rasterizer_canvas_base_gles3.cpp 49 KB

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  1. /**************************************************************************/
  2. /* rasterizer_canvas_base_gles3.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "rasterizer_canvas_base_gles3.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "drivers/gles_common/rasterizer_asserts.h"
  34. #include "rasterizer_scene_gles3.h"
  35. #include "servers/visual/visual_server_raster.h"
  36. #ifndef GLES_OVER_GL
  37. #define glClearDepth glClearDepthf
  38. #endif
  39. static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
  40. p_array[0] = p_mtx.elements[0][0];
  41. p_array[1] = p_mtx.elements[0][1];
  42. p_array[2] = 0;
  43. p_array[3] = 0;
  44. p_array[4] = p_mtx.elements[1][0];
  45. p_array[5] = p_mtx.elements[1][1];
  46. p_array[6] = 0;
  47. p_array[7] = 0;
  48. p_array[8] = 0;
  49. p_array[9] = 0;
  50. p_array[10] = 1;
  51. p_array[11] = 0;
  52. p_array[12] = p_mtx.elements[2][0];
  53. p_array[13] = p_mtx.elements[2][1];
  54. p_array[14] = 0;
  55. p_array[15] = 1;
  56. }
  57. static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
  58. p_array[0] = p_mtx.basis.elements[0][0];
  59. p_array[1] = p_mtx.basis.elements[1][0];
  60. p_array[2] = p_mtx.basis.elements[2][0];
  61. p_array[3] = 0;
  62. p_array[4] = p_mtx.basis.elements[0][1];
  63. p_array[5] = p_mtx.basis.elements[1][1];
  64. p_array[6] = p_mtx.basis.elements[2][1];
  65. p_array[7] = 0;
  66. p_array[8] = p_mtx.basis.elements[0][2];
  67. p_array[9] = p_mtx.basis.elements[1][2];
  68. p_array[10] = p_mtx.basis.elements[2][2];
  69. p_array[11] = 0;
  70. p_array[12] = p_mtx.origin.x;
  71. p_array[13] = p_mtx.origin.y;
  72. p_array[14] = p_mtx.origin.z;
  73. p_array[15] = 1;
  74. }
  75. static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
  76. for (int i = 0; i < 4; i++) {
  77. for (int j = 0; j < 4; j++) {
  78. p_array[i * 4 + j] = p_mtx.matrix[i][j];
  79. }
  80. }
  81. }
  82. RID RasterizerCanvasBaseGLES3::light_internal_create() {
  83. LightInternal *li = memnew(LightInternal);
  84. glGenBuffers(1, &li->ubo);
  85. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  86. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), nullptr, GL_DYNAMIC_DRAW);
  87. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  88. return light_internal_owner.make_rid(li);
  89. }
  90. void RasterizerCanvasBaseGLES3::light_internal_update(RID p_rid, Light *p_light) {
  91. LightInternal *li = light_internal_owner.getornull(p_rid);
  92. ERR_FAIL_COND(!li);
  93. store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
  94. store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
  95. store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
  96. for (int i = 0; i < 4; i++) {
  97. li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
  98. li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
  99. }
  100. li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
  101. li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
  102. li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
  103. li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
  104. li->ubo_data.light_height = p_light->height;
  105. if (p_light->radius_cache == 0) {
  106. li->ubo_data.shadow_gradient = 0;
  107. } else {
  108. li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
  109. }
  110. li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
  111. glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
  112. glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
  113. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  114. }
  115. void RasterizerCanvasBaseGLES3::light_internal_free(RID p_rid) {
  116. LightInternal *li = light_internal_owner.getornull(p_rid);
  117. ERR_FAIL_COND(!li);
  118. glDeleteBuffers(1, &li->ubo);
  119. light_internal_owner.free(p_rid);
  120. memdelete(li);
  121. }
  122. void RasterizerCanvasBaseGLES3::canvas_begin() {
  123. if (storage->frame.current_rt && storage->frame.clear_request) {
  124. // a clear request may be pending, so do it
  125. bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  126. glClearColor(storage->frame.clear_request_color.r,
  127. storage->frame.clear_request_color.g,
  128. storage->frame.clear_request_color.b,
  129. transparent ? storage->frame.clear_request_color.a : 1.0);
  130. glClear(GL_COLOR_BUFFER_BIT);
  131. storage->frame.clear_request = false;
  132. glColorMask(1, 1, 1, transparent ? 1 : 0);
  133. }
  134. reset_canvas();
  135. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
  136. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  137. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  138. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  139. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  140. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  141. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  142. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  143. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  144. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  145. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
  146. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
  147. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, false);
  148. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, false);
  149. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, false);
  150. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  151. state.canvas_shader.set_custom_shader(0);
  152. state.canvas_shader.bind();
  153. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
  154. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
  155. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  156. if (storage->frame.current_rt) {
  157. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  158. } else {
  159. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  160. }
  161. //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
  162. //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
  163. //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
  164. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  165. glBindVertexArray(data.canvas_quad_array);
  166. state.using_texture_rect = true;
  167. state.using_ninepatch = false;
  168. state.using_light_angle = false;
  169. state.using_modulate = false;
  170. state.using_large_vertex = false;
  171. state.using_skeleton = false;
  172. }
  173. void RasterizerCanvasBaseGLES3::canvas_end() {
  174. glBindVertexArray(0);
  175. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  176. glColorMask(1, 1, 1, 1);
  177. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  178. state.using_texture_rect = false;
  179. state.using_ninepatch = false;
  180. state.using_light_angle = false;
  181. }
  182. RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
  183. RasterizerStorageGLES3::Texture *tex_return = nullptr;
  184. if (p_texture == state.current_tex && !p_force) {
  185. tex_return = state.current_tex_ptr;
  186. } else if (p_texture.is_valid()) {
  187. RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
  188. if (!texture) {
  189. state.current_tex = RID();
  190. state.current_tex_ptr = nullptr;
  191. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  192. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  193. } else {
  194. if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  195. VisualServerRaster::redraw_request(false);
  196. }
  197. texture = texture->get_ptr();
  198. if (texture->render_target) {
  199. texture->render_target->used_in_frame = true;
  200. }
  201. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  202. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  203. state.current_tex = p_texture;
  204. state.current_tex_ptr = texture;
  205. tex_return = texture;
  206. }
  207. } else {
  208. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  209. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  210. state.current_tex = RID();
  211. state.current_tex_ptr = nullptr;
  212. }
  213. if (p_normal_map == state.current_normal && !p_force) {
  214. //do none
  215. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  216. } else if (p_normal_map.is_valid()) {
  217. RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  218. if (!normal_map) {
  219. state.current_normal = RID();
  220. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
  221. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  222. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  223. } else {
  224. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  225. VisualServerRaster::redraw_request(false);
  226. }
  227. normal_map = normal_map->get_ptr();
  228. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
  229. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  230. state.current_normal = p_normal_map;
  231. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
  232. }
  233. } else {
  234. state.current_normal = RID();
  235. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
  236. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  237. state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
  238. }
  239. return tex_return;
  240. }
  241. void RasterizerCanvasBaseGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch, bool p_light_angle, bool p_modulate, bool p_large_vertex) {
  242. // this state check could be done individually
  243. if (state.using_texture_rect == p_enable && state.using_ninepatch == p_ninepatch && state.using_light_angle == p_light_angle && state.using_modulate == p_modulate && state.using_large_vertex == p_large_vertex) {
  244. return;
  245. }
  246. if (p_enable) {
  247. glBindVertexArray(data.canvas_quad_array);
  248. } else {
  249. glBindVertexArray(0);
  250. glBindBuffer(GL_ARRAY_BUFFER, 0);
  251. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  252. }
  253. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
  254. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
  255. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, p_light_angle);
  256. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, p_modulate);
  257. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, p_large_vertex);
  258. state.canvas_shader.bind();
  259. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  260. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  261. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  262. if (state.using_skeleton) {
  263. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  264. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  265. }
  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. state.using_texture_rect = p_enable;
  272. state.using_ninepatch = p_ninepatch;
  273. state.using_light_angle = p_light_angle;
  274. state.using_modulate = p_modulate;
  275. state.using_large_vertex = p_large_vertex;
  276. }
  277. void RasterizerCanvasBaseGLES3::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights) {
  278. glBindVertexArray(data.polygon_buffer_pointer_array);
  279. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  280. uint32_t buffer_ofs = 0;
  281. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  282. #ifdef DEBUG_ENABLED
  283. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  284. #endif
  285. storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  286. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  287. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  288. buffer_ofs = buffer_ofs_after;
  289. //color
  290. if (p_singlecolor) {
  291. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  292. Color m = *p_colors;
  293. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  294. } else if (!p_colors) {
  295. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  296. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  297. } else {
  298. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  299. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  300. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  301. buffer_ofs = buffer_ofs_after;
  302. }
  303. if (p_uvs) {
  304. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  305. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  306. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  307. buffer_ofs = buffer_ofs_after;
  308. } else {
  309. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  310. }
  311. if (p_bones && p_weights) {
  312. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones, buffer_ofs_after));
  313. glEnableVertexAttribArray(VS::ARRAY_BONES);
  314. //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
  315. glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  316. buffer_ofs = buffer_ofs_after;
  317. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights, buffer_ofs_after));
  318. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  319. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  320. buffer_ofs = buffer_ofs_after;
  321. } else if (state.using_skeleton) {
  322. glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
  323. glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
  324. }
  325. #ifdef DEBUG_ENABLED
  326. ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
  327. #endif
  328. //bind the indices buffer.
  329. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  330. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag);
  331. //draw the triangles.
  332. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, nullptr);
  333. storage->info.render._2d_draw_call_count++;
  334. if (p_bones && p_weights) {
  335. //not used so often, so disable when used
  336. glDisableVertexAttribArray(VS::ARRAY_BONES);
  337. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  338. }
  339. glBindVertexArray(0);
  340. glBindBuffer(GL_ARRAY_BUFFER, 0);
  341. }
  342. void RasterizerCanvasBaseGLES3::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  343. glBindVertexArray(data.polygon_buffer_pointer_array);
  344. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  345. //vertex
  346. uint32_t buffer_ofs = 0;
  347. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  348. #ifdef DEBUG_ENABLED
  349. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  350. #endif
  351. storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  352. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  353. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  354. buffer_ofs = buffer_ofs_after;
  355. //color
  356. if (p_singlecolor) {
  357. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  358. Color m = *p_colors;
  359. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  360. } else if (!p_colors) {
  361. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  362. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  363. } else {
  364. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  365. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  366. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  367. buffer_ofs = buffer_ofs_after;
  368. }
  369. if (p_uvs) {
  370. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  371. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  372. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  373. buffer_ofs = buffer_ofs_after;
  374. } else {
  375. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  376. }
  377. glDrawArrays(p_primitive, 0, p_vertex_count);
  378. storage->info.render._2d_draw_call_count++;
  379. glBindVertexArray(0);
  380. glBindBuffer(GL_ARRAY_BUFFER, 0);
  381. }
  382. void RasterizerCanvasBaseGLES3::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  383. glBindVertexArray(data.polygon_buffer_pointer_array);
  384. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  385. //vertex
  386. uint32_t buffer_ofs = 0;
  387. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  388. #ifdef DEBUG_ENABLED
  389. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  390. #endif
  391. storage->buffer_orphan_and_upload(data.polygon_buffer_size, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  392. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  393. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  394. buffer_ofs = buffer_ofs_after;
  395. //color
  396. if (p_singlecolor) {
  397. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  398. Color m = *p_colors;
  399. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  400. } else if (!p_colors) {
  401. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  402. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  403. } else {
  404. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  405. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  406. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  407. buffer_ofs = buffer_ofs_after;
  408. }
  409. if (p_uvs) {
  410. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  411. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  412. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  413. buffer_ofs = buffer_ofs_after;
  414. } else {
  415. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  416. }
  417. #ifdef RASTERIZER_EXTRA_CHECKS
  418. // very slow, do not enable in normal use
  419. for (int n = 0; n < p_index_count; n++) {
  420. RAST_DEV_DEBUG_ASSERT(p_indices[n] < p_vertex_count);
  421. }
  422. #endif
  423. #ifdef DEBUG_ENABLED
  424. ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
  425. #endif
  426. //bind the indices buffer.
  427. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  428. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag);
  429. //draw the triangles.
  430. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, nullptr);
  431. storage->info.render._2d_draw_call_count++;
  432. glBindVertexArray(0);
  433. glBindBuffer(GL_ARRAY_BUFFER, 0);
  434. }
  435. void RasterizerCanvasBaseGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles) {
  436. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  437. //#define GLES_USE_PRIMITIVE_BUFFER
  438. int version = 0;
  439. int color_ofs = 0;
  440. int uv_ofs = 0;
  441. int light_angle_ofs = 0;
  442. int stride = 2;
  443. if (p_colors) { //color
  444. version |= 1;
  445. color_ofs = stride;
  446. stride += 4;
  447. }
  448. if (p_uvs) { //uv
  449. version |= 2;
  450. uv_ofs = stride;
  451. stride += 2;
  452. }
  453. if (p_light_angles) { //light_angles
  454. version |= 4;
  455. light_angle_ofs = stride;
  456. stride += 1;
  457. }
  458. DEV_ASSERT(p_points <= 4);
  459. float b[(2 + 2 + 4 + 1) * 4];
  460. for (int i = 0; i < p_points; i++) {
  461. b[stride * i + 0] = p_vertices[i].x;
  462. b[stride * i + 1] = p_vertices[i].y;
  463. }
  464. if (p_colors) {
  465. for (int i = 0; i < p_points; i++) {
  466. b[stride * i + color_ofs + 0] = p_colors[i].r;
  467. b[stride * i + color_ofs + 1] = p_colors[i].g;
  468. b[stride * i + color_ofs + 2] = p_colors[i].b;
  469. b[stride * i + color_ofs + 3] = p_colors[i].a;
  470. }
  471. }
  472. if (p_uvs) {
  473. for (int i = 0; i < p_points; i++) {
  474. b[stride * i + uv_ofs + 0] = p_uvs[i].x;
  475. b[stride * i + uv_ofs + 1] = p_uvs[i].y;
  476. }
  477. }
  478. if (p_light_angles) {
  479. for (int i = 0; i < p_points; i++) {
  480. b[stride * i + light_angle_ofs] = p_light_angles[i];
  481. }
  482. }
  483. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  484. storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, p_points * stride * sizeof(float), &b[0], GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
  485. glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
  486. glDrawArrays(prim[p_points], 0, p_points);
  487. glBindVertexArray(0);
  488. glBindBuffer(GL_ARRAY_BUFFER, 0);
  489. storage->info.render._2d_draw_call_count++;
  490. }
  491. void RasterizerCanvasBaseGLES3::render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture) {
  492. if (p_texture) {
  493. bool send_light_angles = false;
  494. // only need to use light angles when normal mapping
  495. // otherwise we can use the default shader
  496. if (state.current_normal != RID()) {
  497. send_light_angles = true;
  498. }
  499. // we don't want to use texture rect, and we want to send light angles if we are using normal mapping
  500. _set_texture_rect_mode(false, false, send_light_angles);
  501. bool untile = false;
  502. if (p_rect->flags & CANVAS_RECT_TILE && !(p_texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  503. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  504. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  505. untile = true;
  506. }
  507. Size2 texpixel_size(1.0 / p_texture->width, 1.0 / p_texture->height);
  508. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
  509. Vector2 points[4] = {
  510. p_rect->rect.position,
  511. p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
  512. p_rect->rect.position + p_rect->rect.size,
  513. p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
  514. };
  515. if (p_rect->rect.size.x < 0) {
  516. SWAP(points[0], points[1]);
  517. SWAP(points[2], points[3]);
  518. }
  519. if (p_rect->rect.size.y < 0) {
  520. SWAP(points[0], points[3]);
  521. SWAP(points[1], points[2]);
  522. }
  523. Rect2 src_rect = (p_rect->flags & CANVAS_RECT_REGION) ? Rect2(p_rect->source.position * texpixel_size, p_rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  524. Vector2 uvs[4] = {
  525. src_rect.position,
  526. src_rect.position + Vector2(src_rect.size.x, 0.0),
  527. src_rect.position + src_rect.size,
  528. src_rect.position + Vector2(0.0, src_rect.size.y),
  529. };
  530. // for encoding in light angle
  531. bool flip_h = false;
  532. bool flip_v = false;
  533. if (p_rect->flags & CANVAS_RECT_TRANSPOSE) {
  534. SWAP(uvs[1], uvs[3]);
  535. }
  536. if (p_rect->flags & CANVAS_RECT_FLIP_H) {
  537. SWAP(uvs[0], uvs[1]);
  538. SWAP(uvs[2], uvs[3]);
  539. flip_h = true;
  540. flip_v = !flip_v;
  541. }
  542. if (p_rect->flags & CANVAS_RECT_FLIP_V) {
  543. SWAP(uvs[0], uvs[3]);
  544. SWAP(uvs[1], uvs[2]);
  545. flip_v = !flip_v;
  546. }
  547. if (send_light_angles) {
  548. // for single rects, there is no need to fully utilize the light angle,
  549. // we only need it to encode flips (horz and vert). But the shader can be reused with
  550. // batching in which case the angle encodes the transform as well as
  551. // the flips.
  552. // Note transpose is NYI. I don't think it worked either with the non-nvidia method.
  553. // if horizontal flip, angle is 180
  554. float angle = 0.0f;
  555. if (flip_h) {
  556. angle = Math_PI;
  557. }
  558. // add 1 (to take care of zero floating point error with sign)
  559. angle += 1.0f;
  560. // flip if necessary
  561. if (flip_v) {
  562. angle *= -1.0f;
  563. }
  564. // light angle must be sent for each vert, instead as a single uniform in the uniform draw method
  565. // this has the benefit of enabling batching with light angles.
  566. float light_angles[4] = { angle, angle, angle, angle };
  567. _draw_gui_primitive(4, points, nullptr, uvs, light_angles);
  568. } else {
  569. _draw_gui_primitive(4, points, nullptr, uvs);
  570. }
  571. if (untile) {
  572. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  573. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  574. }
  575. } else {
  576. _set_texture_rect_mode(false);
  577. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  578. Vector2 points[4] = {
  579. p_rect->rect.position,
  580. p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
  581. p_rect->rect.position + p_rect->rect.size,
  582. p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
  583. };
  584. _draw_gui_primitive(4, points, nullptr, nullptr);
  585. }
  586. }
  587. void RasterizerCanvasBaseGLES3::_copy_texscreen(const Rect2 &p_rect) {
  588. ERR_FAIL_COND_MSG(storage->frame.current_rt->effects.mip_maps[0].sizes.size() == 0, "Can't use screen texture copying in a render target configured without copy buffers. To resolve this, change the viewport's Usage property to \"2D\" or \"3D\" instead of \"2D Without Sampling\" or \"3D Without Effects\" respectively.");
  589. glDisable(GL_BLEND);
  590. state.canvas_texscreen_used = true;
  591. //blur diffuse into effect mipmaps using separatable convolution
  592. //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
  593. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  594. Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
  595. if (p_rect != Rect2()) {
  596. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
  597. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
  598. }
  599. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
  600. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  601. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  602. storage->shaders.copy.bind();
  603. storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
  604. scene_render->_copy_screen();
  605. for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
  606. int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
  607. int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
  608. glViewport(0, 0, vp_w, vp_h);
  609. //horizontal pass
  610. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
  611. scene_render->state.effect_blur_shader.bind();
  612. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  613. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  614. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  615. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  616. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
  617. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
  618. scene_render->_copy_screen();
  619. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
  620. //vertical pass
  621. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
  622. scene_render->state.effect_blur_shader.bind();
  623. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
  624. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
  625. scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
  626. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  627. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
  628. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
  629. scene_render->_copy_screen();
  630. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
  631. }
  632. scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
  633. storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
  634. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  635. glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
  636. // back to canvas, force rebind
  637. state.using_texture_rect = true;
  638. _set_texture_rect_mode(false);
  639. _bind_canvas_texture(state.current_tex, state.current_normal, true);
  640. glEnable(GL_BLEND);
  641. }
  642. void RasterizerCanvasBaseGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  643. Light *light = p_lights_with_shadow;
  644. canvas_begin(); //reset
  645. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  646. int h = 10;
  647. int w = storage->frame.current_rt->width;
  648. int ofs = h;
  649. glDisable(GL_BLEND);
  650. while (light) {
  651. if (light->shadow_buffer.is_valid()) {
  652. RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  653. if (sb) {
  654. glBindTexture(GL_TEXTURE_2D, sb->distance);
  655. draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
  656. ofs += h * 2;
  657. }
  658. }
  659. light = light->shadows_next_ptr;
  660. }
  661. canvas_end();
  662. }
  663. void RasterizerCanvasBaseGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  664. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  665. ERR_FAIL_COND(!cls);
  666. glDisable(GL_BLEND);
  667. glDisable(GL_SCISSOR_TEST);
  668. glDisable(GL_DITHER);
  669. glDisable(GL_CULL_FACE);
  670. glDepthFunc(GL_LEQUAL);
  671. glEnable(GL_DEPTH_TEST);
  672. glDepthMask(true);
  673. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  674. state.canvas_shadow_shader.bind();
  675. glViewport(0, 0, cls->size, cls->height);
  676. glClearDepth(1.0f);
  677. glClearColor(1, 1, 1, 1);
  678. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  679. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  680. for (int i = 0; i < 4; i++) {
  681. //make sure it remains orthogonal, makes easy to read angle later
  682. Transform light;
  683. light.origin[0] = p_light_xform[2][0];
  684. light.origin[1] = p_light_xform[2][1];
  685. light.basis[0][0] = p_light_xform[0][0];
  686. light.basis[0][1] = p_light_xform[1][0];
  687. light.basis[1][0] = p_light_xform[0][1];
  688. light.basis[1][1] = p_light_xform[1][1];
  689. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  690. //p_near=1;
  691. CameraMatrix projection;
  692. {
  693. real_t fov = 90;
  694. real_t nearp = p_near;
  695. real_t farp = p_far;
  696. real_t aspect = 1.0;
  697. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  698. real_t ymin = -ymax;
  699. real_t xmin = ymin * aspect;
  700. real_t xmax = ymax * aspect;
  701. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  702. }
  703. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  704. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  705. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
  706. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
  707. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
  708. if (i == 0) {
  709. *p_xform_cache = projection;
  710. }
  711. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  712. LightOccluderInstance *instance = p_occluders;
  713. while (instance) {
  714. RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
  715. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  716. instance = instance->next;
  717. continue;
  718. }
  719. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
  720. VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
  721. if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
  722. (p_light_xform.determinant() * instance->xform_cache.determinant()) < 0) {
  723. transformed_cull_cache = (transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE)
  724. ? VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE
  725. : VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
  726. }
  727. if (cull != transformed_cull_cache) {
  728. cull = transformed_cull_cache;
  729. switch (cull) {
  730. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  731. glDisable(GL_CULL_FACE);
  732. } break;
  733. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  734. glEnable(GL_CULL_FACE);
  735. glCullFace(GL_FRONT);
  736. } break;
  737. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  738. glEnable(GL_CULL_FACE);
  739. glCullFace(GL_BACK);
  740. } break;
  741. }
  742. }
  743. glBindVertexArray(cc->array_id);
  744. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, nullptr);
  745. instance = instance->next;
  746. }
  747. }
  748. glBindVertexArray(0);
  749. }
  750. void RasterizerCanvasBaseGLES3::reset_canvas() {
  751. if (storage->frame.current_rt) {
  752. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  753. glColorMask(1, 1, 1, 1); //don't touch alpha
  754. }
  755. glBindVertexArray(0);
  756. glDisable(GL_CULL_FACE);
  757. glDisable(GL_DEPTH_TEST);
  758. glDisable(GL_SCISSOR_TEST);
  759. glDisable(GL_DITHER);
  760. glEnable(GL_BLEND);
  761. glBlendEquation(GL_FUNC_ADD);
  762. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  763. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  764. } else {
  765. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  766. }
  767. //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
  768. //glLineWidth(1.0);
  769. glBindBuffer(GL_ARRAY_BUFFER, 0);
  770. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  771. //use for reading from screen
  772. if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
  773. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
  774. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
  775. }
  776. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  777. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  778. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  779. Transform canvas_transform;
  780. if (storage->frame.current_rt) {
  781. float csy = 1.0;
  782. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  783. csy = -1.0;
  784. }
  785. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  786. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  787. } else {
  788. Vector2 ssize = OS::get_singleton()->get_window_size();
  789. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  790. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  791. }
  792. state.vp = canvas_transform;
  793. store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
  794. state.canvas_item_ubo_data.time = storage->frame.time[0];
  795. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  796. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  797. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  798. state.canvas_texscreen_used = false;
  799. }
  800. void RasterizerCanvasBaseGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  801. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  802. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  803. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  804. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  805. }
  806. void RasterizerCanvasBaseGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  807. Vector2 half_size;
  808. if (storage->frame.current_rt) {
  809. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  810. } else {
  811. half_size = OS::get_singleton()->get_window_size();
  812. }
  813. half_size *= 0.5;
  814. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  815. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  816. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  817. // setup our lens shader
  818. state.lens_shader.bind();
  819. state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
  820. state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
  821. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
  822. state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
  823. state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
  824. state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
  825. state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
  826. glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
  827. glBindVertexArray(data.canvas_quad_array);
  828. // and draw
  829. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  830. glBindVertexArray(0);
  831. glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
  832. }
  833. void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *black_image) {
  834. Vector2 window_size = OS::get_singleton()->get_window_size();
  835. int window_h = window_size.height;
  836. int window_w = window_size.width;
  837. glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
  838. glViewport(0, 0, window_size.width, window_size.height);
  839. canvas_begin();
  840. if (black_image[MARGIN_LEFT].is_valid()) {
  841. _bind_canvas_texture(black_image[MARGIN_LEFT], RID(), true);
  842. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  843. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h),
  844. Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y));
  845. } else if (black_margin[MARGIN_LEFT]) {
  846. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  847. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  848. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  849. }
  850. if (black_image[MARGIN_RIGHT].is_valid()) {
  851. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID(), true);
  852. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  853. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h),
  854. Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
  855. } else if (black_margin[MARGIN_RIGHT]) {
  856. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  857. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  858. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  859. }
  860. if (black_image[MARGIN_TOP].is_valid()) {
  861. _bind_canvas_texture(black_image[MARGIN_TOP], RID(), true);
  862. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  863. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]),
  864. Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
  865. } else if (black_margin[MARGIN_TOP]) {
  866. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  867. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  868. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  869. }
  870. if (black_image[MARGIN_BOTTOM].is_valid()) {
  871. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID(), true);
  872. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  873. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]),
  874. Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
  875. } else if (black_margin[MARGIN_BOTTOM]) {
  876. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  877. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  878. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  879. }
  880. }
  881. void RasterizerCanvasBaseGLES3::initialize() {
  882. int flag_stream_mode = GLOBAL_GET("rendering/2d/opengl/legacy_stream");
  883. switch (flag_stream_mode) {
  884. default: {
  885. _buffer_upload_usage_flag = GL_STREAM_DRAW;
  886. } break;
  887. case 1: {
  888. _buffer_upload_usage_flag = GL_DYNAMIC_DRAW;
  889. } break;
  890. case 2: {
  891. _buffer_upload_usage_flag = GL_STREAM_DRAW;
  892. } break;
  893. }
  894. {
  895. //quad buffers
  896. glGenBuffers(1, &data.canvas_quad_vertices);
  897. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  898. {
  899. const float qv[8] = {
  900. 0, 0,
  901. 0, 1,
  902. 1, 1,
  903. 1, 0
  904. };
  905. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  906. }
  907. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  908. glGenVertexArrays(1, &data.canvas_quad_array);
  909. glBindVertexArray(data.canvas_quad_array);
  910. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  911. glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
  912. glEnableVertexAttribArray(0);
  913. glBindVertexArray(0);
  914. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  915. }
  916. {
  917. //particle quad buffers
  918. glGenBuffers(1, &data.particle_quad_vertices);
  919. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  920. {
  921. //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
  922. const float qv[16] = {
  923. -0.5, -0.5,
  924. 0.0, 0.0,
  925. -0.5, 0.5,
  926. 0.0, 1.0,
  927. 0.5, 0.5,
  928. 1.0, 1.0,
  929. 0.5, -0.5,
  930. 1.0, 0.0
  931. };
  932. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
  933. }
  934. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  935. glGenVertexArrays(1, &data.particle_quad_array);
  936. glBindVertexArray(data.particle_quad_array);
  937. glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
  938. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  939. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
  940. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  941. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
  942. glBindVertexArray(0);
  943. glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
  944. }
  945. {
  946. uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  947. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  948. poly_size = MAX(poly_size, 2); // minimum 2k, may still see anomalies in editor
  949. poly_size *= 1024; //kb
  950. glGenBuffers(1, &data.polygon_buffer);
  951. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  952. glBufferData(GL_ARRAY_BUFFER, poly_size, nullptr, GL_DYNAMIC_DRAW); //allocate max size
  953. glBindBuffer(GL_ARRAY_BUFFER, 0);
  954. data.polygon_buffer_size = poly_size;
  955. //quad arrays
  956. for (int i = 0; i < Data::NUM_QUAD_ARRAY_VARIATIONS; i++) {
  957. glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
  958. glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
  959. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  960. int uv_ofs = 0;
  961. int color_ofs = 0;
  962. int light_angle_ofs = 0;
  963. int stride = 2 * 4;
  964. if (i & 1) { //color
  965. color_ofs = stride;
  966. stride += 4 * 4;
  967. }
  968. if (i & 2) { //uv
  969. uv_ofs = stride;
  970. stride += 2 * 4;
  971. }
  972. if (i & 4) { //light_angle
  973. light_angle_ofs = stride;
  974. stride += 1 * 4;
  975. }
  976. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  977. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, nullptr);
  978. if (i & 1) {
  979. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  980. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  981. }
  982. if (i & 2) {
  983. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  984. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
  985. }
  986. if (i & 4) {
  987. // reusing tangent for light_angle
  988. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  989. glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(light_angle_ofs));
  990. }
  991. glBindVertexArray(0);
  992. }
  993. glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
  994. uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  995. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  996. index_size = MAX(index_size, 2);
  997. index_size *= 1024; //kb
  998. glGenBuffers(1, &data.polygon_index_buffer);
  999. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  1000. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, nullptr, GL_DYNAMIC_DRAW); //allocate max size
  1001. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1002. data.polygon_index_buffer_size = index_size;
  1003. }
  1004. store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
  1005. glGenBuffers(1, &state.canvas_item_ubo);
  1006. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1007. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
  1008. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1009. state.canvas_shader.init();
  1010. state.canvas_shader.set_base_material_tex_index(2);
  1011. state.canvas_shadow_shader.init();
  1012. state.lens_shader.init();
  1013. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1014. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  1015. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/2d/snapping/use_gpu_pixel_snap", false));
  1016. }
  1017. void RasterizerCanvasBaseGLES3::finalize() {
  1018. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1019. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1020. glDeleteBuffers(1, &data.canvas_quad_vertices);
  1021. glDeleteVertexArrays(1, &data.canvas_quad_array);
  1022. glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
  1023. }
  1024. RasterizerCanvasBaseGLES3::RasterizerCanvasBaseGLES3() {
  1025. }