rasterizer_canvas_gles3.cpp 90 KB

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  1. /**************************************************************************/
  2. /* rasterizer_canvas_gles3.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 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_gles3.h"
  31. #include "drivers/gles3/rasterizer_gles3.h"
  32. #include "drivers/gles_common/rasterizer_asserts.h"
  33. #include "servers/visual/visual_server_raster.h"
  34. static const GLenum gl_primitive[] = {
  35. GL_POINTS,
  36. GL_LINES,
  37. GL_LINE_STRIP,
  38. GL_LINE_LOOP,
  39. GL_TRIANGLES,
  40. GL_TRIANGLE_STRIP,
  41. GL_TRIANGLE_FAN
  42. };
  43. void RasterizerCanvasGLES3::canvas_end() {
  44. batch_canvas_end();
  45. RasterizerCanvasBaseGLES3::canvas_end();
  46. }
  47. void RasterizerCanvasGLES3::canvas_begin() {
  48. batch_canvas_begin();
  49. RasterizerCanvasBaseGLES3::canvas_begin();
  50. }
  51. void RasterizerCanvasGLES3::canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  52. batch_canvas_render_items_begin(p_modulate, p_light, p_base_transform);
  53. }
  54. void RasterizerCanvasGLES3::canvas_render_items_end() {
  55. batch_canvas_render_items_end();
  56. }
  57. void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  58. batch_canvas_render_items(p_item_list, p_z, p_modulate, p_light, p_base_transform);
  59. }
  60. void RasterizerCanvasGLES3::gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const {
  61. glEnable(GL_SCISSOR_TEST);
  62. glScissor(p_x, p_y, p_width, p_height);
  63. }
  64. void RasterizerCanvasGLES3::gl_disable_scissor() const {
  65. glDisable(GL_SCISSOR_TEST);
  66. }
  67. // Legacy non-batched implementation for regression testing.
  68. // Should be removed after testing phase to avoid duplicate codepaths.
  69. void RasterizerCanvasGLES3::_legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris) {
  70. storage->info.render._2d_item_count++;
  71. if (r_ris.prev_distance_field != p_ci->distance_field) {
  72. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, p_ci->distance_field);
  73. r_ris.prev_distance_field = p_ci->distance_field;
  74. r_ris.rebind_shader = true;
  75. }
  76. if (r_ris.current_clip != p_ci->final_clip_owner) {
  77. r_ris.current_clip = p_ci->final_clip_owner;
  78. //setup clip
  79. if (r_ris.current_clip) {
  80. glEnable(GL_SCISSOR_TEST);
  81. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  82. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  83. y = r_ris.current_clip->final_clip_rect.position.y;
  84. }
  85. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.x, r_ris.current_clip->final_clip_rect.size.y);
  86. } else {
  87. glDisable(GL_SCISSOR_TEST);
  88. }
  89. }
  90. if (p_ci->copy_back_buffer) {
  91. if (p_ci->copy_back_buffer->full) {
  92. _copy_texscreen(Rect2());
  93. } else {
  94. _copy_texscreen(p_ci->copy_back_buffer->rect);
  95. }
  96. }
  97. RasterizerStorageGLES3::Skeleton *skeleton = nullptr;
  98. {
  99. //skeleton handling
  100. if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
  101. skeleton = storage->skeleton_owner.get(p_ci->skeleton);
  102. if (!skeleton->use_2d) {
  103. skeleton = nullptr;
  104. } else {
  105. state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
  106. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  107. }
  108. }
  109. bool use_skeleton = skeleton != nullptr;
  110. if (r_ris.prev_use_skeleton != use_skeleton) {
  111. r_ris.rebind_shader = true;
  112. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  113. r_ris.prev_use_skeleton = use_skeleton;
  114. }
  115. if (skeleton) {
  116. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  117. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  118. state.using_skeleton = true;
  119. } else {
  120. state.using_skeleton = false;
  121. }
  122. }
  123. //begin rect
  124. Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
  125. RID material = material_owner->material;
  126. if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
  127. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  128. RasterizerStorageGLES3::Shader *shader_ptr = nullptr;
  129. if (material_ptr) {
  130. shader_ptr = material_ptr->shader;
  131. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  132. shader_ptr = nullptr; //do not use non canvasitem shader
  133. }
  134. }
  135. if (shader_ptr) {
  136. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  137. //copy if not copied before
  138. _copy_texscreen(Rect2());
  139. // blend mode will have been enabled so make sure we disable it again later on
  140. r_ris.last_blend_mode = r_ris.last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? r_ris.last_blend_mode : -1;
  141. }
  142. if (shader_ptr != r_ris.shader_cache || r_ris.rebind_shader) {
  143. if (shader_ptr->canvas_item.uses_time) {
  144. VisualServerRaster::redraw_request(false);
  145. }
  146. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  147. state.canvas_shader.bind();
  148. }
  149. if (material_ptr->ubo_id) {
  150. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  151. }
  152. int tc = material_ptr->textures.size();
  153. RID *textures = material_ptr->textures.ptrw();
  154. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  155. for (int i = 0; i < tc; i++) {
  156. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2 + i);
  157. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  158. if (!t) {
  159. switch (texture_hints[i]) {
  160. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  161. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  162. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  163. } break;
  164. case ShaderLanguage::ShaderNode::Uniform::HINT_TRANSPARENT: {
  165. glBindTexture(GL_TEXTURE_2D, storage->resources.transparent_tex);
  166. } break;
  167. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  168. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  169. } break;
  170. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  171. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  172. } break;
  173. default: {
  174. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  175. } break;
  176. }
  177. //check hints
  178. continue;
  179. }
  180. if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  181. VisualServerRaster::redraw_request();
  182. }
  183. t = t->get_ptr();
  184. if (storage->config.srgb_decode_supported && t->using_srgb) {
  185. //no srgb in 2D
  186. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  187. t->using_srgb = false;
  188. }
  189. glBindTexture(t->target, t->tex_id);
  190. }
  191. } else {
  192. state.canvas_shader.set_custom_shader(0);
  193. state.canvas_shader.bind();
  194. }
  195. r_ris.shader_cache = shader_ptr;
  196. r_ris.canvas_last_material = material;
  197. r_ris.rebind_shader = false;
  198. }
  199. int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  200. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  201. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  202. }
  203. bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  204. bool reclip = false;
  205. if (r_ris.last_blend_mode != blend_mode) {
  206. if (r_ris.last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  207. // re-enable it
  208. glEnable(GL_BLEND);
  209. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  210. // disable it
  211. glDisable(GL_BLEND);
  212. }
  213. switch (blend_mode) {
  214. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  215. // nothing to do here
  216. } break;
  217. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  218. glBlendEquation(GL_FUNC_ADD);
  219. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  220. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  221. } else {
  222. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  223. }
  224. } break;
  225. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  226. glBlendEquation(GL_FUNC_ADD);
  227. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  228. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  229. } else {
  230. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  231. }
  232. } break;
  233. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  234. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  235. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  236. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  237. } else {
  238. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  239. }
  240. } break;
  241. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  242. glBlendEquation(GL_FUNC_ADD);
  243. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  244. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  245. } else {
  246. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  247. }
  248. } break;
  249. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  250. glBlendEquation(GL_FUNC_ADD);
  251. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  252. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  253. } else {
  254. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  255. }
  256. } break;
  257. }
  258. r_ris.last_blend_mode = blend_mode;
  259. }
  260. state.canvas_item_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
  261. state.final_transform = p_ci->final_transform;
  262. state.extra_matrix = Transform2D();
  263. if (state.using_skeleton) {
  264. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  265. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  266. }
  267. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  268. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  269. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  270. if (storage->frame.current_rt) {
  271. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  272. } else {
  273. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  274. }
  275. if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked)) {
  276. _legacy_canvas_item_render_commands(p_ci, r_ris.current_clip, reclip, nullptr);
  277. }
  278. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
  279. Light *light = r_ris.item_group_light;
  280. bool light_used = false;
  281. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  282. state.canvas_item_modulate = p_ci->final_modulate; // remove the canvas modulate
  283. while (light) {
  284. if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
  285. //intersects this light
  286. if (!light_used || mode != light->mode) {
  287. mode = light->mode;
  288. switch (mode) {
  289. case VS::CANVAS_LIGHT_MODE_ADD: {
  290. glBlendEquation(GL_FUNC_ADD);
  291. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  292. } break;
  293. case VS::CANVAS_LIGHT_MODE_SUB: {
  294. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  295. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  296. } break;
  297. case VS::CANVAS_LIGHT_MODE_MIX:
  298. case VS::CANVAS_LIGHT_MODE_MASK: {
  299. glBlendEquation(GL_FUNC_ADD);
  300. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  301. } break;
  302. }
  303. }
  304. if (!light_used) {
  305. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  306. light_used = true;
  307. }
  308. bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
  309. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  310. if (has_shadow) {
  311. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  312. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  313. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  314. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  315. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  316. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  317. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  318. }
  319. bool light_rebind = state.canvas_shader.bind();
  320. if (light_rebind) {
  321. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  322. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  323. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  324. if (storage->frame.current_rt) {
  325. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  326. } else {
  327. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  328. }
  329. if (state.using_skeleton) {
  330. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  331. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  332. }
  333. }
  334. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light_internal_owner.get(light->light_internal))->ubo);
  335. if (has_shadow) {
  336. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  337. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  338. glBindTexture(GL_TEXTURE_2D, cls->distance);
  339. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  340. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  341. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  342. }
  343. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  344. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  345. if (!t) {
  346. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  347. } else {
  348. t = t->get_ptr();
  349. glBindTexture(t->target, t->tex_id);
  350. }
  351. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  352. _legacy_canvas_item_render_commands(p_ci, r_ris.current_clip, reclip, nullptr); //redraw using light
  353. }
  354. light = light->next_ptr;
  355. }
  356. if (light_used) {
  357. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  358. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  359. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  360. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  361. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  362. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  363. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  364. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  365. state.canvas_shader.bind();
  366. r_ris.last_blend_mode = -1;
  367. /*
  368. //this is set again, so it should not be needed anyway?
  369. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  370. ci->final_modulate.r * p_modulate.r,
  371. ci->final_modulate.g * p_modulate.g,
  372. ci->final_modulate.b * p_modulate.b,
  373. ci->final_modulate.a * p_modulate.a );
  374. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  375. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  376. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  377. glBlendEquation(GL_FUNC_ADD);
  378. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  379. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  380. } else {
  381. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  382. }
  383. //@TODO RESET canvas_blend_mode
  384. */
  385. }
  386. }
  387. if (reclip) {
  388. glEnable(GL_SCISSOR_TEST);
  389. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  390. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  391. y = r_ris.current_clip->final_clip_rect.position.y;
  392. }
  393. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
  394. }
  395. }
  396. void RasterizerCanvasGLES3::render_batches(Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material) {
  397. // bdata.reset_flush();
  398. // return;
  399. int num_batches = bdata.batches.size();
  400. for (int batch_num = 0; batch_num < num_batches; batch_num++) {
  401. const Batch &batch = bdata.batches[batch_num];
  402. switch (batch.type) {
  403. case RasterizerStorageCommon::BT_RECT: {
  404. _batch_render_generic(batch, p_material);
  405. } break;
  406. case RasterizerStorageCommon::BT_POLY: {
  407. _batch_render_generic(batch, p_material);
  408. } break;
  409. case RasterizerStorageCommon::BT_LINE: {
  410. _batch_render_lines(batch, p_material, false);
  411. } break;
  412. case RasterizerStorageCommon::BT_LINE_AA: {
  413. _batch_render_lines(batch, p_material, true);
  414. } break;
  415. default: {
  416. int end_command = batch.first_command + batch.num_commands;
  417. DEV_ASSERT(batch.item);
  418. RasterizerCanvas::Item::Command *const *commands = batch.item->commands.ptr();
  419. for (int i = batch.first_command; i < end_command; i++) {
  420. Item::Command *c = commands[i];
  421. switch (c->type) {
  422. case Item::Command::TYPE_LINE: {
  423. Item::CommandLine *line = static_cast<Item::CommandLine *>(c);
  424. _set_texture_rect_mode(false);
  425. _bind_canvas_texture(RID(), RID());
  426. glVertexAttrib4f(VS::ARRAY_COLOR, line->color.r, line->color.g, line->color.b, line->color.a);
  427. if (line->width <= 1) {
  428. Vector2 verts[2] = {
  429. Vector2(line->from.x, line->from.y),
  430. Vector2(line->to.x, line->to.y)
  431. };
  432. #ifdef GLES_OVER_GL
  433. if (line->antialiased) {
  434. glEnable(GL_LINE_SMOOTH);
  435. }
  436. #endif
  437. //glLineWidth(line->width);
  438. _draw_gui_primitive(2, verts, nullptr, nullptr);
  439. #ifdef GLES_OVER_GL
  440. if (line->antialiased) {
  441. glDisable(GL_LINE_SMOOTH);
  442. }
  443. #endif
  444. } else {
  445. //thicker line
  446. Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
  447. Vector2 verts[4] = {
  448. line->from - t,
  449. line->from + t,
  450. line->to + t,
  451. line->to - t,
  452. };
  453. //glLineWidth(line->width);
  454. _draw_gui_primitive(4, verts, nullptr, nullptr);
  455. #ifdef GLES_OVER_GL
  456. if (line->antialiased) {
  457. glEnable(GL_LINE_SMOOTH);
  458. for (int j = 0; j < 4; j++) {
  459. Vector2 vertsl[2] = {
  460. verts[j],
  461. verts[(j + 1) % 4],
  462. };
  463. _draw_gui_primitive(2, vertsl, nullptr, nullptr);
  464. }
  465. glDisable(GL_LINE_SMOOTH);
  466. }
  467. #endif
  468. }
  469. } break;
  470. case Item::Command::TYPE_POLYLINE: {
  471. Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(c);
  472. _set_texture_rect_mode(false);
  473. _bind_canvas_texture(RID(), RID());
  474. if (pline->triangles.size()) {
  475. #ifdef RASTERIZER_EXTRA_CHECKS
  476. if (pline->triangle_colors.ptr() && (pline->triangle_colors.size() != 1)) {
  477. RAST_DEV_DEBUG_ASSERT(pline->triangle_colors.size() == pline->triangles.size());
  478. }
  479. #endif
  480. _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), nullptr, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
  481. #ifdef GLES_OVER_GL
  482. glEnable(GL_LINE_SMOOTH);
  483. if (pline->multiline) {
  484. //needs to be different
  485. } else {
  486. _draw_generic(GL_LINE_LOOP, pline->lines.size(), pline->lines.ptr(), nullptr, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  487. }
  488. glDisable(GL_LINE_SMOOTH);
  489. #endif
  490. } else {
  491. #ifdef GLES_OVER_GL
  492. if (pline->antialiased) {
  493. glEnable(GL_LINE_SMOOTH);
  494. }
  495. #endif
  496. if (pline->multiline) {
  497. int todo = pline->lines.size() / 2;
  498. int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
  499. int offset = 0;
  500. while (todo) {
  501. int to_draw = MIN(max_per_call, todo);
  502. _draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], nullptr, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
  503. todo -= to_draw;
  504. offset += to_draw * 2;
  505. }
  506. } else {
  507. _draw_generic(GL_LINE_STRIP, pline->lines.size(), pline->lines.ptr(), nullptr, pline->line_colors.ptr(), pline->line_colors.size() == 1);
  508. }
  509. #ifdef GLES_OVER_GL
  510. if (pline->antialiased) {
  511. glDisable(GL_LINE_SMOOTH);
  512. }
  513. #endif
  514. }
  515. } break;
  516. case Item::Command::TYPE_RECT: {
  517. Item::CommandRect *rect = static_cast<Item::CommandRect *>(c);
  518. //set color
  519. glVertexAttrib4f(VS::ARRAY_COLOR, rect->modulate.r, rect->modulate.g, rect->modulate.b, rect->modulate.a);
  520. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(rect->texture, rect->normal_map);
  521. if (use_nvidia_rect_workaround) {
  522. render_rect_nvidia_workaround(rect, texture);
  523. } else {
  524. _set_texture_rect_mode(true);
  525. if (texture) {
  526. bool untile = false;
  527. if (rect->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
  528. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  529. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  530. untile = true;
  531. }
  532. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  533. Rect2 src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  534. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  535. if (dst_rect.size.width < 0) {
  536. dst_rect.position.x += dst_rect.size.width;
  537. dst_rect.size.width *= -1;
  538. }
  539. if (dst_rect.size.height < 0) {
  540. dst_rect.position.y += dst_rect.size.height;
  541. dst_rect.size.height *= -1;
  542. }
  543. if (rect->flags & CANVAS_RECT_FLIP_H) {
  544. src_rect.size.x *= -1;
  545. }
  546. if (rect->flags & CANVAS_RECT_FLIP_V) {
  547. src_rect.size.y *= -1;
  548. }
  549. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  550. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  551. }
  552. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  553. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  554. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));
  555. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, rect->flags & CANVAS_RECT_CLIP_UV);
  556. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  557. storage->info.render._2d_draw_call_count++;
  558. if (untile) {
  559. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  560. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  561. }
  562. } else {
  563. Rect2 dst_rect = Rect2(rect->rect.position, rect->rect.size);
  564. if (dst_rect.size.width < 0) {
  565. dst_rect.position.x += dst_rect.size.width;
  566. dst_rect.size.width *= -1;
  567. }
  568. if (dst_rect.size.height < 0) {
  569. dst_rect.position.y += dst_rect.size.height;
  570. dst_rect.size.height *= -1;
  571. }
  572. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
  573. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  574. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  575. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  576. storage->info.render._2d_draw_call_count++;
  577. }
  578. } // if not use nvidia workaround
  579. } break;
  580. case Item::Command::TYPE_NINEPATCH: {
  581. Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(c);
  582. _set_texture_rect_mode(true, true);
  583. glVertexAttrib4f(VS::ARRAY_COLOR, np->color.r, np->color.g, np->color.b, np->color.a);
  584. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(np->texture, np->normal_map);
  585. Size2 texpixel_size;
  586. if (!texture) {
  587. texpixel_size = Size2(1, 1);
  588. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  589. } else {
  590. if (np->source != Rect2()) {
  591. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  592. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(np->source.position.x / texture->width, np->source.position.y / texture->height, np->source.size.x / texture->width, np->source.size.y / texture->height));
  593. } else {
  594. texpixel_size = Size2(1.0 / texture->width, 1.0 / texture->height);
  595. state.canvas_shader.set_uniform(CanvasShaderGLES3::SRC_RECT, Color(0, 0, 1, 1));
  596. }
  597. }
  598. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  599. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  600. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_H, int(np->axis_x));
  601. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_REPEAT_V, int(np->axis_y));
  602. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_DRAW_CENTER, np->draw_center);
  603. state.canvas_shader.set_uniform(CanvasShaderGLES3::NP_MARGINS, Color(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP], np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]));
  604. state.canvas_shader.set_uniform(CanvasShaderGLES3::DST_RECT, Color(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y));
  605. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  606. storage->info.render._2d_draw_call_count++;
  607. } break;
  608. case Item::Command::TYPE_PRIMITIVE: {
  609. Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(c);
  610. _set_texture_rect_mode(false);
  611. ERR_CONTINUE(primitive->points.size() < 1);
  612. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
  613. if (texture) {
  614. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  615. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  616. }
  617. // we need a temporary because this must be nulled out
  618. // if only a single color specified
  619. const Color *colors = primitive->colors.ptr();
  620. if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
  621. Color col = primitive->colors[0];
  622. glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a);
  623. colors = nullptr;
  624. } else if (primitive->colors.empty()) {
  625. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  626. }
  627. #ifdef RASTERIZER_EXTRA_CHECKS
  628. else {
  629. RAST_DEV_DEBUG_ASSERT(primitive->colors.size() == primitive->points.size());
  630. }
  631. if (primitive->uvs.ptr()) {
  632. RAST_DEV_DEBUG_ASSERT(primitive->uvs.size() == primitive->points.size());
  633. }
  634. #endif
  635. _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), colors, primitive->uvs.ptr());
  636. } break;
  637. case Item::Command::TYPE_POLYGON: {
  638. Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(c);
  639. _set_texture_rect_mode(false);
  640. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
  641. if (texture) {
  642. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  643. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  644. }
  645. _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->bones.ptr(), polygon->weights.ptr());
  646. #ifdef GLES_OVER_GL
  647. if (polygon->antialiased) {
  648. glEnable(GL_LINE_SMOOTH);
  649. if (polygon->antialiasing_use_indices) {
  650. _draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  651. } else {
  652. _draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
  653. }
  654. glDisable(GL_LINE_SMOOTH);
  655. }
  656. #endif
  657. } break;
  658. case Item::Command::TYPE_MESH: {
  659. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  660. _set_texture_rect_mode(false);
  661. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  662. if (texture) {
  663. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  664. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  665. }
  666. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
  667. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  668. if (mesh_data) {
  669. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  670. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  671. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  672. glBindVertexArray(s->array_id);
  673. glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
  674. if (s->index_array_len) {
  675. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, nullptr);
  676. } else {
  677. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  678. }
  679. storage->info.render._2d_draw_call_count++;
  680. glBindVertexArray(0);
  681. }
  682. }
  683. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  684. } break;
  685. case Item::Command::TYPE_MULTIMESH: {
  686. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
  687. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  688. if (!multi_mesh) {
  689. break;
  690. }
  691. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  692. if (!mesh_data) {
  693. break;
  694. }
  695. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  696. if (amount == -1) {
  697. amount = multi_mesh->size;
  698. }
  699. if (!amount) {
  700. break;
  701. }
  702. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  703. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  704. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  705. //reset shader and force rebind
  706. state.using_texture_rect = true;
  707. _set_texture_rect_mode(false);
  708. if (texture) {
  709. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  710. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  711. }
  712. glVertexAttrib4f(VS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
  713. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  714. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  715. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  716. glBindVertexArray(s->instancing_array_id);
  717. glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
  718. int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
  719. glEnableVertexAttribArray(8);
  720. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
  721. glVertexAttribDivisor(8, 1);
  722. glEnableVertexAttribArray(9);
  723. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
  724. glVertexAttribDivisor(9, 1);
  725. int color_ofs;
  726. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  727. glEnableVertexAttribArray(10);
  728. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
  729. glVertexAttribDivisor(10, 1);
  730. color_ofs = 12 * 4;
  731. } else {
  732. glDisableVertexAttribArray(10);
  733. glVertexAttrib4f(10, 0, 0, 1, 0);
  734. color_ofs = 8 * 4;
  735. }
  736. int custom_data_ofs = color_ofs;
  737. switch (multi_mesh->color_format) {
  738. case VS::MULTIMESH_COLOR_MAX:
  739. case VS::MULTIMESH_COLOR_NONE: {
  740. glDisableVertexAttribArray(11);
  741. glVertexAttrib4f(11, 1, 1, 1, 1);
  742. } break;
  743. case VS::MULTIMESH_COLOR_8BIT: {
  744. glEnableVertexAttribArray(11);
  745. glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  746. glVertexAttribDivisor(11, 1);
  747. custom_data_ofs += 4;
  748. } break;
  749. case VS::MULTIMESH_COLOR_FLOAT: {
  750. glEnableVertexAttribArray(11);
  751. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  752. glVertexAttribDivisor(11, 1);
  753. custom_data_ofs += 4 * 4;
  754. } break;
  755. }
  756. switch (multi_mesh->custom_data_format) {
  757. case VS::MULTIMESH_CUSTOM_DATA_MAX:
  758. case VS::MULTIMESH_CUSTOM_DATA_NONE: {
  759. glDisableVertexAttribArray(12);
  760. glVertexAttrib4f(12, 1, 1, 1, 1);
  761. } break;
  762. case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
  763. glEnableVertexAttribArray(12);
  764. glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  765. glVertexAttribDivisor(12, 1);
  766. } break;
  767. case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
  768. glEnableVertexAttribArray(12);
  769. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  770. glVertexAttribDivisor(12, 1);
  771. } break;
  772. }
  773. if (s->index_array_len) {
  774. glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, nullptr, amount);
  775. } else {
  776. glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
  777. }
  778. storage->info.render._2d_draw_call_count++;
  779. glBindVertexArray(0);
  780. }
  781. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  782. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  783. state.using_texture_rect = true;
  784. _set_texture_rect_mode(false);
  785. } break;
  786. case Item::Command::TYPE_PARTICLES: {
  787. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  788. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  789. if (!particles) {
  790. break;
  791. }
  792. if (particles->inactive && !particles->emitting) {
  793. break;
  794. }
  795. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  796. VisualServerRaster::redraw_request(false);
  797. storage->particles_request_process(particles_cmd->particles);
  798. //enable instancing
  799. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  800. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  801. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  802. //reset shader and force rebind
  803. state.using_texture_rect = true;
  804. _set_texture_rect_mode(false);
  805. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  806. if (texture) {
  807. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  808. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  809. } else {
  810. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  811. }
  812. if (!particles->use_local_coords) {
  813. Transform2D inv_xf;
  814. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  815. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  816. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  817. inv_xf.affine_invert();
  818. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  819. }
  820. glBindVertexArray(data.particle_quad_array); //use particle quad array
  821. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  822. int stride = sizeof(float) * 4 * 6;
  823. int amount = particles->amount;
  824. if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
  825. glEnableVertexAttribArray(8); //xform x
  826. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  827. glVertexAttribDivisor(8, 1);
  828. glEnableVertexAttribArray(9); //xform y
  829. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  830. glVertexAttribDivisor(9, 1);
  831. glEnableVertexAttribArray(10); //xform z
  832. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  833. glVertexAttribDivisor(10, 1);
  834. glEnableVertexAttribArray(11); //color
  835. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
  836. glVertexAttribDivisor(11, 1);
  837. glEnableVertexAttribArray(12); //custom
  838. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  839. glVertexAttribDivisor(12, 1);
  840. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  841. storage->info.render._2d_draw_call_count++;
  842. } else {
  843. //split
  844. int split = int(Math::ceil(particles->phase * particles->amount));
  845. if (amount - split > 0) {
  846. glEnableVertexAttribArray(8); //xform x
  847. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
  848. glVertexAttribDivisor(8, 1);
  849. glEnableVertexAttribArray(9); //xform y
  850. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
  851. glVertexAttribDivisor(9, 1);
  852. glEnableVertexAttribArray(10); //xform z
  853. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
  854. glVertexAttribDivisor(10, 1);
  855. glEnableVertexAttribArray(11); //color
  856. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
  857. glVertexAttribDivisor(11, 1);
  858. glEnableVertexAttribArray(12); //custom
  859. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
  860. glVertexAttribDivisor(12, 1);
  861. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  862. storage->info.render._2d_draw_call_count++;
  863. }
  864. if (split > 0) {
  865. glEnableVertexAttribArray(8); //xform x
  866. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  867. glVertexAttribDivisor(8, 1);
  868. glEnableVertexAttribArray(9); //xform y
  869. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  870. glVertexAttribDivisor(9, 1);
  871. glEnableVertexAttribArray(10); //xform z
  872. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  873. glVertexAttribDivisor(10, 1);
  874. glEnableVertexAttribArray(11); //color
  875. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
  876. glVertexAttribDivisor(11, 1);
  877. glEnableVertexAttribArray(12); //custom
  878. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  879. glVertexAttribDivisor(12, 1);
  880. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  881. storage->info.render._2d_draw_call_count++;
  882. }
  883. }
  884. glBindVertexArray(0);
  885. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  886. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  887. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  888. state.using_texture_rect = true;
  889. _set_texture_rect_mode(false);
  890. } break;
  891. case Item::Command::TYPE_CIRCLE: {
  892. _set_texture_rect_mode(false);
  893. Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(c);
  894. static const int numpoints = 32;
  895. Vector2 points[numpoints + 1];
  896. points[numpoints] = circle->pos;
  897. int indices[numpoints * 3];
  898. for (int j = 0; j < numpoints; j++) {
  899. points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius;
  900. indices[j * 3 + 0] = j;
  901. indices[j * 3 + 1] = (j + 1) % numpoints;
  902. indices[j * 3 + 2] = numpoints;
  903. }
  904. _bind_canvas_texture(RID(), RID());
  905. _draw_polygon(indices, numpoints * 3, numpoints + 1, points, nullptr, &circle->color, true, nullptr, nullptr);
  906. //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
  907. //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
  908. } break;
  909. case Item::Command::TYPE_TRANSFORM: {
  910. Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(c);
  911. state.extra_matrix = transform->xform;
  912. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  913. } break;
  914. case Item::Command::TYPE_CLIP_IGNORE: {
  915. Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(c);
  916. if (p_current_clip) {
  917. if (ci->ignore != r_reclip) {
  918. if (ci->ignore) {
  919. glDisable(GL_SCISSOR_TEST);
  920. r_reclip = true;
  921. } else {
  922. glEnable(GL_SCISSOR_TEST);
  923. //glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
  924. //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
  925. int y = storage->frame.current_rt->height - (p_current_clip->final_clip_rect.position.y + p_current_clip->final_clip_rect.size.y);
  926. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  927. y = p_current_clip->final_clip_rect.position.y;
  928. }
  929. glScissor(p_current_clip->final_clip_rect.position.x, y, p_current_clip->final_clip_rect.size.x, p_current_clip->final_clip_rect.size.y);
  930. r_reclip = false;
  931. }
  932. }
  933. }
  934. } break;
  935. default: {
  936. // FIXME: Proper error handling if relevant
  937. //print_line("other");
  938. } break;
  939. }
  940. }
  941. } // default
  942. break;
  943. }
  944. }
  945. }
  946. void RasterizerCanvasGLES3::render_joined_item(const BItemJoined &p_bij, RenderItemState &r_ris) {
  947. storage->info.render._2d_item_count++;
  948. #if defined(TOOLS_ENABLED) && defined(DEBUG_ENABLED)
  949. if (bdata.diagnose_frame) {
  950. bdata.frame_string += _diagnose_make_item_joined_string(p_bij);
  951. }
  952. #endif
  953. // all the joined items will share the same state with the first item
  954. Item *p_ci = bdata.item_refs[p_bij.first_item_ref].item;
  955. if (r_ris.prev_distance_field != p_ci->distance_field) {
  956. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD, p_ci->distance_field);
  957. r_ris.prev_distance_field = p_ci->distance_field;
  958. r_ris.rebind_shader = true;
  959. }
  960. if (r_ris.current_clip != p_ci->final_clip_owner) {
  961. r_ris.current_clip = p_ci->final_clip_owner;
  962. //setup clip
  963. if (r_ris.current_clip) {
  964. glEnable(GL_SCISSOR_TEST);
  965. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  966. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  967. y = r_ris.current_clip->final_clip_rect.position.y;
  968. }
  969. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.x, r_ris.current_clip->final_clip_rect.size.y);
  970. } else {
  971. glDisable(GL_SCISSOR_TEST);
  972. }
  973. }
  974. if (p_ci->copy_back_buffer) {
  975. if (p_ci->copy_back_buffer->full) {
  976. _copy_texscreen(Rect2());
  977. } else {
  978. _copy_texscreen(p_ci->copy_back_buffer->rect);
  979. }
  980. }
  981. if (!bdata.settings_use_batching || !bdata.settings_use_software_skinning) {
  982. RasterizerStorageGLES3::Skeleton *skeleton = nullptr;
  983. //skeleton handling
  984. if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
  985. skeleton = storage->skeleton_owner.get(p_ci->skeleton);
  986. if (!skeleton->use_2d) {
  987. skeleton = nullptr;
  988. } else {
  989. state.skeleton_transform = r_ris.item_group_base_transform * skeleton->base_transform_2d;
  990. state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
  991. }
  992. }
  993. bool use_skeleton = skeleton != nullptr;
  994. if (r_ris.prev_use_skeleton != use_skeleton) {
  995. r_ris.rebind_shader = true;
  996. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, use_skeleton);
  997. r_ris.prev_use_skeleton = use_skeleton;
  998. }
  999. if (skeleton) {
  1000. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
  1001. glBindTexture(GL_TEXTURE_2D, skeleton->texture);
  1002. state.using_skeleton = true;
  1003. } else {
  1004. state.using_skeleton = false;
  1005. }
  1006. } // if not using batching
  1007. //begin rect
  1008. Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
  1009. RID material = material_owner->material;
  1010. if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
  1011. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  1012. RasterizerStorageGLES3::Shader *shader_ptr = nullptr;
  1013. if (material_ptr) {
  1014. shader_ptr = material_ptr->shader;
  1015. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  1016. shader_ptr = nullptr; //do not use non canvasitem shader
  1017. }
  1018. }
  1019. if (shader_ptr) {
  1020. if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
  1021. //copy if not copied before
  1022. _copy_texscreen(Rect2());
  1023. // blend mode will have been enabled so make sure we disable it again later on
  1024. r_ris.last_blend_mode = r_ris.last_blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED ? r_ris.last_blend_mode : -1;
  1025. }
  1026. if (shader_ptr != r_ris.shader_cache || r_ris.rebind_shader) {
  1027. if (shader_ptr->canvas_item.uses_time) {
  1028. VisualServerRaster::redraw_request(false);
  1029. }
  1030. state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
  1031. state.canvas_shader.bind();
  1032. }
  1033. if (material_ptr->ubo_id) {
  1034. glBindBufferBase(GL_UNIFORM_BUFFER, 2, material_ptr->ubo_id);
  1035. }
  1036. int tc = material_ptr->textures.size();
  1037. RID *textures = material_ptr->textures.ptrw();
  1038. ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
  1039. for (int i = 0; i < tc; i++) {
  1040. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE2 + i);
  1041. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(textures[i]);
  1042. if (!t) {
  1043. switch (texture_hints[i]) {
  1044. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
  1045. case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
  1046. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  1047. } break;
  1048. case ShaderLanguage::ShaderNode::Uniform::HINT_TRANSPARENT: {
  1049. glBindTexture(GL_TEXTURE_2D, storage->resources.transparent_tex);
  1050. } break;
  1051. case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
  1052. glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
  1053. } break;
  1054. case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
  1055. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  1056. } break;
  1057. default: {
  1058. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1059. } break;
  1060. }
  1061. //check hints
  1062. continue;
  1063. }
  1064. if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  1065. VisualServerRaster::redraw_request(false);
  1066. }
  1067. t = t->get_ptr();
  1068. if (storage->config.srgb_decode_supported && t->using_srgb) {
  1069. //no srgb in 2D
  1070. glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
  1071. t->using_srgb = false;
  1072. }
  1073. glBindTexture(t->target, t->tex_id);
  1074. }
  1075. } else {
  1076. state.canvas_shader.set_custom_shader(0);
  1077. state.canvas_shader.bind();
  1078. }
  1079. r_ris.shader_cache = shader_ptr;
  1080. r_ris.canvas_last_material = material;
  1081. r_ris.rebind_shader = false;
  1082. }
  1083. int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1084. if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) {
  1085. blend_mode = RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1086. }
  1087. bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  1088. bool reclip = false;
  1089. if (r_ris.last_blend_mode != blend_mode) {
  1090. if (r_ris.last_blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1091. // re-enable it
  1092. glEnable(GL_BLEND);
  1093. } else if (blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED) {
  1094. // disable it
  1095. glDisable(GL_BLEND);
  1096. }
  1097. switch (blend_mode) {
  1098. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_DISABLED: {
  1099. // nothing to do here
  1100. } break;
  1101. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: {
  1102. glBlendEquation(GL_FUNC_ADD);
  1103. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1104. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1105. } else {
  1106. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1107. }
  1108. } break;
  1109. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: {
  1110. glBlendEquation(GL_FUNC_ADD);
  1111. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1112. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1113. } else {
  1114. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1115. }
  1116. } break;
  1117. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: {
  1118. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1119. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1120. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
  1121. } else {
  1122. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ZERO, GL_ONE);
  1123. }
  1124. } break;
  1125. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: {
  1126. glBlendEquation(GL_FUNC_ADD);
  1127. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1128. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
  1129. } else {
  1130. glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
  1131. }
  1132. } break;
  1133. case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
  1134. glBlendEquation(GL_FUNC_ADD);
  1135. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1136. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1137. } else {
  1138. glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
  1139. }
  1140. } break;
  1141. }
  1142. r_ris.last_blend_mode = blend_mode;
  1143. }
  1144. //state.canvas_item_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
  1145. // state.final_transform = p_ci->final_transform;
  1146. // state.extra_matrix = Transform2D();
  1147. // using software transform?
  1148. // (i.e. don't send the transform matrix, send identity, and either use baked verts,
  1149. // or large fvf where the transform is done in the shader from transform stored in the fvf.)
  1150. if (!p_bij.is_single_item()) {
  1151. state.final_transform = Transform2D();
  1152. // final_modulate will be baked per item ref so the final_modulate can be an identity color
  1153. state.canvas_item_modulate = Color(1, 1, 1, 1);
  1154. } else {
  1155. state.final_transform = p_ci->final_transform;
  1156. // could use the stored version of final_modulate in item ref? Test which is faster NYI
  1157. state.canvas_item_modulate = unshaded ? p_ci->final_modulate : (p_ci->final_modulate * r_ris.item_group_modulate);
  1158. }
  1159. state.extra_matrix = Transform2D();
  1160. if (state.using_skeleton) {
  1161. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  1162. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  1163. }
  1164. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1165. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1166. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
  1167. if (storage->frame.current_rt) {
  1168. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1169. } else {
  1170. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1171. }
  1172. if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!r_ris.shader_cache || r_ris.shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !p_ci->light_masked)) {
  1173. RasterizerStorageGLES3::Material *material_ptr = nullptr;
  1174. render_joined_item_commands(p_bij, nullptr, reclip, material_ptr, false, r_ris);
  1175. }
  1176. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
  1177. Light *light = r_ris.item_group_light;
  1178. bool light_used = false;
  1179. VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
  1180. // we leave this set to 1, 1, 1, 1 if using software because the colors are baked into the vertices
  1181. if (p_bij.is_single_item()) {
  1182. state.canvas_item_modulate = p_ci->final_modulate; // remove the canvas modulate
  1183. }
  1184. while (light) {
  1185. // use the bounding rect of the joined items, NOT only the bounding rect of the first item.
  1186. // note this is a cost of batching, the light culling will be less effective
  1187. // note that the r_ris.item_group_z will be out of date because we are using deferred rendering till canvas_render_items_end()
  1188. // so we have to test z against the stored value in the joined item
  1189. if (p_ci->light_mask & light->item_mask && p_bij.z_index >= light->z_min && p_bij.z_index <= light->z_max && p_bij.bounding_rect.intersects_transformed(light->xform_cache, light->rect_cache)) {
  1190. //intersects this light
  1191. if (!light_used || mode != light->mode) {
  1192. mode = light->mode;
  1193. switch (mode) {
  1194. case VS::CANVAS_LIGHT_MODE_ADD: {
  1195. glBlendEquation(GL_FUNC_ADD);
  1196. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1197. } break;
  1198. case VS::CANVAS_LIGHT_MODE_SUB: {
  1199. glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
  1200. glBlendFunc(GL_SRC_ALPHA, GL_ONE);
  1201. } break;
  1202. case VS::CANVAS_LIGHT_MODE_MIX:
  1203. case VS::CANVAS_LIGHT_MODE_MASK: {
  1204. glBlendEquation(GL_FUNC_ADD);
  1205. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1206. } break;
  1207. }
  1208. }
  1209. if (!light_used) {
  1210. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, true);
  1211. light_used = true;
  1212. }
  1213. bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
  1214. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, has_shadow);
  1215. if (has_shadow) {
  1216. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
  1217. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
  1218. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
  1219. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
  1220. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
  1221. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
  1222. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
  1223. }
  1224. bool light_rebind = state.canvas_shader.bind();
  1225. if (light_rebind) {
  1226. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
  1227. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  1228. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
  1229. if (storage->frame.current_rt) {
  1230. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
  1231. } else {
  1232. state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
  1233. }
  1234. if (state.using_skeleton) {
  1235. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM, state.skeleton_transform);
  1236. state.canvas_shader.set_uniform(CanvasShaderGLES3::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  1237. }
  1238. }
  1239. glBindBufferBase(GL_UNIFORM_BUFFER, 1, static_cast<LightInternal *>(light_internal_owner.get(light->light_internal))->ubo);
  1240. if (has_shadow) {
  1241. RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  1242. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  1243. glBindTexture(GL_TEXTURE_2D, cls->distance);
  1244. /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
  1245. canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  1246. canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  1247. }
  1248. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  1249. RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture);
  1250. if (!t) {
  1251. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1252. } else {
  1253. t = t->get_ptr();
  1254. glBindTexture(t->target, t->tex_id);
  1255. }
  1256. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  1257. // redraw using light.
  1258. // if there is no clip item, we can consider scissoring to the intersection area between the light and the item
  1259. // this can greatly reduce fill rate ..
  1260. // at the cost of glScissor commands, so is optional
  1261. if (!bdata.settings_scissor_lights || r_ris.current_clip) {
  1262. render_joined_item_commands(p_bij, nullptr, reclip, nullptr, true, r_ris);
  1263. } else {
  1264. bool scissor = _light_scissor_begin(p_bij.bounding_rect, light->xform_cache, light->rect_cache);
  1265. render_joined_item_commands(p_bij, nullptr, reclip, nullptr, true, r_ris);
  1266. if (scissor) {
  1267. glDisable(GL_SCISSOR_TEST);
  1268. }
  1269. }
  1270. }
  1271. light = light->next_ptr;
  1272. }
  1273. if (light_used) {
  1274. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING, false);
  1275. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS, false);
  1276. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST, false);
  1277. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3, false);
  1278. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5, false);
  1279. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF7, false);
  1280. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9, false);
  1281. state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13, false);
  1282. state.canvas_shader.bind();
  1283. r_ris.last_blend_mode = -1;
  1284. /*
  1285. //this is set again, so it should not be needed anyway?
  1286. state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
  1287. ci->final_modulate.r * p_modulate.r,
  1288. ci->final_modulate.g * p_modulate.g,
  1289. ci->final_modulate.b * p_modulate.b,
  1290. ci->final_modulate.a * p_modulate.a );
  1291. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform);
  1292. state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D());
  1293. state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate);
  1294. glBlendEquation(GL_FUNC_ADD);
  1295. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  1296. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  1297. } else {
  1298. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1299. }
  1300. //@TODO RESET canvas_blend_mode
  1301. */
  1302. }
  1303. }
  1304. if (reclip) {
  1305. glEnable(GL_SCISSOR_TEST);
  1306. int y = storage->frame.current_rt->height - (r_ris.current_clip->final_clip_rect.position.y + r_ris.current_clip->final_clip_rect.size.y);
  1307. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  1308. y = r_ris.current_clip->final_clip_rect.position.y;
  1309. }
  1310. glScissor(r_ris.current_clip->final_clip_rect.position.x, y, r_ris.current_clip->final_clip_rect.size.width, r_ris.current_clip->final_clip_rect.size.height);
  1311. }
  1312. }
  1313. // This function is a dry run of the state changes when drawing the item.
  1314. // It should duplicate the logic in _canvas_render_item,
  1315. // to decide whether items are similar enough to join
  1316. // i.e. no state differences between the 2 items.
  1317. bool RasterizerCanvasGLES3::try_join_item(Item *p_ci, RenderItemState &r_ris, bool &r_batch_break) {
  1318. // if we set max join items to zero we can effectively prevent any joining, so
  1319. // none of the other logic needs to run. Good for testing regression bugs, and
  1320. // could conceivably be faster in some games.
  1321. if (!bdata.settings_max_join_item_commands) {
  1322. return false;
  1323. }
  1324. // if there are any state changes we change join to false
  1325. // we also set r_batch_break to true if we don't want this item joined to the next
  1326. // (e.g. an item that must not be joined at all)
  1327. r_batch_break = false;
  1328. bool join = true;
  1329. // light_masked objects we just don't currently support for joining
  1330. // (this could possibly be improved at a later date)
  1331. if (p_ci->light_masked) {
  1332. join = false;
  1333. r_batch_break = true;
  1334. }
  1335. // we will now allow joining even if final modulate is different
  1336. // we will instead bake the final modulate into the vertex colors
  1337. // if (p_ci->final_modulate != r_ris.final_modulate) {
  1338. // join = false;
  1339. // r_ris.final_modulate = p_ci->final_modulate;
  1340. // }
  1341. if (r_ris.current_clip != p_ci->final_clip_owner) {
  1342. r_ris.current_clip = p_ci->final_clip_owner;
  1343. join = false;
  1344. }
  1345. // TODO: copy back buffer
  1346. if (p_ci->copy_back_buffer) {
  1347. join = false;
  1348. }
  1349. RasterizerStorageGLES3::Skeleton *skeleton = nullptr;
  1350. {
  1351. //skeleton handling
  1352. if (p_ci->skeleton.is_valid() && storage->skeleton_owner.owns(p_ci->skeleton)) {
  1353. skeleton = storage->skeleton_owner.get(p_ci->skeleton);
  1354. if (!skeleton->use_2d) {
  1355. skeleton = nullptr;
  1356. }
  1357. }
  1358. bool skeleton_prevent_join = false;
  1359. bool use_skeleton = skeleton != nullptr;
  1360. if (r_ris.prev_use_skeleton != use_skeleton) {
  1361. if (!bdata.settings_use_software_skinning) {
  1362. r_ris.rebind_shader = true;
  1363. }
  1364. r_ris.prev_use_skeleton = use_skeleton;
  1365. // join = false;
  1366. skeleton_prevent_join = true;
  1367. }
  1368. if (skeleton) {
  1369. // join = false;
  1370. skeleton_prevent_join = true;
  1371. state.using_skeleton = true;
  1372. } else {
  1373. state.using_skeleton = false;
  1374. }
  1375. if (skeleton_prevent_join) {
  1376. if (!bdata.settings_use_software_skinning) {
  1377. join = false;
  1378. }
  1379. }
  1380. }
  1381. Item *material_owner = p_ci->material_owner ? p_ci->material_owner : p_ci;
  1382. RID material = material_owner->material;
  1383. RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material);
  1384. if (material != r_ris.canvas_last_material || r_ris.rebind_shader) {
  1385. join = false;
  1386. RasterizerStorageGLES3::Shader *shader_ptr = nullptr;
  1387. if (material_ptr) {
  1388. shader_ptr = material_ptr->shader;
  1389. // special case, if the user has made an error in the shader code
  1390. if (shader_ptr && !shader_ptr->valid) {
  1391. join = false;
  1392. r_batch_break = true;
  1393. }
  1394. if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
  1395. shader_ptr = nullptr; // not a canvas item shader, don't use.
  1396. }
  1397. }
  1398. if (shader_ptr) {
  1399. if (shader_ptr->canvas_item.uses_screen_texture) {
  1400. if (!state.canvas_texscreen_used) {
  1401. join = false;
  1402. }
  1403. }
  1404. }
  1405. r_ris.shader_cache = shader_ptr;
  1406. r_ris.canvas_last_material = material;
  1407. r_ris.rebind_shader = false;
  1408. }
  1409. int blend_mode = r_ris.shader_cache ? r_ris.shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX;
  1410. bool unshaded = r_ris.shader_cache && (r_ris.shader_cache->canvas_item.light_mode == RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA));
  1411. bool reclip = false;
  1412. // we are precalculating the final_modulate ahead of time because we need this for baking of final modulate into vertex colors
  1413. // (only in software transform mode)
  1414. // This maybe inefficient storing it...
  1415. r_ris.final_modulate = unshaded ? p_ci->final_modulate : (p_ci->final_modulate * r_ris.item_group_modulate);
  1416. if (r_ris.last_blend_mode != blend_mode) {
  1417. join = false;
  1418. r_ris.last_blend_mode = blend_mode;
  1419. }
  1420. // does the shader contain BUILTINs which should break the batching?
  1421. bdata.joined_item_batch_flags = 0;
  1422. if (r_ris.shader_cache) {
  1423. unsigned int and_flags = r_ris.shader_cache->canvas_item.batch_flags & (RasterizerStorageCommon::PREVENT_COLOR_BAKING | RasterizerStorageCommon::PREVENT_VERTEX_BAKING | RasterizerStorageCommon::PREVENT_ITEM_JOINING);
  1424. if (and_flags) {
  1425. // special case for preventing item joining altogether
  1426. if (and_flags & RasterizerStorageCommon::PREVENT_ITEM_JOINING) {
  1427. join = false;
  1428. //r_batch_break = true; // don't think we need a batch break
  1429. // save the flags so that they don't need to be recalculated in the 2nd pass
  1430. bdata.joined_item_batch_flags |= r_ris.shader_cache->canvas_item.batch_flags;
  1431. } else {
  1432. bool use_larger_fvfs = true;
  1433. if (and_flags == RasterizerStorageCommon::PREVENT_COLOR_BAKING) {
  1434. // in some circumstances, if the modulate is identity, we still allow baking because reading modulate / color
  1435. // will still be okay to do in the shader with no ill effects
  1436. if (r_ris.final_modulate == Color(1, 1, 1, 1)) {
  1437. use_larger_fvfs = false;
  1438. }
  1439. }
  1440. // new .. always use large FVF
  1441. if (use_larger_fvfs) {
  1442. if (and_flags == RasterizerStorageCommon::PREVENT_COLOR_BAKING) {
  1443. bdata.joined_item_batch_flags |= RasterizerStorageCommon::USE_MODULATE_FVF;
  1444. } else {
  1445. // we need to save on the joined item that it should use large fvf.
  1446. // This info will then be used in filling and rendering
  1447. bdata.joined_item_batch_flags |= RasterizerStorageCommon::USE_LARGE_FVF;
  1448. }
  1449. bdata.joined_item_batch_flags |= r_ris.shader_cache->canvas_item.batch_flags;
  1450. }
  1451. } // if not prevent item joining
  1452. }
  1453. }
  1454. if ((blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && r_ris.item_group_light && !unshaded) {
  1455. // we cannot join lit items easily.
  1456. // it is possible, but not if they overlap, because
  1457. // a + light_blend + b + light_blend IS NOT THE SAME AS
  1458. // a + b + light_blend
  1459. bool light_allow_join = true;
  1460. // this is a quick getout if we have turned off light joining
  1461. if ((bdata.settings_light_max_join_items == 0) || r_ris.light_region.too_many_lights) {
  1462. light_allow_join = false;
  1463. } else {
  1464. // do light joining...
  1465. // first calculate the light bitfield
  1466. uint64_t light_bitfield = 0;
  1467. uint64_t shadow_bitfield = 0;
  1468. Light *light = r_ris.item_group_light;
  1469. int light_count = -1;
  1470. while (light) {
  1471. light_count++;
  1472. uint64_t light_bit = 1ULL << light_count;
  1473. // note that as a cost of batching, the light culling will be less effective
  1474. if (p_ci->light_mask & light->item_mask && r_ris.item_group_z >= light->z_min && r_ris.item_group_z <= light->z_max) {
  1475. // Note that with the above test, it is possible to also include a bound check.
  1476. // Tests so far have indicated better performance without it, but there may be reason to change this at a later stage,
  1477. // so I leave the line here for reference:
  1478. // && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
  1479. light_bitfield |= light_bit;
  1480. bool has_shadow = light->shadow_buffer.is_valid() && p_ci->light_mask & light->item_shadow_mask;
  1481. if (has_shadow) {
  1482. shadow_bitfield |= light_bit;
  1483. }
  1484. }
  1485. light = light->next_ptr;
  1486. }
  1487. // now compare to previous
  1488. if ((r_ris.light_region.light_bitfield != light_bitfield) || (r_ris.light_region.shadow_bitfield != shadow_bitfield)) {
  1489. light_allow_join = false;
  1490. r_ris.light_region.light_bitfield = light_bitfield;
  1491. r_ris.light_region.shadow_bitfield = shadow_bitfield;
  1492. } else {
  1493. // only do these checks if necessary
  1494. if (join && (!r_batch_break)) {
  1495. // we still can't join, even if the lights are exactly the same, if there is overlap between the previous and this item
  1496. if (r_ris.joined_item && light_bitfield) {
  1497. if ((int)r_ris.joined_item->num_item_refs <= bdata.settings_light_max_join_items) {
  1498. for (uint32_t r = 0; r < r_ris.joined_item->num_item_refs; r++) {
  1499. Item *pRefItem = bdata.item_refs[r_ris.joined_item->first_item_ref + r].item;
  1500. if (p_ci->global_rect_cache.intersects(pRefItem->global_rect_cache)) {
  1501. light_allow_join = false;
  1502. break;
  1503. }
  1504. }
  1505. #ifdef DEBUG_ENABLED
  1506. if (light_allow_join) {
  1507. bdata.stats_light_items_joined++;
  1508. }
  1509. #endif
  1510. } // if below max join items
  1511. else {
  1512. // just don't allow joining if above overlap check max items
  1513. light_allow_join = false;
  1514. }
  1515. }
  1516. } // if not batch broken already (no point in doing expensive overlap tests if not needed)
  1517. } // if bitfields don't match
  1518. } // if do light joining
  1519. if (!light_allow_join) {
  1520. // can't join
  1521. join = false;
  1522. // we also dont want to allow joining this item with the next item, because the next item could have no lights!
  1523. r_batch_break = true;
  1524. }
  1525. } else {
  1526. // if the last item had lights, we should not join it to this one (which has no lights)
  1527. if (r_ris.light_region.light_bitfield || r_ris.light_region.shadow_bitfield) {
  1528. join = false;
  1529. // setting these to zero ensures that any following item with lights will, by definition,
  1530. // be affected by a different set of lights, and thus prevent a join
  1531. r_ris.light_region.light_bitfield = 0;
  1532. r_ris.light_region.shadow_bitfield = 0;
  1533. }
  1534. }
  1535. if (reclip) {
  1536. join = false;
  1537. }
  1538. if (r_ris.prev_distance_field != p_ci->distance_field) {
  1539. r_ris.prev_distance_field = p_ci->distance_field;
  1540. join = false;
  1541. r_batch_break = true;
  1542. }
  1543. // non rects will break the batching anyway, we don't want to record item changes, detect this
  1544. if (!r_batch_break && _detect_item_batch_break(r_ris, p_ci, r_batch_break)) {
  1545. join = false;
  1546. r_batch_break = true;
  1547. }
  1548. return join;
  1549. }
  1550. void RasterizerCanvasGLES3::canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
  1551. // parameters are easier to pass around in a structure
  1552. RenderItemState ris;
  1553. ris.item_group_z = p_z;
  1554. ris.item_group_modulate = p_modulate;
  1555. ris.item_group_light = p_light;
  1556. ris.item_group_base_transform = p_base_transform;
  1557. ris.prev_distance_field = false;
  1558. glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
  1559. glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, _buffer_upload_usage_flag);
  1560. glBindBuffer(GL_UNIFORM_BUFFER, 0);
  1561. state.current_tex = RID();
  1562. state.current_tex_ptr = nullptr;
  1563. state.current_normal = RID();
  1564. WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  1565. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1566. // state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  1567. // state.current_tex = RID();
  1568. // state.current_tex_ptr = NULL;
  1569. // state.current_normal = RID();
  1570. // state.canvas_texscreen_used = false;
  1571. // WRAPPED_GL_ACTIVE_TEXTURE(GL_TEXTURE0);
  1572. // glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  1573. if (bdata.settings_use_batching) {
  1574. for (int j = 0; j < bdata.items_joined.size(); j++) {
  1575. render_joined_item(bdata.items_joined[j], ris);
  1576. }
  1577. } else {
  1578. while (p_item_list) {
  1579. Item *ci = p_item_list;
  1580. _legacy_canvas_render_item(ci, ris);
  1581. p_item_list = p_item_list->next;
  1582. }
  1583. }
  1584. if (ris.current_clip) {
  1585. glDisable(GL_SCISSOR_TEST);
  1586. }
  1587. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
  1588. }
  1589. void RasterizerCanvasGLES3::_batch_upload_buffers() {
  1590. // noop?
  1591. if (!bdata.vertices.size()) {
  1592. return;
  1593. }
  1594. glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
  1595. // usage flag is a project setting
  1596. GLenum buffer_usage_flag = GL_DYNAMIC_DRAW;
  1597. if (bdata.buffer_mode_batch_upload_flag_stream) {
  1598. buffer_usage_flag = GL_STREAM_DRAW;
  1599. }
  1600. // orphan the old (for now)
  1601. if (bdata.buffer_mode_batch_upload_send_null) {
  1602. glBufferData(GL_ARRAY_BUFFER, 0, nullptr, buffer_usage_flag); // GL_DYNAMIC_DRAW);
  1603. }
  1604. switch (bdata.fvf) {
  1605. case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
  1606. break;
  1607. case RasterizerStorageCommon::FVF_REGULAR: // no change
  1608. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertex) * bdata.vertices.size(), bdata.vertices.get_data(), buffer_usage_flag);
  1609. break;
  1610. case RasterizerStorageCommon::FVF_COLOR:
  1611. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexColored) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1612. break;
  1613. case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
  1614. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLightAngled) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1615. break;
  1616. case RasterizerStorageCommon::FVF_MODULATED:
  1617. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexModulated) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1618. break;
  1619. case RasterizerStorageCommon::FVF_LARGE:
  1620. glBufferData(GL_ARRAY_BUFFER, sizeof(BatchVertexLarge) * bdata.unit_vertices.size(), bdata.unit_vertices.get_unit(0), buffer_usage_flag);
  1621. break;
  1622. }
  1623. // might not be necessary
  1624. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1625. }
  1626. void RasterizerCanvasGLES3::_batch_render_lines(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material, bool p_anti_alias) {
  1627. _set_texture_rect_mode(false);
  1628. _bind_canvas_texture(RID(), RID());
  1629. glBindVertexArray(batch_gl_data.batch_vertex_array[0]);
  1630. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  1631. glVertexAttrib4fv(VS::ARRAY_COLOR, (float *)&p_batch.color);
  1632. int64_t offset = p_batch.first_vert; // 6 inds per quad at 2 bytes each
  1633. int num_elements = p_batch.num_commands * 2;
  1634. #ifdef GLES_OVER_GL
  1635. if (p_anti_alias) {
  1636. glEnable(GL_LINE_SMOOTH);
  1637. }
  1638. #endif
  1639. glDrawArrays(GL_LINES, offset, num_elements);
  1640. storage->info.render._2d_draw_call_count++;
  1641. glBindVertexArray(0);
  1642. #ifdef GLES_OVER_GL
  1643. if (p_anti_alias) {
  1644. glDisable(GL_LINE_SMOOTH);
  1645. }
  1646. #endif
  1647. }
  1648. void RasterizerCanvasGLES3::_batch_render_prepare() {
  1649. //const bool &colored_verts = bdata.use_colored_vertices;
  1650. const bool &use_light_angles = bdata.use_light_angles;
  1651. const bool &use_modulate = bdata.use_modulate;
  1652. const bool &use_large_verts = bdata.use_large_verts;
  1653. _set_texture_rect_mode(false, false, use_light_angles, use_modulate, use_large_verts);
  1654. // state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
  1655. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1656. switch (bdata.fvf) {
  1657. case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
  1658. return;
  1659. break;
  1660. case RasterizerStorageCommon::FVF_REGULAR: // no change
  1661. glBindVertexArray(batch_gl_data.batch_vertex_array[0]);
  1662. break;
  1663. case RasterizerStorageCommon::FVF_COLOR:
  1664. glBindVertexArray(batch_gl_data.batch_vertex_array[1]);
  1665. break;
  1666. case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
  1667. glBindVertexArray(batch_gl_data.batch_vertex_array[2]);
  1668. break;
  1669. case RasterizerStorageCommon::FVF_MODULATED:
  1670. glBindVertexArray(batch_gl_data.batch_vertex_array[3]);
  1671. break;
  1672. case RasterizerStorageCommon::FVF_LARGE:
  1673. glBindVertexArray(batch_gl_data.batch_vertex_array[4]);
  1674. break;
  1675. }
  1676. }
  1677. void RasterizerCanvasGLES3::_batch_render_generic(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material) {
  1678. ERR_FAIL_COND(p_batch.num_commands <= 0);
  1679. const bool &use_light_angles = bdata.use_light_angles;
  1680. const bool &use_modulate = bdata.use_modulate;
  1681. const bool &use_large_verts = bdata.use_large_verts;
  1682. const bool &colored_verts = bdata.use_colored_vertices | use_light_angles | use_modulate | use_large_verts;
  1683. _set_texture_rect_mode(false, false, use_light_angles, use_modulate, use_large_verts);
  1684. // state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
  1685. state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, false);
  1686. switch (bdata.fvf) {
  1687. case RasterizerStorageCommon::FVF_UNBATCHED: // should not happen
  1688. return;
  1689. break;
  1690. case RasterizerStorageCommon::FVF_REGULAR: // no change
  1691. glBindVertexArray(batch_gl_data.batch_vertex_array[0]);
  1692. break;
  1693. case RasterizerStorageCommon::FVF_COLOR:
  1694. glBindVertexArray(batch_gl_data.batch_vertex_array[1]);
  1695. break;
  1696. case RasterizerStorageCommon::FVF_LIGHT_ANGLE:
  1697. glBindVertexArray(batch_gl_data.batch_vertex_array[2]);
  1698. break;
  1699. case RasterizerStorageCommon::FVF_MODULATED:
  1700. glBindVertexArray(batch_gl_data.batch_vertex_array[3]);
  1701. break;
  1702. case RasterizerStorageCommon::FVF_LARGE:
  1703. glBindVertexArray(batch_gl_data.batch_vertex_array[4]);
  1704. break;
  1705. }
  1706. // batch tex
  1707. const BatchTex &tex = bdata.batch_textures[p_batch.batch_texture_id];
  1708. _bind_canvas_texture(tex.RID_texture, tex.RID_normal);
  1709. if (!colored_verts) {
  1710. // may not need this disable
  1711. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  1712. glVertexAttrib4fv(VS::ARRAY_COLOR, p_batch.color.get_data());
  1713. }
  1714. // We only want to set the GL wrapping mode if the texture is not already tiled (i.e. set in Import).
  1715. // This is an optimization left over from the legacy renderer.
  1716. // If we DID set tiling in the API, and reverted to clamped, then the next draw using this texture
  1717. // may use clamped mode incorrectly.
  1718. bool tex_is_already_tiled = tex.flags & VS::TEXTURE_FLAG_REPEAT;
  1719. switch (tex.tile_mode) {
  1720. case BatchTex::TILE_NORMAL: {
  1721. // if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat
  1722. if (!tex_is_already_tiled) {
  1723. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  1724. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  1725. }
  1726. } break;
  1727. default: {
  1728. } break;
  1729. }
  1730. // we need to convert explicitly from pod Vec2 to Vector2 ...
  1731. // could use a cast but this might be unsafe in future
  1732. Vector2 tps;
  1733. tex.tex_pixel_size.to(tps);
  1734. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, tps);
  1735. switch (p_batch.type) {
  1736. default: {
  1737. // prevent compiler warning
  1738. } break;
  1739. case RasterizerStorageCommon::BT_RECT: {
  1740. int64_t offset = p_batch.first_vert * 3; // 6 inds per quad at 2 bytes each
  1741. int num_elements = p_batch.num_commands * 6;
  1742. glDrawElements(GL_TRIANGLES, num_elements, GL_UNSIGNED_SHORT, (void *)offset);
  1743. } break;
  1744. case RasterizerStorageCommon::BT_POLY: {
  1745. int64_t offset = p_batch.first_vert;
  1746. int num_elements = p_batch.num_commands;
  1747. glDrawArrays(GL_TRIANGLES, offset, num_elements);
  1748. } break;
  1749. }
  1750. storage->info.render._2d_draw_call_count++;
  1751. glBindVertexArray(0);
  1752. switch (tex.tile_mode) {
  1753. case BatchTex::TILE_NORMAL: {
  1754. // if the texture is imported as tiled, no need to revert GL state
  1755. if (!tex_is_already_tiled) {
  1756. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  1757. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  1758. }
  1759. } break;
  1760. default: {
  1761. } break;
  1762. }
  1763. /*
  1764. // may not be necessary .. state change optimization still TODO
  1765. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1766. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1767. */
  1768. }
  1769. void RasterizerCanvasGLES3::initialize() {
  1770. RasterizerGLES3::gl_check_errors();
  1771. RasterizerCanvasBaseGLES3::initialize();
  1772. batch_initialize();
  1773. // just reserve some space (may not be needed as we are orphaning, but hey ho)
  1774. glGenBuffers(1, &bdata.gl_vertex_buffer);
  1775. if (bdata.vertex_buffer_size_bytes) {
  1776. glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
  1777. glBufferData(GL_ARRAY_BUFFER, bdata.vertex_buffer_size_bytes, nullptr, GL_DYNAMIC_DRAW);
  1778. glBindBuffer(GL_ARRAY_BUFFER, 0);
  1779. // pre fill index buffer, the indices never need to change so can be static
  1780. glGenBuffers(1, &bdata.gl_index_buffer);
  1781. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
  1782. Vector<uint16_t> indices;
  1783. indices.resize(bdata.index_buffer_size_units);
  1784. for (unsigned int q = 0; q < bdata.max_quads; q++) {
  1785. int i_pos = q * 6; // 6 inds per quad
  1786. int q_pos = q * 4; // 4 verts per quad
  1787. indices.set(i_pos, q_pos);
  1788. indices.set(i_pos + 1, q_pos + 1);
  1789. indices.set(i_pos + 2, q_pos + 2);
  1790. indices.set(i_pos + 3, q_pos);
  1791. indices.set(i_pos + 4, q_pos + 2);
  1792. indices.set(i_pos + 5, q_pos + 3);
  1793. // we can only use 16 bit indices in GLES2!
  1794. #ifdef DEBUG_ENABLED
  1795. CRASH_COND((q_pos + 3) > 65535);
  1796. #endif
  1797. }
  1798. glBufferData(GL_ELEMENT_ARRAY_BUFFER, bdata.index_buffer_size_bytes, &indices[0], GL_STATIC_DRAW);
  1799. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  1800. } // only if there is a vertex buffer (batching is on)
  1801. // vertex array objects
  1802. for (int vao = 0; vao < 5; vao++) {
  1803. int sizeof_vert;
  1804. switch (vao) {
  1805. case 0:
  1806. sizeof_vert = sizeof(BatchVertex);
  1807. break;
  1808. case 1:
  1809. sizeof_vert = sizeof(BatchVertexColored);
  1810. break;
  1811. case 2:
  1812. sizeof_vert = sizeof(BatchVertexLightAngled);
  1813. break;
  1814. case 3:
  1815. sizeof_vert = sizeof(BatchVertexModulated);
  1816. break;
  1817. case 4:
  1818. sizeof_vert = sizeof(BatchVertexLarge);
  1819. break;
  1820. }
  1821. glGenVertexArrays(1, &batch_gl_data.batch_vertex_array[vao]);
  1822. glBindVertexArray(batch_gl_data.batch_vertex_array[vao]);
  1823. glBindBuffer(GL_ARRAY_BUFFER, bdata.gl_vertex_buffer);
  1824. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bdata.gl_index_buffer);
  1825. uint64_t pointer = 0;
  1826. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  1827. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof_vert, (const void *)pointer);
  1828. // always send UVs, even within a texture specified because a shader can still use UVs
  1829. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  1830. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (2 * 4)));
  1831. // optional attributes
  1832. bool a_color = false;
  1833. bool a_light_angle = false;
  1834. bool a_modulate = false;
  1835. bool a_large = false;
  1836. switch (vao) {
  1837. case 0:
  1838. break;
  1839. case 1: {
  1840. a_color = true;
  1841. } break;
  1842. case 2: {
  1843. a_color = true;
  1844. a_light_angle = true;
  1845. } break;
  1846. case 3: {
  1847. a_color = true;
  1848. a_light_angle = true;
  1849. a_modulate = true;
  1850. } break;
  1851. case 4: {
  1852. a_color = true;
  1853. a_light_angle = true;
  1854. a_modulate = true;
  1855. a_large = true;
  1856. } break;
  1857. }
  1858. if (a_color) {
  1859. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  1860. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (4 * 4)));
  1861. }
  1862. if (a_light_angle) {
  1863. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  1864. glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (8 * 4)));
  1865. }
  1866. if (a_modulate) {
  1867. glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
  1868. glVertexAttribPointer(VS::ARRAY_TEX_UV2, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (9 * 4)));
  1869. }
  1870. if (a_large) {
  1871. glEnableVertexAttribArray(VS::ARRAY_BONES);
  1872. glVertexAttribPointer(VS::ARRAY_BONES, 2, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (13 * 4)));
  1873. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  1874. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof_vert, CAST_INT_TO_UCHAR_PTR(pointer + (15 * 4)));
  1875. }
  1876. glBindVertexArray(0);
  1877. } // for vao
  1878. // deal with ninepatch mode option
  1879. if (bdata.settings_ninepatch_mode == 1) {
  1880. state.canvas_shader.add_custom_define("#define USE_NINEPATCH_SCALING\n");
  1881. }
  1882. RasterizerGLES3::gl_check_errors();
  1883. }
  1884. RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
  1885. batch_constructor();
  1886. }