?
  1561. if (!bdata.vertices.size())
  1562. return;
  1563. glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
  1564. // usage flag is a project setting
  1565. GLenum buffer_usage_flag = GL_DYNAMIC_DRAW;
  1566. if (bdata.buffer_mode_batch_upload_flag_stream) {
  1567. buffer_usage_flag = GL_STREAM_DRAW;
  1568. }
  1569. // orphan the old (for now)
  1570. if (bdata.buffer_mode_batch_upload_send_null) {
  1571. glBufferData(GL_ARRAY_BUFFER, 0, 0, buffer_usage_flag); // GL_DYNAMIC_DRAW);
  1572. }
  1573. switch (bdata.fvf) {
  1574. case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
  1575. break;
  1576. case RasterizerStorageCommon::FVF_REGULAR: // no change
  1577. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertex) * bdata.vertices.size(), bdata.vertices.get_data(), buffer_usage_flag);
  1578. break;
  1579. case RasterizerStorageCommon::FVF_COLOR:
  1580. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexColored) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1581. break;
  1582. case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
  1583. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLightAngled) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1584. break;
  1585. case RasterizerStorageCommon::FVF_MODULATED:
  1586. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexModulated) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1587. break;
  1588. case RasterizerStorageCommon::FVF_LARGE:
  1589. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLarge) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1590. break;
  1591. }
  1592. // might not be necessary
  1593. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1594. }
  1595. void RasterizerCanvasGLES3::_batch_render_lines(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material, bool p_anti_alias) {
  1596. _set_texture_rect_mode(false);
  1597. _bind_canvas_texture(RID(), RID());
  1598. glBindVertexArray(batch_gl_data.batch_vertex_array[0]);
  1599. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  1600. glVertexAttrib4fv(VS::ARRAY_COLOR, (float *)&p_batch.color);
  1601. int64_t offset = p_batch.first_vert; // 6 inds per quad at 2 bytes each
  1602. int num_elements = p_batch.num_commands * 2;
  1603. #ifdef GLES_OVER_GL
  1604. if (p_anti_alias)
  1605. glEnable(GL_LINE_SMOOTH);
  1606. #endif
  1607. glDrawArrays(GL_LINES, offset, num_elements);
  1608. storage->info.render._2d_draw_call_count++;
  1609. glBindVertexArray(0);
  1610. #ifdef GLES_OVER_GL
  1611. if (p_anti_alias)
  1612. glDisable(GL_LINE_SMOOTH);
  1613. #endif
  1614. }
  1615. void RasterizerCanvasGLES3::_batch_render_prepare() {
  1616. //const bool &colored_verts = bdata.use_colored_vertices;
  1617. const bool &use_light_angles = bdata.use_light_angles;
  1618. const bool &use_modulate = bdata.use_modulate;
  1619. const bool &use_large_verts = bdata.use_large_verts;
  1620. _set_texture_rect_mode(false, false, use_light_angles, use_modulate, use_large_verts);
  1621. // state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
  1622. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1623. switch (bdata.fvf) {
  1624. case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
  1625. return;
  1626. break;
  1627. case RasterizerStorageCommon::FVF_REGULAR: // no change
  1628. glBindVertexArray(batch_gl_data.batch_vertex_array[0]);
  1629. break;
  1630. case RasterizerStorageCommon::FVF_COLOR:
  1631. glBindVertexArray(batch_gl_data.batch_vertex_array[1]);
  1632. break;
  1633. case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
  1634. glBindVertexArray(batch_gl_data.batch_vertex_array[2]);
  1635. break;
  1636. case RasterizerStorageCommon::FVF_MODULATED:
  1637. glBindVertexArray(batch_gl_data.batch_vertex_array[3]);
  1638. break;
  1639. case RasterizerStorageCommon::FVF_LARGE:
  1640. glBindVertexArray(batch_gl_data.batch_vertex_array[4]);
  1641. break;
  1642. }
  1643. }
  1644. void RasterizerCanvasGLES3::_batch_render_generic(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material) {
  1645. ERR_FAIL_COND(p_batch.num_commands <= 0);
  1646. const bool &use_light_angles = bdata.use_light_angles;
  1647. const bool &use_modulate = bdata.use_modulate;
  1648. const bool &use_large_verts = bdata.use_large_verts;
  1649. const bool &colored_verts = bdata.use_colored_vertices | use_light_angles | use_modulate | use_large_verts;
  1650. _set_texture_rect_mode(false, false, use_light_angles, use_modulate, use_large_verts);
  1651. // state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
  1652. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1653. switch (bdata.fvf) {
  1654. case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
  1655. return;
  1656. break;
  1657. case RasterizerStorageCommon::FVF_REGULAR: // no change
  1658. glBindVertexArray(batch_gl_data.batch_vertex_array[0]);
  1659. break;
  1660. case RasterizerStorageCommon::FVF_COLOR:
  1661. glBindVertexArray(batch_gl_data.batch_vertex_array[1]);
  1662. break;
  1663. case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
  1664. glBindVertexArray(batch_gl_data.batch_vertex_array[2]);
  1665. break;
  1666. case RasterizerStorageCommon::FVF_MODULATED:
  1667. glBindVertexArray(batch_gl_data.batch_vertex_array[3]);
  1668. break;
  1669. case RasterizerStorageCommon::FVF_LARGE:
  1670. glBindVertexArray(batch_gl_data.batch_vertex_array[4]);
  1671. break;
  1672. }
  1673. // batch tex
  1674. const BatchTex &tex = bdata.batch_textures[p_batch.batch_texture_id];
  1675. _bind_canvas_texture(tex.RID_texture, tex.RID_normal);
  1676. if (!colored_verts) {
  1677. // may not need this disable
  1678. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  1679. glVertexAttrib4fv(VS::ARRAY_COLOR, p_batch.color.get_data());
  1680. }
  1681. // We only want to set the GL wrapping mode if the texture is not already tiled (i.e. set in Import).
  1682. // This is an optimization left over from the legacy renderer.
  1683. // If we DID set tiling in the API, and reverted to clamped, then the next draw using this texture
  1684. // may use clamped mode incorrectly.
  1685. bool tex_is_already_tiled = tex.flags & VS::TEXTURE_FLAG_REPEAT;
  1686. switch (tex.tile_mode) {
  1687. case BatchTex::TILE_NORMAL: {
  1688. // if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat
  1689. if (!tex_is_already_tiled) {
  1690. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  1691. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  1692. }
  1693. } break;
  1694. default: {
  1695. } break;
  1696. }
  1697. // we need to convert explicitly from pod Vec2 to Vector2 ...
  1698. // could use a cast but this might be unsafe in future
  1699. Vector2 tps;
  1700. tex.tex_pixel_size.to(tps);
  1701. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, tps);
  1702. switch (p_batch.type) {
  1703. default: {
  1704. // prevent compiler warning
  1705. } break;
  1706. case RasterizerStorageCommon::BT_RECT: {
  1707. int64_t offset = p_batch.first_vert * 3; // 6 inds per quad at 2 bytes each
  1708. int num_elements = p_batch.num_commands * 6;
  1709. glDrawElements(GL_TRIANGLES, num_elements, GL_UNSIGNED_SHORT, (void *)offset);
  1710. } break;
  1711. case RasterizerStorageCommon::BT_POLY: {
  1712. int64_t offset = p_batch.first_vert;
  1713. int num_elements = p_batch.num_commands;
  1714. glDrawArrays(GL_TRIANGLES, offset, num_elements);
  1715. } break;
  1716. }
  1717. storage->info.render._2d_draw_call_count++;
  1718. glBindVertexArray(0);
  1719. switch (tex.tile_mode) {
  1720. case BatchTex::TILE_NORMAL: {
  1721. // if the texture is imported as tiled, no need to revert GL state
  1722. if (!tex_is_already_tiled) {
  1723. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1724. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1725. }
  1726. } break;
  1727. default: {
  1728. } break;
  1729. }
  1730. /*
  1731. // may not be necessary .. state change optimization still TODO
  1732. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1733. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1734. */
  1735. }
  1736. void RasterizerCanvasGLES3::initialize() {
  1737. RasterizerGLES3::gl_check_errors();
  1738. RasterizerCanvasBaseGLES3::initialize();
  1739. batch_initialize();
  1740. // just reserve some space (may not be needed as we are orphaning, but hey ho)
  1741. glGenBuffers(1, &bdata.gl_vertex_buffer);
  1742. if (bdata.vertex_buffer_size_bytes) {
  1743. glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
  1744. glBufferData(GL_ARRAY_BUFFER, bdata.vertex_buffer_size_bytes, NULL, GL_DYNAMIC_DRAW);
  1745. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1746. // pre fill index buffer, the indices never need to change so can be static
  1747. glGenBuffers(1, &bdata.gl_index_buffer);
  1748. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
  1749. Vector<uint16_t> indices;
  1750. indices.resize(bdata.index_buffer_size_units);
  1751. for (unsigned int q = 0; q < bdata.max_quads; q++) {
  1752. int i_pos = q * 6; // 6 inds per quad
  1753. int q_pos = q * 4; // 4 verts per quad
  1754. indices.set(i_pos, q_pos);
  1755. indices.set(i_pos + 1, q_pos + 1);
  1756. indices.set(i_pos + 2, q_pos + 2);
  1757. indices.set(i_pos + 3, q_pos);
  1758. indices.set(i_pos + 4, q_pos + 2);
  1759. indices.set(i_pos + 5, q_pos + 3);
  1760. // we can only use 16 bit indices in GLES2!
  1761. #ifdef DEBUG_ENABLED
  1762. CRASH_COND((q_pos + 3) > 65535);
  1763. #endif
  1764. }
  1765. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bdata.index_buffer_size_bytes, &indices[0], GL_STATIC_DRAW);
  1766. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1767. } // only if there is a vertex buffer (batching is on)
  1768. // vertex array objects
  1769. for (int vao = 0; vao < 5; vao++) {
  1770. int sizeof_vert;
  1771. switch (vao) {
  1772. case 0:
  1773. sizeof_vert = sizeof(BatchVertex);
  1774. break;
  1775. case 1:
  1776. sizeof_vert = sizeof(BatchVertexColored);
  1777. break;
  1778. case 2:
  1779. sizeof_vert = sizeof(BatchVertexLightAngled);
  1780. break;
  1781. case 3:
  1782. sizeof_vert = sizeof(BatchVertexModulated);
  1783. break;
  1784. case 4:
  1785. sizeof_vert = sizeof(BatchVertexLarge);
  1786. break;
  1787. }
  1788. glGenVertexArrays(1, &batch_gl_data.batch_vertex_array[vao]);
  1789. glBindVertexArray(batch_gl_data.batch_vertex_array[vao]);
  1790. glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
  1791. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
  1792. uint64_t pointer = 0;
  1793. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1794. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof_vert, (const void *)pointer);
  1795. // always send UVs, even within a texture specified because a shader can still use UVs
  1796. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1797. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (2 * 4)));
  1798. // optional attributes
  1799. bool a_color = false;
  1800. bool a_light_angle = false;
  1801. bool a_modulate = false;
  1802. bool a_large = false;
  1803. switch (vao) {
  1804. case 0:
  1805. break;
  1806. case 1: {
  1807. a_color = true;
  1808. } break;
  1809. case 2: {
  1810. a_color = true;
  1811. a_light_angle = true;
  1812. } break;
  1813. case 3: {
  1814. a_color = true;
  1815. a_light_angle = true;
  1816. a_modulate = true;
  1817. } break;
  1818. case 4: {
  1819. a_color = true;
  1820. a_light_angle = true;
  1821. a_modulate = true;
  1822. a_large = true;
  1823. } break;
  1824. }
  1825. if (a_color) {
  1826. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  1827. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (4 * 4)));
  1828. }
  1829. if (a_light_angle) {
  1830. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  1831. glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (8 * 4)));
  1832. }
  1833. if (a_modulate) {
  1834. glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  1835. glVertexAttribPointer(VS::ARRAY_TEX_UV2, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (9 * 4)));
  1836. }
  1837. if (a_large) {
  1838. glEnableVertexAttribArray(VS::ARRAY_BONES);
  1839. glVertexAttribPointer(VS::ARRAY_BONES, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (13 * 4)));
  1840. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  1841. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (15 * 4)));
  1842. }
  1843. glBindVertexArray(0);
  1844. } // for vao
  1845. // deal with ninepatch mode option
  1846. if (bdata.settings_ninepatch_mode == 1) {
  1847. state.canvas_shader.add_custom_define("#define USE_NINEPATCH_SCALING\n");
  1848. }
  1849. RasterizerGLES3::gl_check_errors();
  1850. }
  1851. RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
  1852. batch_constructor();
  1853. }