rasterizer_canvas_base_gles2.cpp 41 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_base_gles2.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "rasterizer_canvas_base_gles2.h"
  31. #include "core/os/os.h"
  32. #include "core/project_settings.h"
  33. #include "drivers/gles_common/rasterizer_asserts.h"
  34. #include "rasterizer_scene_gles2.h"
  35. #include "servers/visual/visual_server_raster.h"
  36. #ifndef GLES_OVER_GL
  37. #define glClearDepth glClearDepthf
  38. #endif
  39. RID RasterizerCanvasBaseGLES2::light_internal_create() {
  40. return RID();
  41. }
  42. void RasterizerCanvasBaseGLES2::light_internal_update(RID p_rid, Light *p_light) {
  43. }
  44. void RasterizerCanvasBaseGLES2::light_internal_free(RID p_rid) {
  45. }
  46. void RasterizerCanvasBaseGLES2::canvas_begin() {
  47. state.using_transparent_rt = false;
  48. // always start with light_angle unset
  49. state.using_light_angle = false;
  50. state.using_large_vertex = false;
  51. state.using_modulate = false;
  52. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LIGHT_ANGLE, false);
  53. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, false);
  54. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, false);
  55. state.canvas_shader.bind();
  56. int viewport_x, viewport_y, viewport_width, viewport_height;
  57. if (storage->frame.current_rt) {
  58. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  59. state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
  60. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
  61. // set Viewport and Scissor when rendering directly to screen
  62. viewport_width = storage->frame.current_rt->width;
  63. viewport_height = storage->frame.current_rt->height;
  64. viewport_x = storage->frame.current_rt->x;
  65. viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
  66. glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
  67. glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
  68. glEnable(GL_SCISSOR_TEST);
  69. }
  70. }
  71. if (storage->frame.clear_request) {
  72. glClearColor(storage->frame.clear_request_color.r,
  73. storage->frame.clear_request_color.g,
  74. storage->frame.clear_request_color.b,
  75. state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
  76. glClear(GL_COLOR_BUFFER_BIT);
  77. storage->frame.clear_request = false;
  78. }
  79. /*
  80. if (storage->frame.current_rt) {
  81. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
  82. glColorMask(1, 1, 1, 1);
  83. }
  84. */
  85. reset_canvas();
  86. glActiveTexture(GL_TEXTURE0);
  87. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  88. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  89. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  90. // set up default uniforms
  91. Transform canvas_transform;
  92. if (storage->frame.current_rt) {
  93. float csy = 1.0;
  94. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
  95. csy = -1.0;
  96. }
  97. canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
  98. canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
  99. } else {
  100. Vector2 ssize = OS::get_singleton()->get_window_size();
  101. canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  102. canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
  103. }
  104. state.uniforms.projection_matrix = canvas_transform;
  105. state.uniforms.final_modulate = Color(1, 1, 1, 1);
  106. state.uniforms.modelview_matrix = Transform2D();
  107. state.uniforms.extra_matrix = Transform2D();
  108. _set_uniforms();
  109. _bind_quad_buffer();
  110. }
  111. void RasterizerCanvasBaseGLES2::canvas_end() {
  112. glBindBuffer(GL_ARRAY_BUFFER, 0);
  113. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  114. glDisableVertexAttribArray(i);
  115. }
  116. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
  117. //reset viewport to full window size
  118. int viewport_width = OS::get_singleton()->get_window_size().width;
  119. int viewport_height = OS::get_singleton()->get_window_size().height;
  120. glViewport(0, 0, viewport_width, viewport_height);
  121. glScissor(0, 0, viewport_width, viewport_height);
  122. }
  123. state.using_texture_rect = false;
  124. state.using_skeleton = false;
  125. state.using_ninepatch = false;
  126. state.using_transparent_rt = false;
  127. }
  128. void RasterizerCanvasBaseGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
  129. state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
  130. state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));
  131. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  132. }
  133. void RasterizerCanvasBaseGLES2::_set_texture_rect_mode(bool p_texture_rect, bool p_light_angle, bool p_modulate, bool p_large_vertex) {
  134. // always set this directly (this could be state checked)
  135. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, p_texture_rect);
  136. if (state.using_light_angle != p_light_angle) {
  137. state.using_light_angle = p_light_angle;
  138. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LIGHT_ANGLE, p_light_angle);
  139. }
  140. if (state.using_modulate != p_modulate) {
  141. state.using_modulate = p_modulate;
  142. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_MODULATE, p_modulate);
  143. }
  144. if (state.using_large_vertex != p_large_vertex) {
  145. state.using_large_vertex = p_large_vertex;
  146. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_ATTRIB_LARGE_VERTEX, p_large_vertex);
  147. }
  148. }
  149. RasterizerStorageGLES2::Texture *RasterizerCanvasBaseGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
  150. RasterizerStorageGLES2::Texture *tex_return = NULL;
  151. if (p_texture.is_valid()) {
  152. RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
  153. if (!texture) {
  154. state.current_tex = RID();
  155. state.current_tex_ptr = NULL;
  156. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  157. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  158. } else {
  159. if (texture->redraw_if_visible) {
  160. VisualServerRaster::redraw_request();
  161. }
  162. texture = texture->get_ptr();
  163. if (texture->render_target) {
  164. texture->render_target->used_in_frame = true;
  165. }
  166. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  167. glBindTexture(GL_TEXTURE_2D, texture->tex_id);
  168. state.current_tex = p_texture;
  169. state.current_tex_ptr = texture;
  170. tex_return = texture;
  171. }
  172. } else {
  173. state.current_tex = RID();
  174. state.current_tex_ptr = NULL;
  175. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
  176. glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
  177. }
  178. if (p_normal_map == state.current_normal) {
  179. //do none
  180. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
  181. } else if (p_normal_map.is_valid()) {
  182. RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
  183. if (!normal_map) {
  184. state.current_normal = RID();
  185. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  186. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  187. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  188. } else {
  189. if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
  190. VisualServerRaster::redraw_request();
  191. }
  192. normal_map = normal_map->get_ptr();
  193. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  194. glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
  195. state.current_normal = p_normal_map;
  196. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
  197. }
  198. } else {
  199. state.current_normal = RID();
  200. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
  201. glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
  202. state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
  203. }
  204. return tex_return;
  205. }
  206. void RasterizerCanvasBaseGLES2::draw_window_margins(int *black_margin, RID *black_image) {
  207. Vector2 window_size = OS::get_singleton()->get_window_size();
  208. int window_h = window_size.height;
  209. int window_w = window_size.width;
  210. glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
  211. glViewport(0, 0, window_size.width, window_size.height);
  212. canvas_begin();
  213. if (black_image[MARGIN_LEFT].is_valid()) {
  214. _bind_canvas_texture(black_image[MARGIN_LEFT], RID());
  215. Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
  216. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h),
  217. Rect2(0, 0, (float)black_margin[MARGIN_LEFT] / sz.x, (float)(window_h) / sz.y));
  218. } else if (black_margin[MARGIN_LEFT]) {
  219. glActiveTexture(GL_TEXTURE0);
  220. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  221. draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
  222. }
  223. if (black_image[MARGIN_RIGHT].is_valid()) {
  224. _bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
  225. Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
  226. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h),
  227. Rect2(0, 0, (float)black_margin[MARGIN_RIGHT] / sz.x, (float)window_h / sz.y));
  228. } else if (black_margin[MARGIN_RIGHT]) {
  229. glActiveTexture(GL_TEXTURE0);
  230. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  231. draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
  232. }
  233. if (black_image[MARGIN_TOP].is_valid()) {
  234. _bind_canvas_texture(black_image[MARGIN_TOP], RID());
  235. Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
  236. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]),
  237. Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_TOP] / sz.y));
  238. } else if (black_margin[MARGIN_TOP]) {
  239. glActiveTexture(GL_TEXTURE0);
  240. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  241. draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
  242. }
  243. if (black_image[MARGIN_BOTTOM].is_valid()) {
  244. _bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());
  245. Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
  246. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]),
  247. Rect2(0, 0, (float)window_w / sz.x, (float)black_margin[MARGIN_BOTTOM] / sz.y));
  248. } else if (black_margin[MARGIN_BOTTOM]) {
  249. glActiveTexture(GL_TEXTURE0);
  250. glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
  251. draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
  252. }
  253. canvas_end();
  254. }
  255. void RasterizerCanvasBaseGLES2::_bind_quad_buffer() {
  256. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  257. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  258. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
  259. }
  260. void RasterizerCanvasBaseGLES2::_set_uniforms() {
  261. state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
  262. state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
  263. state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
  264. state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
  265. state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
  266. if (storage->frame.current_rt) {
  267. Vector2 screen_pixel_size;
  268. screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
  269. screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
  270. state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
  271. }
  272. if (state.using_skeleton) {
  273. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
  274. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
  275. state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
  276. }
  277. if (state.using_light) {
  278. Light *light = state.using_light;
  279. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
  280. Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
  281. basis_inverse[2] = Vector2();
  282. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
  283. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
  284. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
  285. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
  286. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
  287. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
  288. if (state.using_shadow) {
  289. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
  290. glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
  291. glBindTexture(GL_TEXTURE_2D, cls->distance);
  292. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
  293. state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
  294. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
  295. if (light->radius_cache == 0) {
  296. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
  297. } else {
  298. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
  299. }
  300. state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
  301. /*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
  302. canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
  303. canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
  304. }
  305. }
  306. }
  307. void RasterizerCanvasBaseGLES2::reset_canvas() {
  308. glDisable(GL_CULL_FACE);
  309. glDisable(GL_DEPTH_TEST);
  310. glDisable(GL_SCISSOR_TEST);
  311. glDisable(GL_DITHER);
  312. glEnable(GL_BLEND);
  313. if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
  314. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
  315. } else {
  316. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  317. }
  318. // bind the back buffer to a texture so shaders can use it.
  319. // It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
  320. // keeping this for now as there's nothing else that uses texture unit 2
  321. // TODO ^
  322. if (storage->frame.current_rt) {
  323. // glActiveTexture(GL_TEXTURE0 + 2);
  324. // glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
  325. }
  326. glBindBuffer(GL_ARRAY_BUFFER, 0);
  327. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  328. }
  329. void RasterizerCanvasBaseGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
  330. }
  331. void RasterizerCanvasBaseGLES2::_copy_texscreen(const Rect2 &p_rect) {
  332. state.canvas_texscreen_used = true;
  333. _copy_screen(p_rect);
  334. // back to canvas, force rebind
  335. state.using_texture_rect = false;
  336. state.canvas_shader.bind();
  337. _bind_canvas_texture(state.current_tex, state.current_normal);
  338. _set_uniforms();
  339. }
  340. void RasterizerCanvasBaseGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {
  341. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  342. uint32_t buffer_ofs = 0;
  343. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  344. #ifdef DEBUG_ENABLED
  345. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  346. #endif
  347. storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  348. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  349. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  350. buffer_ofs = buffer_ofs_after;
  351. if (p_singlecolor) {
  352. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  353. Color m = *p_colors;
  354. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  355. } else if (!p_colors) {
  356. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  357. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  358. } else {
  359. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  360. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  361. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  362. buffer_ofs = buffer_ofs_after;
  363. }
  364. if (p_uvs) {
  365. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  366. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  367. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  368. buffer_ofs = buffer_ofs_after;
  369. } else {
  370. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  371. }
  372. if (p_weights && p_bones) {
  373. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights, buffer_ofs_after));
  374. glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
  375. glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  376. buffer_ofs = buffer_ofs_after;
  377. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones, buffer_ofs_after));
  378. glEnableVertexAttribArray(VS::ARRAY_BONES);
  379. glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  380. buffer_ofs = buffer_ofs_after;
  381. } else {
  382. glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
  383. glDisableVertexAttribArray(VS::ARRAY_BONES);
  384. }
  385. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  386. if (storage->config.support_32_bits_indices) { //should check for
  387. #ifdef DEBUG_ENABLED
  388. ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
  389. #endif
  390. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  391. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
  392. storage->info.render._2d_draw_call_count++;
  393. } else {
  394. #ifdef DEBUG_ENABLED
  395. ERR_FAIL_COND((sizeof(uint16_t) * p_index_count) > data.polygon_index_buffer_size);
  396. #endif
  397. uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
  398. for (int i = 0; i < p_index_count; i++) {
  399. index16[i] = uint16_t(p_indices[i]);
  400. }
  401. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(uint16_t) * p_index_count, index16, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  402. glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
  403. storage->info.render._2d_draw_call_count++;
  404. }
  405. glBindBuffer(GL_ARRAY_BUFFER, 0);
  406. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  407. }
  408. void RasterizerCanvasBaseGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  409. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  410. uint32_t buffer_ofs = 0;
  411. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  412. #ifdef DEBUG_ENABLED
  413. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  414. #endif
  415. storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  416. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  417. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  418. buffer_ofs = buffer_ofs_after;
  419. if (p_singlecolor) {
  420. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  421. Color m = *p_colors;
  422. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  423. } else if (!p_colors) {
  424. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  425. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  426. } else {
  427. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  428. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  429. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  430. buffer_ofs = buffer_ofs_after;
  431. }
  432. if (p_uvs) {
  433. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  434. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  435. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  436. buffer_ofs = buffer_ofs_after;
  437. } else {
  438. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  439. }
  440. glDrawArrays(p_primitive, 0, p_vertex_count);
  441. storage->info.render._2d_draw_call_count++;
  442. glBindBuffer(GL_ARRAY_BUFFER, 0);
  443. }
  444. void RasterizerCanvasBaseGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
  445. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  446. uint32_t buffer_ofs = 0;
  447. uint32_t buffer_ofs_after = buffer_ofs + (sizeof(Vector2) * p_vertex_count);
  448. #ifdef DEBUG_ENABLED
  449. ERR_FAIL_COND(buffer_ofs_after > data.polygon_buffer_size);
  450. #endif
  451. storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, sizeof(Vector2) * p_vertex_count, p_vertices, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  452. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  453. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
  454. buffer_ofs = buffer_ofs_after;
  455. if (p_singlecolor) {
  456. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  457. Color m = *p_colors;
  458. glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
  459. } else if (!p_colors) {
  460. glDisableVertexAttribArray(VS::ARRAY_COLOR);
  461. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
  462. } else {
  463. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors, buffer_ofs_after));
  464. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  465. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  466. buffer_ofs = buffer_ofs_after;
  467. }
  468. if (p_uvs) {
  469. RAST_FAIL_COND(!storage->safe_buffer_sub_data(data.polygon_buffer_size, GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs, buffer_ofs_after));
  470. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  471. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
  472. buffer_ofs = buffer_ofs_after;
  473. } else {
  474. glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
  475. }
  476. #ifdef RASTERIZER_EXTRA_CHECKS
  477. // very slow, do not enable in normal use
  478. for (int n = 0; n < p_index_count; n++) {
  479. RAST_DEV_DEBUG_ASSERT(p_indices[n] < p_vertex_count);
  480. }
  481. #endif
  482. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  483. if (storage->config.support_32_bits_indices) { //should check for
  484. #ifdef DEBUG_ENABLED
  485. ERR_FAIL_COND((sizeof(int) * p_index_count) > data.polygon_index_buffer_size);
  486. #endif
  487. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(int) * p_index_count, p_indices, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  488. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
  489. storage->info.render._2d_draw_call_count++;
  490. } else {
  491. #ifdef DEBUG_ENABLED
  492. ERR_FAIL_COND((sizeof(uint16_t) * p_index_count) > data.polygon_index_buffer_size);
  493. #endif
  494. uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
  495. for (int i = 0; i < p_index_count; i++) {
  496. index16[i] = uint16_t(p_indices[i]);
  497. }
  498. storage->buffer_orphan_and_upload(data.polygon_index_buffer_size, 0, sizeof(uint16_t) * p_index_count, index16, GL_ELEMENT_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  499. glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0);
  500. storage->info.render._2d_draw_call_count++;
  501. }
  502. glBindBuffer(GL_ARRAY_BUFFER, 0);
  503. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  504. }
  505. void RasterizerCanvasBaseGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles) {
  506. static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
  507. int color_offset = 0;
  508. int uv_offset = 0;
  509. int light_angle_offset = 0;
  510. int stride = 2;
  511. if (p_colors) {
  512. color_offset = stride;
  513. stride += 4;
  514. }
  515. if (p_uvs) {
  516. uv_offset = stride;
  517. stride += 2;
  518. }
  519. if (p_light_angles) { //light_angles
  520. light_angle_offset = stride;
  521. stride += 1;
  522. }
  523. RAST_DEV_DEBUG_ASSERT(p_points <= 4);
  524. float buffer_data[(2 + 2 + 4 + 1) * 4];
  525. for (int i = 0; i < p_points; i++) {
  526. buffer_data[stride * i + 0] = p_vertices[i].x;
  527. buffer_data[stride * i + 1] = p_vertices[i].y;
  528. }
  529. if (p_colors) {
  530. for (int i = 0; i < p_points; i++) {
  531. buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
  532. buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
  533. buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
  534. buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
  535. }
  536. }
  537. if (p_uvs) {
  538. for (int i = 0; i < p_points; i++) {
  539. buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
  540. buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
  541. }
  542. }
  543. if (p_light_angles) {
  544. for (int i = 0; i < p_points; i++) {
  545. buffer_data[stride * i + light_angle_offset + 0] = p_light_angles[i];
  546. }
  547. }
  548. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  549. storage->buffer_orphan_and_upload(data.polygon_buffer_size, 0, p_points * stride * 4 * sizeof(float), buffer_data, GL_ARRAY_BUFFER, _buffer_upload_usage_flag, true);
  550. glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
  551. if (p_colors) {
  552. glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
  553. glEnableVertexAttribArray(VS::ARRAY_COLOR);
  554. }
  555. if (p_uvs) {
  556. glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
  557. glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
  558. }
  559. if (p_light_angles) {
  560. glVertexAttribPointer(VS::ARRAY_TANGENT, 1, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(light_angle_offset * sizeof(float)));
  561. glEnableVertexAttribArray(VS::ARRAY_TANGENT);
  562. }
  563. glDrawArrays(prim[p_points], 0, p_points);
  564. storage->info.render._2d_draw_call_count++;
  565. if (p_light_angles) {
  566. // may not be needed
  567. glDisableVertexAttribArray(VS::ARRAY_TANGENT);
  568. }
  569. glBindBuffer(GL_ARRAY_BUFFER, 0);
  570. }
  571. void RasterizerCanvasBaseGLES2::_copy_screen(const Rect2 &p_rect) {
  572. if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
  573. ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen.");
  574. return;
  575. }
  576. ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers.");
  577. glDisable(GL_BLEND);
  578. Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
  579. Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
  580. if (p_rect != Rect2()) {
  581. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
  582. }
  583. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);
  584. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
  585. glActiveTexture(GL_TEXTURE0);
  586. glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
  587. storage->shaders.copy.bind();
  588. storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);
  589. const Vector2 vertpos[4] = {
  590. Vector2(-1, -1),
  591. Vector2(-1, 1),
  592. Vector2(1, 1),
  593. Vector2(1, -1),
  594. };
  595. const Vector2 uvpos[4] = {
  596. Vector2(0, 0),
  597. Vector2(0, 1),
  598. Vector2(1, 1),
  599. Vector2(1, 0)
  600. };
  601. const int indexpos[6] = {
  602. 0, 1, 2,
  603. 2, 3, 0
  604. };
  605. _draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);
  606. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
  607. storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
  608. glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
  609. glEnable(GL_BLEND);
  610. }
  611. void RasterizerCanvasBaseGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {
  612. RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
  613. ERR_FAIL_COND(!cls);
  614. glDisable(GL_BLEND);
  615. glDisable(GL_SCISSOR_TEST);
  616. glDisable(GL_DITHER);
  617. glDisable(GL_CULL_FACE);
  618. glDepthFunc(GL_LEQUAL);
  619. glEnable(GL_DEPTH_TEST);
  620. glDepthMask(true);
  621. glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
  622. state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  623. state.canvas_shadow_shader.bind();
  624. glViewport(0, 0, cls->size, cls->height);
  625. glClearDepth(1.0f);
  626. glClearColor(1, 1, 1, 1);
  627. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  628. VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  629. for (int i = 0; i < 4; i++) {
  630. //make sure it remains orthogonal, makes easy to read angle later
  631. Transform light;
  632. light.origin[0] = p_light_xform[2][0];
  633. light.origin[1] = p_light_xform[2][1];
  634. light.basis[0][0] = p_light_xform[0][0];
  635. light.basis[0][1] = p_light_xform[1][0];
  636. light.basis[1][0] = p_light_xform[0][1];
  637. light.basis[1][1] = p_light_xform[1][1];
  638. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  639. //p_near=1;
  640. CameraMatrix projection;
  641. {
  642. real_t fov = 90;
  643. real_t nearp = p_near;
  644. real_t farp = p_far;
  645. real_t aspect = 1.0;
  646. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  647. real_t ymin = -ymax;
  648. real_t xmin = ymin * aspect;
  649. real_t xmax = ymax * aspect;
  650. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  651. }
  652. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
  653. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  654. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
  655. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
  656. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);
  657. if (i == 0)
  658. *p_xform_cache = projection;
  659. glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);
  660. LightOccluderInstance *instance = p_occluders;
  661. while (instance) {
  662. RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.getornull(instance->polygon_buffer);
  663. if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {
  664. instance = instance->next;
  665. continue;
  666. }
  667. state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);
  668. VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;
  669. if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
  670. (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
  671. transformed_cull_cache =
  672. transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
  673. VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
  674. VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
  675. }
  676. if (cull != transformed_cull_cache) {
  677. cull = transformed_cull_cache;
  678. switch (cull) {
  679. case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {
  680. glDisable(GL_CULL_FACE);
  681. } break;
  682. case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {
  683. glEnable(GL_CULL_FACE);
  684. glCullFace(GL_FRONT);
  685. } break;
  686. case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {
  687. glEnable(GL_CULL_FACE);
  688. glCullFace(GL_BACK);
  689. } break;
  690. }
  691. }
  692. glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
  693. glEnableVertexAttribArray(VS::ARRAY_VERTEX);
  694. glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
  695. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
  696. glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
  697. instance = instance->next;
  698. }
  699. }
  700. glBindBuffer(GL_ARRAY_BUFFER, 0);
  701. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  702. }
  703. void RasterizerCanvasBaseGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
  704. Vector2 half_size;
  705. if (storage->frame.current_rt) {
  706. half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
  707. } else {
  708. half_size = OS::get_singleton()->get_window_size();
  709. }
  710. half_size *= 0.5;
  711. Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
  712. Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
  713. float aspect_ratio = p_rect.size.x / p_rect.size.y;
  714. // setup our lens shader
  715. state.lens_shader.bind();
  716. state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
  717. state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
  718. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
  719. state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
  720. state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
  721. state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
  722. state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
  723. // bind our quad buffer
  724. _bind_quad_buffer();
  725. // and draw
  726. glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
  727. // and cleanup
  728. glBindBuffer(GL_ARRAY_BUFFER, 0);
  729. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  730. glDisableVertexAttribArray(i);
  731. }
  732. }
  733. void RasterizerCanvasBaseGLES2::initialize() {
  734. int flag_stream_mode = GLOBAL_GET("rendering/2d/opengl/legacy_stream");
  735. switch (flag_stream_mode) {
  736. default: {
  737. _buffer_upload_usage_flag = GL_STREAM_DRAW;
  738. } break;
  739. case 1: {
  740. _buffer_upload_usage_flag = GL_DYNAMIC_DRAW;
  741. } break;
  742. case 2: {
  743. _buffer_upload_usage_flag = GL_STREAM_DRAW;
  744. } break;
  745. }
  746. // quad buffer
  747. {
  748. glGenBuffers(1, &data.canvas_quad_vertices);
  749. glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
  750. const float qv[8] = {
  751. 0, 0,
  752. 0, 1,
  753. 1, 1,
  754. 1, 0
  755. };
  756. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);
  757. glBindBuffer(GL_ARRAY_BUFFER, 0);
  758. }
  759. // polygon buffer
  760. {
  761. uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
  762. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  763. poly_size = MAX(poly_size, 2); // minimum 2k, may still see anomalies in editor
  764. poly_size *= 1024;
  765. glGenBuffers(1, &data.polygon_buffer);
  766. glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
  767. glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
  768. data.polygon_buffer_size = poly_size;
  769. glBindBuffer(GL_ARRAY_BUFFER, 0);
  770. uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
  771. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
  772. index_size = MAX(index_size, 2);
  773. index_size *= 1024; // kb
  774. glGenBuffers(1, &data.polygon_index_buffer);
  775. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
  776. glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
  777. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  778. data.polygon_index_buffer_size = index_size;
  779. }
  780. // ninepatch buffers
  781. {
  782. // array buffer
  783. glGenBuffers(1, &data.ninepatch_vertices);
  784. glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
  785. glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
  786. glBindBuffer(GL_ARRAY_BUFFER, 0);
  787. // element buffer
  788. glGenBuffers(1, &data.ninepatch_elements);
  789. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
  790. #define _EIDX(y, x) (y * 4 + x)
  791. uint8_t elems[3 * 2 * 9] = {
  792. // first row
  793. _EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
  794. _EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
  795. _EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
  796. _EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
  797. _EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
  798. _EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
  799. // second row
  800. _EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
  801. _EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
  802. // the center one would be here, but we'll put it at the end
  803. // so it's easier to disable the center and be able to use
  804. // one draw call for both
  805. _EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
  806. _EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
  807. // third row
  808. _EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
  809. _EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
  810. _EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
  811. _EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
  812. _EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
  813. _EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
  814. // center field
  815. _EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
  816. _EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
  817. };
  818. #undef _EIDX
  819. glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
  820. glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
  821. }
  822. state.canvas_shadow_shader.init();
  823. state.canvas_shader.init();
  824. state.using_light_angle = false;
  825. state.using_large_vertex = false;
  826. state.using_modulate = false;
  827. _set_texture_rect_mode(true);
  828. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
  829. state.canvas_shader.bind();
  830. state.lens_shader.init();
  831. state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/2d/snapping/use_gpu_pixel_snap", false));
  832. state.using_light = NULL;
  833. state.using_transparent_rt = false;
  834. state.using_skeleton = false;
  835. }
  836. void RasterizerCanvasBaseGLES2::finalize() {
  837. }
  838. RasterizerCanvasBaseGLES2::RasterizerCanvasBaseGLES2() {
  839. }