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- /**************************************************************************/
- /* rasterizer_canvas_base_gles3.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "rasterizer_canvas_base_gles3.h"
- #include "core/os/os.h"
- #include "core/project_settings.h"
- #include "drivers/gles_common/rasterizer_asserts.h"
- #include "rasterizer_scene_gles3.h"
- #include "servers/visual/visual_server_raster.h"
- #ifndef GLES_OVER_GL
- #define glClearDepth glClearDepthf
- #endif
- static _FORCE_INLINE_ void store_transform2d(const Transform2D &p_mtx, float *p_array) {
- p_array[0] = p_mtx.elements[0][0];
- p_array[1] = p_mtx.elements[0][1];
- p_array[2] = 0;
- p_array[3] = 0;
- p_array[4] = p_mtx.elements[1][0];
- p_array[5] = p_mtx.elements[1][1];
- p_array[6] = 0;
- p_array[7] = 0;
- p_array[8] = 0;
- p_array[9] = 0;
- p_array[10] = 1;
- p_array[11] = 0;
- p_array[12] = p_mtx.elements[2][0];
- p_array[13] = p_mtx.elements[2][1];
- p_array[14] = 0;
- p_array[15] = 1;
- }
- static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array) {
- p_array[0] = p_mtx.basis.elements[0][0];
- p_array[1] = p_mtx.basis.elements[1][0];
- p_array[2] = p_mtx.basis.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_mtx.basis.elements[0][1];
- p_array[5] = p_mtx.basis.elements[1][1];
- p_array[6] = p_mtx.basis.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_mtx.basis.elements[0][2];
- p_array[9] = p_mtx.basis.elements[1][2];
- p_array[10] = p_mtx.basis.elements[2][2];
- p_array[11] = 0;
- p_array[12] = p_mtx.origin.x;
- p_array[13] = p_mtx.origin.y;
- p_array[14] = p_mtx.origin.z;
- p_array[15] = 1;
- }
- static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.matrix[i][j];
- }
- }
- }
- RID RasterizerCanvasBaseGLES3::light_internal_create() {
- LightInternal *li = memnew(LightInternal);
- glGenBuffers(1, &li->ubo);
- glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), nullptr, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- return light_internal_owner.make_rid(li);
- }
- void RasterizerCanvasBaseGLES3::light_internal_update(RID p_rid, Light *p_light) {
- LightInternal *li = light_internal_owner.getornull(p_rid);
- ERR_FAIL_COND(!li);
- store_transform2d(p_light->light_shader_xform, li->ubo_data.light_matrix);
- store_transform2d(p_light->xform_cache.affine_inverse(), li->ubo_data.local_matrix);
- store_camera(p_light->shadow_matrix_cache, li->ubo_data.shadow_matrix);
- for (int i = 0; i < 4; i++) {
- li->ubo_data.color[i] = p_light->color[i] * p_light->energy;
- li->ubo_data.shadow_color[i] = p_light->shadow_color[i];
- }
- li->ubo_data.light_pos[0] = p_light->light_shader_pos.x;
- li->ubo_data.light_pos[1] = p_light->light_shader_pos.y;
- li->ubo_data.shadowpixel_size = (1.0 / p_light->shadow_buffer_size) * (1.0 + p_light->shadow_smooth);
- li->ubo_data.light_outside_alpha = p_light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0;
- li->ubo_data.light_height = p_light->height;
- if (p_light->radius_cache == 0) {
- li->ubo_data.shadow_gradient = 0;
- } else {
- li->ubo_data.shadow_gradient = p_light->shadow_gradient_length / (p_light->radius_cache * 1.1);
- }
- li->ubo_data.shadow_distance_mult = (p_light->radius_cache * 1.1);
- glBindBuffer(GL_UNIFORM_BUFFER, li->ubo);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &li->ubo_data, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- }
- void RasterizerCanvasBaseGLES3::light_internal_free(RID p_rid) {
- LightInternal *li = light_internal_owner.getornull(p_rid);
- ERR_FAIL_COND(!li);
- glDeleteBuffers(1, &li->ubo);
- light_internal_owner.free(p_rid);
- memdelete(li);
- }
- void RasterizerCanvasBaseGLES3::canvas_begin() {
- if (storage->frame.current_rt && storage->frame.clear_request) {
- // a clear request may be pending, so do it
- bool transparent = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
- glClearColor(storage->frame.clear_request_color.r,
- storage->frame.clear_request_color.g,
- storage->frame.clear_request_color.b,
- transparent ? storage->frame.clear_request_color.a : 1.0);
- glClear(GL_COLOR_BUFFER_BIT);
- storage->frame.clear_request = false;
- glColorMask(1, 1, 1, transparent ? 1 : 0);
- }
- reset_canvas();
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, true);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, false);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
- state.canvas_shader.set_custom_shader(0);
- state.canvas_shader.bind();
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
- if (storage->frame.current_rt) {
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
- } else {
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
- }
- //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
- //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
- //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
- glBindVertexArray(data.canvas_quad_array);
- state.using_texture_rect = true;
- state.using_ninepatch = false;
- state.using_light_angle = false;
- state.using_modulate = false;
- state.using_large_vertex = false;
- state.using_skeleton = false;
- }
- void RasterizerCanvasBaseGLES3::canvas_end() {
- glBindVertexArray(0);
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
- glColorMask(1, 1, 1, 1);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- state.using_texture_rect = false;
- state.using_ninepatch = false;
- state.using_light_angle = false;
- }
- RasterizerStorageGLES3::Texture *RasterizerCanvasBaseGLES3::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force) {
- RasterizerStorageGLES3::Texture *tex_return = nullptr;
- if (p_texture == state.current_tex && !p_force) {
- tex_return = state.current_tex_ptr;
- } else if (p_texture.is_valid()) {
- RasterizerStorageGLES3::Texture *texture = storage->texture_owner.getornull(p_texture);
- if (!texture) {
- state.current_tex = RID();
- state.current_tex_ptr = nullptr;
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- } else {
- if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
- VisualServerRaster::redraw_request(false);
- }
- texture = texture->get_ptr();
- if (texture->render_target) {
- texture->render_target->used_in_frame = true;
- }
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, texture->tex_id);
- state.current_tex = p_texture;
- state.current_tex_ptr = texture;
- tex_return = texture;
- }
- } else {
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- state.current_tex = RID();
- state.current_tex_ptr = nullptr;
- }
- if (p_normal_map == state.current_normal && !p_force) {
- //do none
- state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
- } else if (p_normal_map.is_valid()) {
- RasterizerStorageGLES3::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
- if (!normal_map) {
- state.current_normal = RID();
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
- } else {
- if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
- VisualServerRaster::redraw_request(false);
- }
- normal_map = normal_map->get_ptr();
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
- state.current_normal = p_normal_map;
- state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, true);
- }
- } else {
- state.current_normal = RID();
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::USE_DEFAULT_NORMAL, false);
- }
- return tex_return;
- }
- void RasterizerCanvasBaseGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepatch, bool p_light_angle, bool p_modulate, bool p_large_vertex) {
- // this state check could be done individually
- 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) {
- return;
- }
- if (p_enable) {
- glBindVertexArray(data.canvas_quad_array);
- } else {
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- }
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_NINEPATCH, p_ninepatch && p_enable);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT, p_enable);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LIGHT_ANGLE, p_light_angle);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_MODULATE, p_modulate);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_ATTRIB_LARGE_VERTEX, p_large_vertex);
- state.canvas_shader.bind();
- state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
- if (state.using_skeleton) {
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
- }
- if (storage->frame.current_rt) {
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
- } else {
- state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
- }
- 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;
- }
- 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) {
- glBindVertexArray(data.polygon_buffer_pointer_array);
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- uint32_t buffer_ofs = 0;
- uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
- #endif
- 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);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- //color
- if (p_singlecolor) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- Color m = *p_colors;
- glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
- } else if (!p_colors) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- } else {
- 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));
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- }
- if (p_uvs) {
- 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));
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- if (p_bones && p_weights) {
- 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));
- glEnableVertexAttribArray(VS::ARRAY_BONES);
- //glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
- glVertexAttribIPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- 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));
- glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
- glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, false, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- } else if (state.using_skeleton) {
- glVertexAttribI4ui(VS::ARRAY_BONES, 0, 0, 0, 0);
- glVertexAttrib4f(VS::ARRAY_WEIGHTS, 0, 0, 0, 0);
- }
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
- #endif
- //bind the indices buffer.
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
- 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);
- //draw the triangles.
- glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, nullptr);
- storage->info.render._2d_draw_call_count++;
- if (p_bones && p_weights) {
- //not used so often, so disable when used
- glDisableVertexAttribArray(VS::ARRAY_BONES);
- glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
- }
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- 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) {
- glBindVertexArray(data.polygon_buffer_pointer_array);
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- //vertex
- uint32_t buffer_ofs = 0;
- uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
- #endif
- 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);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- //color
- if (p_singlecolor) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- Color m = *p_colors;
- glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
- } else if (!p_colors) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- } else {
- 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));
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- }
- if (p_uvs) {
- 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));
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- glDrawArrays(p_primitive, 0, p_vertex_count);
- storage->info.render._2d_draw_call_count++;
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- 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) {
- glBindVertexArray(data.polygon_buffer_pointer_array);
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- //vertex
- uint32_t buffer_ofs = 0;
- uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
- #endif
- 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);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- //color
- if (p_singlecolor) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- Color m = *p_colors;
- glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
- } else if (!p_colors) {
- glDisableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- } else {
- 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));
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- }
- if (p_uvs) {
- 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));
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
- buffer_ofs = buffer_ofs_after;
- } else {
- glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
- }
- #ifdef RASTERIZER_EXTRA_CHECKS
- // very slow, do not enable in normal use
- for (int n = 0; n < p_index_count; n++) {
- RAST_DEV_DEBUG_ASSERT(p_indices[n] < p_vertex_count);
- }
- #endif
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
- #endif
- //bind the indices buffer.
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
- 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);
- //draw the triangles.
- glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, nullptr);
- storage->info.render._2d_draw_call_count++;
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- }
- 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) {
- static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
- //#define GLES_USE_PRIMITIVE_BUFFER
- int version = 0;
- int color_ofs = 0;
- int uv_ofs = 0;
- int light_angle_ofs = 0;
- int stride = 2;
- if (p_colors) { //color
- version |= 1;
- color_ofs = stride;
- stride += 4;
- }
- if (p_uvs) { //uv
- version |= 2;
- uv_ofs = stride;
- stride += 2;
- }
- if (p_light_angles) { //light_angles
- version |= 4;
- light_angle_ofs = stride;
- stride += 1;
- }
- DEV_ASSERT(p_points <= 4);
- float b[(2 + 2 + 4 + 1) * 4];
- for (int i = 0; i < p_points; i++) {
- b[stride * i + 0] = p_vertices[i].x;
- b[stride * i + 1] = p_vertices[i].y;
- }
- if (p_colors) {
- for (int i = 0; i < p_points; i++) {
- b[stride * i + color_ofs + 0] = p_colors[i].r;
- b[stride * i + color_ofs + 1] = p_colors[i].g;
- b[stride * i + color_ofs + 2] = p_colors[i].b;
- b[stride * i + color_ofs + 3] = p_colors[i].a;
- }
- }
- if (p_uvs) {
- for (int i = 0; i < p_points; i++) {
- b[stride * i + uv_ofs + 0] = p_uvs[i].x;
- b[stride * i + uv_ofs + 1] = p_uvs[i].y;
- }
- }
- if (p_light_angles) {
- for (int i = 0; i < p_points; i++) {
- b[stride * i + light_angle_ofs] = p_light_angles[i];
- }
- }
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, p_points * stride * sizeof(float), &b[0], GL_ARRAY_BUFFER, _buffer_upload_usage_flag);
- glBindVertexArray(data.polygon_buffer_quad_arrays[version]);
- glDrawArrays(prim[p_points], 0, p_points);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- storage->info.render._2d_draw_call_count++;
- }
- void RasterizerCanvasBaseGLES3::render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture) {
- if (p_texture) {
- bool send_light_angles = false;
- // only need to use light angles when normal mapping
- // otherwise we can use the default shader
- if (state.current_normal != RID()) {
- send_light_angles = true;
- }
- // we don't want to use texture rect, and we want to send light angles if we are using normal mapping
- _set_texture_rect_mode(false, false, send_light_angles);
- bool untile = false;
- if (p_rect->flags & CANVAS_RECT_TILE && !(p_texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- untile = true;
- }
- Size2 texpixel_size(1.0 / p_texture->width, 1.0 / p_texture->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
- Vector2 points[4] = {
- p_rect->rect.position,
- p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
- p_rect->rect.position + p_rect->rect.size,
- p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
- };
- if (p_rect->rect.size.x < 0) {
- SWAP(points[0], points[1]);
- SWAP(points[2], points[3]);
- }
- if (p_rect->rect.size.y < 0) {
- SWAP(points[0], points[3]);
- SWAP(points[1], points[2]);
- }
- 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);
- Vector2 uvs[4] = {
- src_rect.position,
- src_rect.position + Vector2(src_rect.size.x, 0.0),
- src_rect.position + src_rect.size,
- src_rect.position + Vector2(0.0, src_rect.size.y),
- };
- // for encoding in light angle
- bool flip_h = false;
- bool flip_v = false;
- if (p_rect->flags & CANVAS_RECT_TRANSPOSE) {
- SWAP(uvs[1], uvs[3]);
- }
- if (p_rect->flags & CANVAS_RECT_FLIP_H) {
- SWAP(uvs[0], uvs[1]);
- SWAP(uvs[2], uvs[3]);
- flip_h = true;
- flip_v = !flip_v;
- }
- if (p_rect->flags & CANVAS_RECT_FLIP_V) {
- SWAP(uvs[0], uvs[3]);
- SWAP(uvs[1], uvs[2]);
- flip_v = !flip_v;
- }
- if (send_light_angles) {
- // for single rects, there is no need to fully utilize the light angle,
- // we only need it to encode flips (horz and vert). But the shader can be reused with
- // batching in which case the angle encodes the transform as well as
- // the flips.
- // Note transpose is NYI. I don't think it worked either with the non-nvidia method.
- // if horizontal flip, angle is 180
- float angle = 0.0f;
- if (flip_h) {
- angle = Math_PI;
- }
- // add 1 (to take care of zero floating point error with sign)
- angle += 1.0f;
- // flip if necessary
- if (flip_v) {
- angle *= -1.0f;
- }
- // light angle must be sent for each vert, instead as a single uniform in the uniform draw method
- // this has the benefit of enabling batching with light angles.
- float light_angles[4] = { angle, angle, angle, angle };
- _draw_gui_primitive(4, points, nullptr, uvs, light_angles);
- } else {
- _draw_gui_primitive(4, points, nullptr, uvs);
- }
- if (untile) {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
- } else {
- _set_texture_rect_mode(false);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
- Vector2 points[4] = {
- p_rect->rect.position,
- p_rect->rect.position + Vector2(p_rect->rect.size.x, 0.0),
- p_rect->rect.position + p_rect->rect.size,
- p_rect->rect.position + Vector2(0.0, p_rect->rect.size.y),
- };
- _draw_gui_primitive(4, points, nullptr, nullptr);
- }
- }
- void RasterizerCanvasBaseGLES3::_copy_texscreen(const Rect2 &p_rect) {
- 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.");
- glDisable(GL_BLEND);
- state.canvas_texscreen_used = true;
- //blur diffuse into effect mipmaps using separatable convolution
- //storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
- Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
- 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);
- if (p_rect != Rect2()) {
- scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
- }
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
- storage->shaders.copy.bind();
- storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
- scene_render->_copy_screen();
- for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
- int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
- int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
- glViewport(0, 0, vp_w, vp_h);
- //horizontal pass
- scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
- scene_render->state.effect_blur_shader.bind();
- scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
- scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
- scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
- scene_render->_copy_screen();
- scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
- //vertical pass
- scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
- scene_render->state.effect_blur_shader.bind();
- scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
- scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
- scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
- scene_render->_copy_screen();
- scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
- }
- scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
- storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
- glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
- // back to canvas, force rebind
- state.using_texture_rect = true;
- _set_texture_rect_mode(false);
- _bind_canvas_texture(state.current_tex, state.current_normal, true);
- glEnable(GL_BLEND);
- }
- void RasterizerCanvasBaseGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
- Light *light = p_lights_with_shadow;
- canvas_begin(); //reset
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- int h = 10;
- int w = storage->frame.current_rt->width;
- int ofs = h;
- glDisable(GL_BLEND);
- while (light) {
- if (light->shadow_buffer.is_valid()) {
- RasterizerStorageGLES3::CanvasLightShadow *sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
- if (sb) {
- glBindTexture(GL_TEXTURE_2D, sb->distance);
- draw_generic_textured_rect(Rect2(h, ofs, w - h * 2, h), Rect2(0, 0, 1, 1));
- ofs += h * 2;
- }
- }
- light = light->shadows_next_ptr;
- }
- canvas_end();
- }
- 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) {
- RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
- ERR_FAIL_COND(!cls);
- glDisable(GL_BLEND);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DITHER);
- glDisable(GL_CULL_FACE);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(true);
- glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
- state.canvas_shadow_shader.bind();
- glViewport(0, 0, cls->size, cls->height);
- glClearDepth(1.0f);
- glClearColor(1, 1, 1, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
- for (int i = 0; i < 4; i++) {
- //make sure it remains orthogonal, makes easy to read angle later
- Transform light;
- light.origin[0] = p_light_xform[2][0];
- light.origin[1] = p_light_xform[2][1];
- light.basis[0][0] = p_light_xform[0][0];
- light.basis[0][1] = p_light_xform[1][0];
- light.basis[1][0] = p_light_xform[0][1];
- light.basis[1][1] = p_light_xform[1][1];
- //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
- //p_near=1;
- CameraMatrix projection;
- {
- real_t fov = 90;
- real_t nearp = p_near;
- real_t farp = p_far;
- real_t aspect = 1.0;
- real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
- real_t ymin = -ymax;
- real_t xmin = ymin * aspect;
- real_t xmax = ymax * aspect;
- projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
- }
- Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
- projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX, projection);
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX, light);
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM, 1.0 / p_far);
- if (i == 0) {
- *p_xform_cache = projection;
- }
- glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
- LightOccluderInstance *instance = p_occluders;
- while (instance) {
- RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
- if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
- instance = instance->next;
- continue;
- }
- state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX, instance->xform_cache);
- VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
- if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
- (p_light_xform.determinant() * instance->xform_cache.determinant()) < 0) {
- transformed_cull_cache = (transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE)
- ? VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE
- : VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
- }
- if (cull != transformed_cull_cache) {
- cull = transformed_cull_cache;
- switch (cull) {
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
- glDisable(GL_CULL_FACE);
- } break;
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_FRONT);
- } break;
- case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- } break;
- }
- }
- glBindVertexArray(cc->array_id);
- glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, nullptr);
- instance = instance->next;
- }
- }
- glBindVertexArray(0);
- }
- void RasterizerCanvasBaseGLES3::reset_canvas() {
- if (storage->frame.current_rt) {
- glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
- glColorMask(1, 1, 1, 1); //don't touch alpha
- }
- glBindVertexArray(0);
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_SCISSOR_TEST);
- glDisable(GL_DITHER);
- glEnable(GL_BLEND);
- glBlendEquation(GL_FUNC_ADD);
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
- glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
- } else {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
- //glLineWidth(1.0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- //use for reading from screen
- if (storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING]) {
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
- }
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
- glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
- Transform canvas_transform;
- if (storage->frame.current_rt) {
- float csy = 1.0;
- if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
- csy = -1.0;
- }
- canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
- canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
- } else {
- Vector2 ssize = OS::get_singleton()->get_window_size();
- canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
- canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
- }
- state.vp = canvas_transform;
- store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
- state.canvas_item_ubo_data.time = storage->frame.time[0];
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.canvas_texscreen_used = false;
- }
- void RasterizerCanvasBaseGLES3::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
- 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));
- 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));
- state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
- void RasterizerCanvasBaseGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
- Vector2 half_size;
- if (storage->frame.current_rt) {
- half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
- } else {
- half_size = OS::get_singleton()->get_window_size();
- }
- half_size *= 0.5;
- Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
- Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
- float aspect_ratio = p_rect.size.x / p_rect.size.y;
- // setup our lens shader
- state.lens_shader.bind();
- state.lens_shader.set_uniform(LensDistortedShaderGLES3::OFFSET, offset);
- state.lens_shader.set_uniform(LensDistortedShaderGLES3::SCALE, scale);
- state.lens_shader.set_uniform(LensDistortedShaderGLES3::K1, p_k1);
- state.lens_shader.set_uniform(LensDistortedShaderGLES3::K2, p_k2);
- state.lens_shader.set_uniform(LensDistortedShaderGLES3::EYE_CENTER, p_eye_center);
- state.lens_shader.set_uniform(LensDistortedShaderGLES3::UPSCALE, p_oversample);
- state.lens_shader.set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_item_ubo);
- glBindVertexArray(data.canvas_quad_array);
- // and draw
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glBindVertexArray(0);
- glBindBufferBase(GL_UNIFORM_BUFFER, 0, 0);
- }
- void RasterizerCanvasBaseGLES3::draw_window_margins(int *black_margin, RID *black_image) {
- Vector2 window_size = OS::get_singleton()->get_window_size();
- int window_h = window_size.height;
- int window_w = window_size.width;
- glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
- glViewport(0, 0, window_size.width, window_size.height);
- canvas_begin();
- if (black_image[MARGIN_LEFT].is_valid()) {
- _bind_canvas_texture(black_image[MARGIN_LEFT], RID(), true);
- Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
- draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h),
- Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y));
- } else if (black_margin[MARGIN_LEFT]) {
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
- draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
- }
- if (black_image[MARGIN_RIGHT].is_valid()) {
- _bind_canvas_texture(black_image[MARGIN_RIGHT], RID(), true);
- Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
- draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h),
- Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
- } else if (black_margin[MARGIN_RIGHT]) {
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
- draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
- }
- if (black_image[MARGIN_TOP].is_valid()) {
- _bind_canvas_texture(black_image[MARGIN_TOP], RID(), true);
- Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
- draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]),
- Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
- } else if (black_margin[MARGIN_TOP]) {
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
- draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
- }
- if (black_image[MARGIN_BOTTOM].is_valid()) {
- _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID(), true);
- Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
- draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]),
- Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
- } else if (black_margin[MARGIN_BOTTOM]) {
- WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
- draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
- }
- }
- void RasterizerCanvasBaseGLES3::initialize() {
- int flag_stream_mode = GLOBAL_GET("rendering/2d/opengl/legacy_stream");
- switch (flag_stream_mode) {
- default: {
- _buffer_upload_usage_flag = GL_STREAM_DRAW;
- } break;
- case 1: {
- _buffer_upload_usage_flag = GL_DYNAMIC_DRAW;
- } break;
- case 2: {
- _buffer_upload_usage_flag = GL_STREAM_DRAW;
- } break;
- }
- {
- //quad buffers
- glGenBuffers(1, &data.canvas_quad_vertices);
- glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
- {
- const float qv[8] = {
- 0, 0,
- 0, 1,
- 1, 1,
- 1, 0
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- glGenVertexArrays(1, &data.canvas_quad_array);
- glBindVertexArray(data.canvas_quad_array);
- glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
- glEnableVertexAttribArray(0);
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- }
- {
- //particle quad buffers
- glGenBuffers(1, &data.particle_quad_vertices);
- glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
- {
- //quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
- const float qv[16] = {
- -0.5, -0.5,
- 0.0, 0.0,
- -0.5, 0.5,
- 0.0, 1.0,
- 0.5, 0.5,
- 1.0, 1.0,
- 0.5, -0.5,
- 1.0, 0.0
- };
- glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
- }
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- glGenVertexArrays(1, &data.particle_quad_array);
- glBindVertexArray(data.particle_quad_array);
- glBindBuffer(GL_ARRAY_BUFFER, data.particle_quad_vertices);
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
- glBindVertexArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
- }
- {
- uint32_t poly_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
- 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"));
- poly_size = MAX(poly_size, 2); // minimum 2k, may still see anomalies in editor
- poly_size *= 1024; //kb
- glGenBuffers(1, &data.polygon_buffer);
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- glBufferData(GL_ARRAY_BUFFER, poly_size, nullptr, GL_DYNAMIC_DRAW); //allocate max size
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- data.polygon_buffer_size = poly_size;
- //quad arrays
- for (int i = 0; i < Data::NUM_QUAD_ARRAY_VARIATIONS; i++) {
- glGenVertexArrays(1, &data.polygon_buffer_quad_arrays[i]);
- glBindVertexArray(data.polygon_buffer_quad_arrays[i]);
- glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
- int uv_ofs = 0;
- int color_ofs = 0;
- int light_angle_ofs = 0;
- int stride = 2 * 4;
- if (i & 1) { //color
- color_ofs = stride;
- stride += 4 * 4;
- }
- if (i & 2) { //uv
- uv_ofs = stride;
- stride += 2 * 4;
- }
- if (i & 4) { //light_angle
- light_angle_ofs = stride;
- stride += 1 * 4;
- }
- glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride, nullptr);
- if (i & 1) {
- glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
- }
- if (i & 2) {
- glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(uv_ofs));
- }
- if (i & 4) {
- // reusing tangent for light_angle
- glEnableVertexAttribArray(VS::ARRAY_TANGENT);
- glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(light_angle_ofs));
- }
- glBindVertexArray(0);
- }
- glGenVertexArrays(1, &data.polygon_buffer_pointer_array);
- uint32_t index_size = GLOBAL_DEF_RST("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
- 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"));
- index_size = MAX(index_size, 2);
- index_size *= 1024; //kb
- glGenBuffers(1, &data.polygon_index_buffer);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, nullptr, GL_DYNAMIC_DRAW); //allocate max size
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- data.polygon_index_buffer_size = index_size;
- }
- store_transform(Transform(), state.canvas_item_ubo_data.projection_matrix);
- glGenBuffers(1, &state.canvas_item_ubo);
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
- state.canvas_shader.init();
- state.canvas_shader.set_base_material_tex_index(2);
- state.canvas_shadow_shader.init();
- state.lens_shader.init();
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
- state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
- state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/2d/snapping/use_gpu_pixel_snap", false));
- }
- void RasterizerCanvasBaseGLES3::finalize() {
- glDeleteBuffers(1, &data.canvas_quad_vertices);
- glDeleteVertexArrays(1, &data.canvas_quad_array);
- glDeleteBuffers(1, &data.canvas_quad_vertices);
- glDeleteVertexArrays(1, &data.canvas_quad_array);
- glDeleteVertexArrays(1, &data.polygon_buffer_pointer_array);
- }
- RasterizerCanvasBaseGLES3::RasterizerCanvasBaseGLES3() {
- }
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