godot/drivers/gles2/rasterizer_canvas_gles2.cpp

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/*************************************************************************/
/* rasterizer_canvas_gles2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "rasterizer_canvas_gles2.h"
#include "os/os.h"
#include "project_settings.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/visual_server_raster.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
RID RasterizerCanvasGLES2::light_internal_create() {
return RID();
}
void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
}
void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
}
void RasterizerCanvasGLES2::_set_uniforms() {
state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);
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state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);
if (storage->frame.current_rt) {
Vector2 screen_pixel_size;
screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, state.uniforms.texpixel_size);
}
void RasterizerCanvasGLES2::canvas_begin() {
data.primitive = GL_TRIANGLES;
data.texture = GL_NONE;
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state.canvas_shader.bind();
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glColorMask(1, 1, 1, 1);
}
if (storage->frame.clear_request) {
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glColorMask(true, true, true, true);
glClearColor(storage->frame.clear_request_color.r,
storage->frame.clear_request_color.g,
storage->frame.clear_request_color.b,
storage->frame.clear_request_color.a);
glClear(GL_COLOR_BUFFER_BIT);
storage->frame.clear_request = false;
}
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/*
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glColorMask(1, 1, 1, 1);
}
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*/
reset_canvas();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
data.texture = storage->resources.white_tex;
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
glDisableVertexAttribArray(VS::ARRAY_COLOR);
// set up default uniforms
Transform canvas_transform;
if (storage->frame.current_rt) {
float csy = 1.0;
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
csy = -1.0;
}
canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
} else {
Vector2 ssize = OS::get_singleton()->get_window_size();
canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
}
state.uniforms.projection_matrix = canvas_transform;
state.uniforms.final_modulate = Color(1, 1, 1, 1);
state.uniforms.modelview_matrix = Transform2D();
state.uniforms.extra_matrix = Transform2D();
_set_uniforms();
state.prev_uniforms = state.uniforms;
}
void RasterizerCanvasGLES2::canvas_end() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int i = 0; i < VS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
state.using_texture_rect = false;
state.using_ninepatch = false;
}
RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {
RasterizerStorageGLES2::Texture *tex_return = NULL;
GLuint newtexid;
if (p_texture.is_valid()) {
RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);
if (!texture) {
state.current_tex = RID();
state.current_tex_ptr = NULL;
newtexid = storage->resources.white_tex;
} else {
texture = texture->get_ptr();
if (texture->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
if (texture->render_target) {
texture->render_target->used_in_frame = true;
}
newtexid = texture->tex_id;
state.current_tex = p_texture;
state.current_tex_ptr = texture;
tex_return = texture;
}
} else {
state.current_tex = RID();
state.current_tex_ptr = NULL;
newtexid = storage->resources.white_tex;
}
if (data.texture != newtexid) {
_flush();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, newtexid);
data.texture = newtexid;
}
return tex_return;
}
void RasterizerCanvasGLES2::_set_texture_rect_mode(bool p_enable, bool p_ninepatch) {
}
void RasterizerCanvasGLES2::_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) {
_begin(GL_TRIANGLES);
_prepare(p_vertex_count, p_index_count);
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
bool single;
Color color;
if (p_singlecolor) {
single = true;
color = *p_colors;
} else if (!p_colors) {
single = true;
color = Color(1, 1, 1, 1);
} else {
single = false;
}
const bool use_single_color = single;
const Color single_color = color;
for (int i = 0; i < p_vertex_count; ++i) {
v->v = p_vertices[i];
if (use_single_color)
v->c = single_color;
else
v->c = p_colors[i];
if (p_uvs)
v->uv = p_uvs[i];
else
v->uv = Vector2();
++v;
}
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, p_indices, p_index_count * sizeof(int));
_commit(p_vertex_count, p_index_count);
}
void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {
int command_count = p_item->commands.size();
Item::Command **commands = p_item->commands.ptrw();
for (int i = 0; i < command_count; i++) {
Item::Command *command = commands[i];
if (command->type != Item::Command::TYPE_RECT && state.tiled) {
_flush();
_untile();
}
switch (command->type) {
case Item::Command::TYPE_LINE: {
const Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
if (line->width <= 1) {
const int p_vertex_count = 2;
const int p_index_count = 2;
_begin(GL_LINES);
_prepare(p_vertex_count, p_index_count);
_bind_shader(p_material);
_bind_canvas_texture(RID(), RID());
Vertex vertices[p_vertex_count];
vertices[0].v = Vector2(line->from.x, line->from.y);
vertices[0].c = line->color;
vertices[0].uv = Vector2();
vertices[1].v = Vector2(line->to.x, line->to.y);
vertices[1].c = line->color;
vertices[1].uv = Vector2();
memcpy(data.mem_vertex_buffer + data.mem_vertex_buffer_offset, vertices, sizeof(vertices));
const int indices[p_index_count] = { 0, 1 };
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices));
_commit(p_vertex_count, p_index_count);
} else {
const int p_vertex_count = 4;
const int p_index_count = 6;
_begin(GL_TRIANGLES);
_prepare(p_vertex_count, p_index_count);
_bind_shader(p_material);
_bind_canvas_texture(RID(), RID());
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
v[0].v = line->from - t;
v[0].c = line->color;
v[0].uv = Vector2();
v[1].v = line->from + t;
v[1].c = line->color;
v[1].uv = Vector2();
v[2].v = line->to + t;
v[2].c = line->color;
v[2].uv = Vector2();
v[3].v = line->to - t;
v[3].c = line->color;
v[3].uv = Vector2();
const int indices[p_index_count] = {
0, 1, 2,
2, 3, 0
};
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices));
_commit(p_vertex_count, p_index_count);
}
} break;
case Item::Command::TYPE_RECT: {
const int p_vertex_count = 4;
const int p_index_count = 6;
_begin(GL_TRIANGLES);
_prepare(p_vertex_count, p_index_count);
Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
_bind_shader(p_material);
Rect2 src_rect;
Rect2 dst_rect;
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
if (!tex) {
dst_rect = Rect2(r->rect.position, r->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
src_rect = Rect2(0, 0, 1, 1);
} else {
const bool tiled = r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT);
if (tiled != state.tiled) {
_flush();
if (tiled) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
state.tiled = true;
} else {
_untile();
}
}
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
dst_rect = Rect2(r->rect.position, r->rect.size);
if (dst_rect.size.width < 0) {
dst_rect.position.x += dst_rect.size.width;
dst_rect.size.width *= -1;
}
if (dst_rect.size.height < 0) {
dst_rect.position.y += dst_rect.size.height;
dst_rect.size.height *= -1;
}
if (r->flags & CANVAS_RECT_FLIP_H) {
src_rect.size.x *= -1;
src_rect.position.x -= src_rect.size.width;
}
if (r->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
src_rect.position.y -= src_rect.size.height;
}
if (r->flags & CANVAS_RECT_TRANSPOSE) {
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
}
state.uniforms.texpixel_size = texpixel_size;
}
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
// 0,0
v[0].v = dst_rect.position;
v[0].c = r->modulate;
v[0].uv = src_rect.position;
// 0,1
v[1].v = Vector2(dst_rect.position.x, dst_rect.position.y + dst_rect.size.y);
v[1].c = r->modulate;
v[1].uv = Vector2(src_rect.position.x, src_rect.position.y + src_rect.size.y);
// 1,1
v[2].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y + dst_rect.size.y);
v[2].c = r->modulate;
v[2].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y + src_rect.size.y);
// 1,0
v[3].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y);
v[3].c = r->modulate;
v[3].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y);
const int indices[p_index_count] = {
0, 1, 2,
2, 3, 0
};
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(int) * p_index_count);
_commit(p_vertex_count, p_index_count);
} break;
case Item::Command::TYPE_NINEPATCH: {
const int p_vertex_count = 16;
const int p_index_count = 54;
_begin(GL_TRIANGLES);
_prepare(p_vertex_count, p_index_count);
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
_bind_shader(p_material);
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
if (!tex) {
print_line("TODO: ninepatch without texture");
continue;
}
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
state.uniforms.texpixel_size = texpixel_size;
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Rect2 source = np->source;
if (source.size.x == 0 && source.size.y == 0) {
source.size.x = tex->width;
source.size.y = tex->height;
}
// prepare vertex buffer
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// this buffer contains [ POS POS UV UV ] *
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
v[0].v = np->rect.position;
v[0].c = np->color;
v[0].uv = source.position * texpixel_size;
v[1].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], 0);
v[1].c = np->color;
v[1].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], 0)) * texpixel_size;
v[2].v = np->rect.position + Vector2(np->rect.size.x - np->margin[MARGIN_RIGHT], 0);
v[2].c = np->color;
v[2].uv = (source.position + Vector2(source.size.x - np->margin[MARGIN_RIGHT], 0)) * texpixel_size;
v[3].v = np->rect.position + Vector2(np->rect.size.x, 0);
v[3].c = np->color;
v[3].uv = (source.position + Vector2(source.size.x, 0)) * texpixel_size;
v[4].v = np->rect.position + Vector2(0, np->margin[MARGIN_TOP]);
v[4].c = np->color;
v[4].uv = (source.position + Vector2(0, np->margin[MARGIN_TOP])) * texpixel_size;
v[5].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]);
v[5].c = np->color;
v[5].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP])) * texpixel_size;
v[6].v = np->rect.position + Vector2(np->rect.size.x - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]);
v[6].c = np->color;
v[6].uv = (source.position + Vector2(source.size.x - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP])) * texpixel_size;
v[7].v = np->rect.position + Vector2(np->rect.size.x, np->margin[MARGIN_TOP]);
v[7].c = np->color;
v[7].uv = (source.position + Vector2(source.size.x, np->margin[MARGIN_TOP])) * texpixel_size;
v[8].v = np->rect.position + Vector2(0, np->rect.size.y - np->margin[MARGIN_BOTTOM]);
v[8].c = np->color;
v[8].uv = (source.position + Vector2(0, source.size.y - np->margin[MARGIN_BOTTOM])) * texpixel_size;
v[9].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->rect.size.y - np->margin[MARGIN_BOTTOM]);
v[9].c = np->color;
v[9].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], source.size.y - np->margin[MARGIN_BOTTOM])) * texpixel_size;
v[10].v = np->rect.position + np->rect.size - Vector2(np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]);
v[10].c = np->color;
v[10].uv = (source.position + source.size - Vector2(np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM])) * texpixel_size;
v[11].v = np->rect.position + np->rect.size - Vector2(0, np->margin[MARGIN_BOTTOM]);
v[11].c = np->color;
v[11].uv = (source.position + source.size - Vector2(0, np->margin[MARGIN_BOTTOM])) * texpixel_size;
v[12].v = np->rect.position + Vector2(0, np->rect.size.y);
v[12].c = np->color;
v[12].uv = (source.position + Vector2(0, source.size.y)) * texpixel_size;
v[13].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->rect.size.y);
v[13].c = np->color;
v[13].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], source.size.y)) * texpixel_size;
v[14].v = np->rect.position + np->rect.size - Vector2(np->margin[MARGIN_RIGHT], 0);
v[14].c = np->color;
v[14].uv = (source.position + source.size - Vector2(np->margin[MARGIN_RIGHT], 0)) * texpixel_size;
v[15].v = np->rect.position + np->rect.size;
v[15].c = np->color;
v[15].uv = (source.position + source.size) * texpixel_size;
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, data.ninepatch_elements, sizeof(data.ninepatch_elements));
_commit(p_vertex_count, p_index_count - (np->draw_center ? 0 : 6));
} break;
case Item::Command::TYPE_CIRCLE: {
Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
_bind_shader(p_material);
const int num_points = 32;
Vector2 points[num_points + 1];
points[num_points] = circle->pos;
int indices[num_points * 3];
for (int i = 0; i < num_points; i++) {
points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius;
indices[i * 3 + 0] = i;
indices[i * 3 + 1] = (i + 1) % num_points;
indices[i * 3 + 2] = num_points;
}
_bind_canvas_texture(RID(), RID());
_draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
} break;
case Item::Command::TYPE_POLYGON: {
Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);
const int *indices = polygon->indices.ptr();
if (!indices) // self-intersecting polygon
break;
_bind_shader(p_material);
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.uniforms.texpixel_size = texpixel_size;
}
_draw_polygon(indices, polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
} break;
case Item::Command::TYPE_POLYLINE: {
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
if (pline->triangles.size()) {
const int p_vertex_count = pline->triangles.size();
const int p_triangle_count = p_vertex_count - 2;
const int p_index_count = p_triangle_count * 3;
_begin(GL_TRIANGLES);
_prepare(p_vertex_count, p_index_count);
_bind_shader(p_material);
_bind_canvas_texture(RID(), RID());
const Vector2 *t = pline->triangles.ptr();
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
const bool p_singlecolor = pline->triangle_colors.size() == 1;
const Color *p_colors = pline->triangle_colors.ptr();
bool single;
Color color;
if (pline->triangle_colors.size() == 1) {
single = true;
color = *p_colors;
} else if (!p_colors) {
single = true;
color = Color(1, 1, 1, 1);
} else {
single = false;
}
const bool use_single_color = single;
const Color single_color = color;
for (int i = 0; i < p_vertex_count; ++i) {
if (use_single_color)
v->c = single_color;
else
v->c = p_colors[i];
v->uv = Vector2();
v->v = t[i];
++v;
}
for (int i = 0; i < p_triangle_count; ++i) {
const int indices[3] = {
i, i + 1, i + 2
};
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset + i * 3, indices, sizeof(indices));
}
_commit(p_vertex_count, p_index_count);
} else {
_begin(GL_LINES);
_bind_shader(p_material);
_bind_canvas_texture(RID(), RID());
const Color *p_colors = pline->line_colors.ptr();
bool single;
Color color;
if (pline->line_colors.size() == 1) {
single = true;
color = *p_colors;
} else if (!p_colors) {
single = true;
color = Color(1, 1, 1, 1);
} else {
single = false;
}
const bool use_single_color = single;
const Color single_color = color;
const Vector2 *p_lines = pline->lines.ptr();
if (pline->multiline) {
const int p_lines_count = pline->lines.size() / 2;
for (int i = 0; i < p_lines_count; ++i) {
const int p_vertex_count = 2;
const int p_index_count = 2;
_prepare(p_vertex_count, p_index_count);
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
for (int j = 0; j < 2; ++j) {
if (use_single_color)
v->c = single_color;
else
v->c = p_colors[i];
v->uv = Vector2();
v->v = p_lines[i * 2 + j];
++v;
}
const int indices[p_index_count] = { 0, 1 };
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices));
_commit(p_vertex_count, p_index_count);
}
} else {
const int p_vertex_count = pline->lines.size();
const int p_lines_count = p_vertex_count - 1;
const int p_index_count = p_lines_count * 2;
_prepare(p_vertex_count, p_index_count);
_bind_shader(p_material);
_bind_canvas_texture(RID(), RID());
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
for (int i = 0; i < p_vertex_count; ++i) {
if (use_single_color)
v->c = single_color;
else
v->c = p_colors[i];
v->uv = Vector2();
v->v = p_lines[i];
++v;
}
for (int i = 0; i < p_lines_count; ++i) {
const int indices[2] = { i, i + 1 };
memcpy(data.mem_index_buffer + data.mem_index_buffer_offset + i * 2, indices, sizeof(indices));
}
_commit(p_vertex_count, p_index_count);
}
}
} break;
case Item::Command::TYPE_PRIMITIVE: {
Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };
ERR_CONTINUE(primitive->points.size() < 1);
_bind_shader(p_material);
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.uniforms.texpixel_size = texpixel_size;
}
const int p_vertex_count = primitive->points.size();
const int p_index_count = p_vertex_count;
_begin(prim[p_vertex_count]);
_prepare(p_vertex_count, p_index_count);
Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset;
int *index = data.mem_index_buffer + data.mem_index_buffer_offset;
Color c;
bool p_single_color;
const Color *p_colors = primitive->colors.ptr();
const Vector2 *p_uvs = primitive->uvs.ptr();
const Vector2 *p_points = primitive->points.ptr();
if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
p_single_color = true;
c = primitive->colors[0];
} else if (primitive->colors.empty()) {
p_single_color = true;
c = Color(1, 1, 1, 1);
} else {
p_single_color = false;
}
const bool use_single_color = p_single_color;
const Color single_color = c;
for (int i = 0; i < p_vertex_count; ++i) {
if (use_single_color)
v->c = single_color;
else
v->c = p_colors[i];
if (p_uvs)
v->uv = p_uvs[i];
else
v->uv = Vector2();
v->v = p_points[i];
index[i] = i;
++v;
}
_commit(p_vertex_count, p_index_count);
} break;
case Item::Command::TYPE_TRANSFORM: {
Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
state.uniforms.extra_matrix = transform->xform;
} break;
case Item::Command::TYPE_PARTICLES: {
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
if (current_clip) {
if (ci->ignore != reclip) {
if (ci->ignore) {
glDisable(GL_SCISSOR_TEST);
reclip = true;
} else {
glEnable(GL_SCISSOR_TEST);
int x = current_clip->final_clip_rect.position.x;
int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
int w = current_clip->final_clip_rect.size.x;
int h = current_clip->final_clip_rect.size.y;
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = current_clip->final_clip_rect.position.y;
glScissor(x, y, w, h);
reclip = false;
}
}
}
} break;
default: {
print_line("other");
} break;
}
}
}
void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {
// This isn't really working yet, so disabling for now.
}
void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {
Item *current_clip = NULL;
RasterizerStorageGLES2::Shader *shader_cache = NULL;
bool rebind_shader = true;
Size2 rt_size = Size2(storage->frame.current_rt->width, storage->frame.current_rt->height);
state.current_tex = RID();
state.current_tex_ptr = NULL;
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
data.texture = storage->resources.white_tex;
int last_blend_mode = -1;
RID canvas_last_material = RID();
while (p_item_list) {
Item *ci = p_item_list;
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
if (current_clip != ci->final_clip_owner) {
current_clip = ci->final_clip_owner;
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
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int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = current_clip->final_clip_rect.position.y;
glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
// TODO: copy back buffer
if (ci->copy_back_buffer) {
if (ci->copy_back_buffer->full) {
_copy_texscreen(Rect2());
} else {
_copy_texscreen(ci->copy_back_buffer->rect);
}
}
RID material = material_owner->material;
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RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);
if (material != canvas_last_material || rebind_shader) {
RasterizerStorageGLES2::Shader *shader_ptr = NULL;
if (material_ptr) {
shader_ptr = material_ptr->shader;
if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
shader_ptr = NULL; // not a canvas item shader, don't use.
}
}
if (shader_ptr) {
if (shader_ptr->canvas_item.uses_screen_texture) {
_copy_texscreen(Rect2());
}
if (shader_ptr != shader_cache) {
if (shader_ptr->canvas_item.uses_time) {
VisualServerRaster::redraw_request();
}
state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
state.canvas_shader.bind();
}
int tc = material_ptr->textures.size();
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Pair<StringName, RID> *textures = material_ptr->textures.ptrw();
ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();
for (int i = 0; i < tc; i++) {
glActiveTexture(GL_TEXTURE2 + i);
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RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);
if (!t) {
switch (texture_hints[i]) {
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
} break;
case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
} break;
default: {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} break;
}
continue;
}
t = t->get_ptr();
if (t->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
glBindTexture(t->target, t->tex_id);
}
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} else {
state.canvas_shader.set_custom_shader(0);
state.canvas_shader.bind();
}
state.canvas_shader.use_material((void *)material_ptr);
shader_cache = shader_ptr;
canvas_last_material = material;
rebind_shader = false;
}
int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
bool unshaded = true || (shader_cache && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX);
bool reclip = false;
if (last_blend_mode != blend_mode) {
switch (blend_mode) {
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
} break;
case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} break;
}
}
state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);
state.uniforms.modelview_matrix = ci->final_transform;
state.uniforms.extra_matrix = Transform2D();
_set_uniforms();
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_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
// TODO: figure out when to _flush to get better batching results
_flush();
rebind_shader = true; // hacked in for now.
if (reclip) {
glEnable(GL_SCISSOR_TEST);
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int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
y = current_clip->final_clip_rect.position.y;
glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
}
p_item_list = p_item_list->next;
}
_flush();
if (current_clip) {
glDisable(GL_SCISSOR_TEST);
}
}
void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
}
void RasterizerCanvasGLES2::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) {
}
void RasterizerCanvasGLES2::reset_canvas() {
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glEnable(GL_BLEND);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
// bind the back buffer to a texture so shaders can use it.
// It should probably use texture unit -3 (as GLES3 does as well) but currently that's buggy.
// keeping this for now as there's nothing else that uses texture unit 2
// TODO ^
if (storage->frame.current_rt) {
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &dst_rect, const Rect2 &src_rect) {
const int p_index_count = 6;
const int p_vertex_count = 4;
Vertex v[p_vertex_count];
Color c(1, 1, 1, 1);
// 0,0
v[0].v = dst_rect.position;
v[0].c = c;
v[0].uv = src_rect.position;
// 0,1
v[1].v = Vector2(dst_rect.position.x, dst_rect.position.y + dst_rect.size.y);
v[1].c = c;
v[1].uv = Vector2(src_rect.position.x, src_rect.position.y + src_rect.size.y);
// 1,1
v[2].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y + dst_rect.size.y);
v[2].c = c;
v[2].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y + src_rect.size.y);
// 1,0
v[3].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y);
v[3].c = c;
v[3].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y);
const int indices[p_index_count] = {
0, 1, 2,
2, 3, 0
};
_draw(GL_TRIANGLES, p_vertex_count, v, p_index_count, indices);
}
void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
}
void RasterizerCanvasGLES2::initialize() {
// polygon buffer
{
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
poly_size *= 1024;
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
glGenBuffers(1, &data.vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, data.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
data.vertex_buffer_size = poly_size;
glBindBuffer(GL_ARRAY_BUFFER, 0);
uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128);
index_size *= 1024; // kb
glGenBuffers(1, &data.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
data.index_buffer_size = index_size;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
// ninepatch buffers
{
// array buffer
#define _EIDX(y, x) (y * 4 + x)
const int elems[3 * 2 * 9] = {
// first row
_EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
_EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),
_EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
_EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),
_EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
_EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),
// second row
_EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
_EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),
// the center one would be here, but we'll put it at the end
// so it's easier to disable the center and be able to use
// one draw call for both
_EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),
// third row
_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),
_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),
_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),
// center field
_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
};
;
#undef _EIDX
memcpy(data.ninepatch_elements, elems, sizeof(elems));
}
{
const uint32_t size = data.vertex_buffer_size / sizeof(Vertex);
data.mem_vertex_buffer = (Vertex *)memalloc(sizeof(Vertex) * size);
data.mem_vertex_buffer_offset = 0;
data.mem_vertex_buffer_size = size;
}
{
const uint32_t size = data.index_buffer_size / sizeof(int);
data.mem_index_buffer = (int *)memalloc(sizeof(int) * size);
data.mem_index_buffer_offset = 0;
data.mem_index_buffer_size = size;
}
state.canvas_shader.init();
state.canvas_shader.bind();
}
void RasterizerCanvasGLES2::finalize() {
}
RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
}
void RasterizerCanvasGLES2::_begin(const GLuint p_primitive) {
if (data.primitive != p_primitive) {
_flush();
data.primitive = p_primitive;
}
}
void RasterizerCanvasGLES2::_prepare(const int p_vertex_count, const int p_index_count) {
if (data.mem_vertex_buffer_size - data.mem_vertex_buffer_offset < p_vertex_count ||
data.mem_index_buffer_size - data.mem_index_buffer_offset < p_index_count) {
_flush();
}
}
void RasterizerCanvasGLES2::_draw(const GLuint p_primitive, const int p_vertex_count, const Vertex *p_vertices, const int p_index_count, const int *p_indices) {
glBindBuffer(GL_ARRAY_BUFFER, data.vertex_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * p_vertex_count, p_vertices);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.index_buffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), NULL);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), ((uint8_t *)0) + sizeof(Vector2));
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), ((uint8_t *)0) + sizeof(Vector2) + sizeof(Color));
glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES2::_flush() {
if (data.mem_vertex_buffer_offset) {
_draw(data.primitive, data.mem_vertex_buffer_offset, data.mem_vertex_buffer, data.mem_index_buffer_offset, data.mem_index_buffer);
}
data.mem_vertex_buffer_offset = 0;
data.mem_index_buffer_offset = 0;
}
void RasterizerCanvasGLES2::_commit(const int p_vertex_count, const int p_index_count) {
ERR_FAIL_COND(!p_vertex_count);
ERR_FAIL_COND(!p_index_count);
if (state.uniforms.extra_matrix != state.prev_uniforms.extra_matrix ||
state.uniforms.final_modulate != state.prev_uniforms.final_modulate ||
state.uniforms.modelview_matrix != state.prev_uniforms.modelview_matrix ||
state.uniforms.projection_matrix != state.prev_uniforms.projection_matrix ||
state.uniforms.texpixel_size != state.prev_uniforms.texpixel_size ||
state.uniforms.time != state.prev_uniforms.time) {
_set_uniforms();
state.prev_uniforms = state.uniforms;
_flush();
}
const int new_index_offset = data.mem_index_buffer_offset + p_index_count;
for (int i = data.mem_index_buffer_offset; i < new_index_offset; ++i)
data.mem_index_buffer[i] += data.mem_vertex_buffer_offset;
data.mem_vertex_buffer_offset += p_vertex_count;
data.mem_index_buffer_offset = new_index_offset;
}
void RasterizerCanvasGLES2::_untile() {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
state.tiled = false;
}
void RasterizerCanvasGLES2::_bind_shader(RasterizerStorageGLES2::Material *p_material) {
if (!state.canvas_shader.is_dirty()) {
return;
}
_flush();
if (state.canvas_shader.bind()) {
state.canvas_shader.use_material((void *)p_material);
}
}