#include "rasterizer_canvas_gles3.h" #include "os/os.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif static _FORCE_INLINE_ void store_transform2d(const Transform2D& p_mtx, float* p_array) { p_array[ 0]=p_mtx.elements[0][0]; p_array[ 1]=p_mtx.elements[0][1]; p_array[ 2]=0; p_array[ 3]=0; p_array[ 4]=p_mtx.elements[1][0]; p_array[ 5]=p_mtx.elements[1][1]; p_array[ 6]=0; p_array[ 7]=0; p_array[ 8]=0; p_array[ 9]=0; p_array[10]=1; p_array[11]=0; p_array[12]=p_mtx.elements[2][0]; p_array[13]=p_mtx.elements[2][1]; p_array[14]=0; p_array[15]=1; } static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) { p_array[ 0]=p_mtx.basis.elements[0][0]; p_array[ 1]=p_mtx.basis.elements[1][0]; p_array[ 2]=p_mtx.basis.elements[2][0]; p_array[ 3]=0; p_array[ 4]=p_mtx.basis.elements[0][1]; p_array[ 5]=p_mtx.basis.elements[1][1]; p_array[ 6]=p_mtx.basis.elements[2][1]; p_array[ 7]=0; p_array[ 8]=p_mtx.basis.elements[0][2]; p_array[ 9]=p_mtx.basis.elements[1][2]; p_array[10]=p_mtx.basis.elements[2][2]; p_array[11]=0; p_array[12]=p_mtx.origin.x; p_array[13]=p_mtx.origin.y; p_array[14]=p_mtx.origin.z; p_array[15]=1; } static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) { for (int i=0;i<4;i++) { for (int j=0;j<4;j++) { p_array[i*4+j]=p_mtx.matrix[i][j]; } } } RID RasterizerCanvasGLES3::light_internal_create() { LightInternal * li = memnew( LightInternal ); glGenBuffers(1, &li->ubo); glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(LightInternal::UBOData), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); return light_internal_owner.make_rid(li); } void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) { LightInternal * li = light_internal_owner.getornull(p_rid); ERR_FAIL_COND(!li); store_transform2d(p_light->light_shader_xform,li->ubo_data.light_matrix); store_transform2d(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix); store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix); for(int i=0;i<4;i++) { li->ubo_data.color[i]=p_light->color[i]*p_light->energy; li->ubo_data.shadow_color[i]=p_light->shadow_color[i]; } li->ubo_data.light_pos[0]=p_light->light_shader_pos.x; li->ubo_data.light_pos[1]=p_light->light_shader_pos.y; li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size; li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0; li->ubo_data.light_height=p_light->height; if (p_light->radius_cache==0) li->ubo_data.shadow_gradient=0; else li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1); li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1); glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); } void RasterizerCanvasGLES3::light_internal_free(RID p_rid) { LightInternal * li = light_internal_owner.getornull(p_rid); ERR_FAIL_COND(!li); glDeleteBuffers(1,&li->ubo); light_internal_owner.free(p_rid); memdelete(li); } void RasterizerCanvasGLES3::canvas_begin(){ if (storage->frame.current_rt && storage->frame.clear_request) { // a clear request may be pending, so do it 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; } /*canvas_shader.unbind(); canvas_shader.set_custom_shader(0); canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false); canvas_shader.bind(); canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0); canvas_use_modulate=false;*/ reset_canvas(); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false); state.canvas_shader.set_custom_shader(0); state.canvas_shader.bind(); state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,Color(1,1,1,1)); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform2D()); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D()); //state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp); //state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform()); //state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform()); glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo); glBindVertexArray(data.canvas_quad_array); state.using_texture_rect=true; } void RasterizerCanvasGLES3::canvas_end(){ glBindVertexArray(0); glBindBufferBase(GL_UNIFORM_BUFFER,0,0); state.using_texture_rect=false; } RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) { if (p_texture==state.current_tex) { return state.current_tex_ptr; } if (p_texture.is_valid()) { RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture); if (!texture) { state.current_tex=RID(); state.current_tex_ptr=NULL; glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); return NULL; } if (texture->render_target) texture->render_target->used_in_frame=true; glBindTexture(GL_TEXTURE_2D,texture->tex_id); state.current_tex=p_texture; state.current_tex_ptr=texture; return texture; } else { glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); state.current_tex=RID(); state.current_tex_ptr=NULL; } return NULL; } void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) { if (state.using_texture_rect==p_enable) return; if (p_enable) { glBindVertexArray(data.canvas_quad_array); } else { glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable); state.canvas_shader.bind(); state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); state.using_texture_rect=p_enable; } void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) { bool do_colors=false; Color m; if (p_singlecolor) { m = *p_colors; glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a); } else if (!p_colors) { glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); } else do_colors=true; RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture); #ifndef GLES_NO_CLIENT_ARRAYS glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); if (do_colors) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); } else { glDisableVertexAttribArray(VS::ARRAY_COLOR); } if (texture && p_uvs) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); } else { glDisableVertexAttribArray(VS::ARRAY_TEX_UV); } if (p_indices) { glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices ); } else { glDrawArrays(GL_TRIANGLES,0,p_vertex_count); } #else //WebGL specific impl. glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); float *b = GlobalVertexBuffer; int ofs = 0; if(p_vertex_count > MAX_POLYGON_VERTICES){ print_line("Too many vertices to render"); return; } glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); for(int i=0;i _max_draw_poly_indices); static uint16_t _draw_poly_indices[_max_draw_poly_indices]; for (int i=0; iprint("ind: %d ", p_indices[i]); }; //copy the data to GPU. glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); //draw the triangles. glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif storage->frame.canvas_draw_commands++; } void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) { static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; //#define GLES_USE_PRIMITIVE_BUFFER int version=0; int color_ofs=0; int uv_ofs=0; int stride=2; if (p_colors) { //color version|=1; color_ofs=stride; stride+=4; } if (p_uvs) { //uv version|=2; uv_ofs=stride; stride+=2; } float b[(2+2+4)*4]; for(int i=0;iframe.canvas_draw_commands++; } void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip) { int cc=p_item->commands.size(); Item::Command **commands = p_item->commands.ptr(); for(int i=0;itype) { case Item::Command::TYPE_LINE: { Item::CommandLine* line = static_cast(c); _set_texture_rect_mode(false); _bind_canvas_texture(RID()); glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a); Vector2 verts[2]={ Vector2(line->from.x,line->from.y), Vector2(line->to.x,line->to.y) }; #ifdef GLES_OVER_GL if (line->antialiased) glEnable(GL_LINE_SMOOTH); #endif //glLineWidth(line->width); _draw_gui_primitive(2,verts,NULL,NULL); #ifdef GLES_OVER_GL if (line->antialiased) glDisable(GL_LINE_SMOOTH); #endif } break; case Item::Command::TYPE_RECT: { Item::CommandRect* rect = static_cast(c); _set_texture_rect_mode(true); //set color glVertexAttrib4f(VS::ARRAY_COLOR,rect->modulate.r,rect->modulate.g,rect->modulate.b,rect->modulate.a); RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(rect->texture); if ( texture ) { bool untile=false; if (rect->flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) { glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); untile=true; } Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); Rect2 src_rect = (rect->flags&CANVAS_RECT_REGION) ? Rect2( rect->source.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1); if (rect->flags&CANVAS_RECT_FLIP_H) { src_rect.size.x*=-1; } if (rect->flags&CANVAS_RECT_FLIP_V) { src_rect.size.y*=-1; } if (rect->flags&CANVAS_RECT_TRANSPOSE) { //err.. } state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y); glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.y,src_rect.size.x,src_rect.size.y); glDrawArrays(GL_TRIANGLE_FAN,0,4); if (untile) { glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); } } else { glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y); glVertexAttrib4f(2,0,0,1,1); glDrawArrays(GL_TRIANGLE_FAN,0,4); } storage->frame.canvas_draw_commands++; } break; case Item::Command::TYPE_NINEPATCH: { Item::CommandNinePatch* np = static_cast(c); _set_texture_rect_mode(true); glVertexAttrib4f(VS::ARRAY_COLOR,np->color.r,np->color.g,np->color.b,np->color.a); RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(np->texture); if ( !texture ) { glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y); glVertexAttrib4f(2,0,0,1,1); glDrawArrays(GL_TRIANGLE_FAN,0,4); continue; } Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); #define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h) #define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y) //top left DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN,0,4); //top right DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN,0,4); //bottom right DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]); SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN,0,4); //bottom left DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]); SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN,0,4); //top DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN,0,4); //bottom DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); glDrawArrays(GL_TRIANGLE_FAN,0,4); //left DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN,0,4); //right DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN,0,4); if (np->draw_center) { //center DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); glDrawArrays(GL_TRIANGLE_FAN,0,4); } #undef SRCRECT #undef DSTRECT storage->frame.canvas_draw_commands++; } break; case Item::Command::TYPE_PRIMITIVE: { Item::CommandPrimitive* primitive = static_cast(c); _set_texture_rect_mode(false); ERR_CONTINUE( primitive->points.size()<1); RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(primitive->texture); if (texture ) { Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); } if (primitive->colors.size()==1 && primitive->points.size()>1) { Color c = primitive->colors[0]; glVertexAttrib4f(VS::ARRAY_COLOR,c.r,c.g,c.b,c.a); } else if (primitive->colors.empty()) { glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); } _draw_gui_primitive(primitive->points.size(),primitive->points.ptr(),primitive->colors.ptr(),primitive->uvs.ptr()); } break; case Item::Command::TYPE_POLYGON: { Item::CommandPolygon* polygon = static_cast(c); _set_texture_rect_mode(false); RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(polygon->texture); if (texture ) { Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); } //_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); } break; case Item::Command::TYPE_CIRCLE: { _set_texture_rect_mode(false); Item::CommandCircle* circle = static_cast(c); static const int numpoints=32; Vector2 points[numpoints+1]; points[numpoints]=circle->pos; int indices[numpoints*3]; for(int i=0;ipos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius; indices[i*3+0]=i; indices[i*3+1]=(i+1)%numpoints; indices[i*3+2]=numpoints; } //_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); //canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); } break; case Item::Command::TYPE_TRANSFORM: { Item::CommandTransform* transform = static_cast(c); state.extra_matrix=transform->xform; state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); } break; case Item::Command::TYPE_CLIP_IGNORE: { Item::CommandClipIgnore* ci = static_cast(c); if (current_clip) { if (ci->ignore!=reclip) { if (ci->ignore) { glDisable(GL_SCISSOR_TEST); reclip=true; } else { glEnable(GL_SCISSOR_TEST); //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)), //current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); int x = current_clip->final_clip_rect.pos.x; int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.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; glScissor(x,y,w,h); reclip=false; } } } } break; } } } #if 0 void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) { if (canvas_shader.bind()) rebind_texpixel_size=true; if (material->shader_version!=shader->version) { //todo optimize uniforms material->shader_version=shader->version; } if (shader->has_texscreen && framebuffer.active) { int x = viewport.x; int y = window_size.height-(viewport.height+viewport.y); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1); glActiveTexture(GL_TEXTURE0+max_texture_units-1); glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); if (framebuffer.scale==1 && !canvas_texscreen_used) { #ifdef GLEW_ENABLED if (current_rt) { glReadBuffer(GL_COLOR_ATTACHMENT0); } else { glReadBuffer(GL_BACK); } #endif if (current_rt) { glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); //window_size.height-(viewport.height+viewport.y) } else { glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); } canvas_texscreen_used=true; } glActiveTexture(GL_TEXTURE0); } if (shader->has_screen_uv) { canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); } uses_texpixel_size=shader->uses_texpixel_size; } #endif void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) { Item *current_clip=NULL; RasterizerStorageGLES3::Shader *shader_cache=NULL; bool rebind_shader=true; Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false); glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); state.current_tex=RID(); state.current_tex_ptr=NULL; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); int last_blend_mode=-1; RID canvas_last_material; bool prev_distance_field=false; while(p_item_list) { Item *ci=p_item_list; if (prev_distance_field!=ci->distance_field) { state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,ci->distance_field); prev_distance_field=ci->distance_field; rebind_shader=true; } if (current_clip!=ci->final_clip_owner) { current_clip=ci->final_clip_owner; //setup clip if (current_clip) { glEnable(GL_SCISSOR_TEST); glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); } else { glDisable(GL_SCISSOR_TEST); } } #if 0 if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) { Rect2 rect; int x,y; if (ci->copy_back_buffer->full) { x = viewport.x; y = window_size.height-(viewport.height+viewport.y); } else { x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x; y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y); } glActiveTexture(GL_TEXTURE0+max_texture_units-1); glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); #ifdef GLEW_ENABLED if (current_rt) { glReadBuffer(GL_COLOR_ATTACHMENT0); } else { glReadBuffer(GL_BACK); } #endif if (current_rt) { glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); //window_size.height-(viewport.height+viewport.y) } else { glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); } canvas_texscreen_used=true; glActiveTexture(GL_TEXTURE0); } #endif //begin rect Item *material_owner = ci->material_owner?ci->material_owner:ci; RID material = material_owner->material; if (material!=canvas_last_material || rebind_shader) { RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material); RasterizerStorageGLES3::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; //do not use non canvasitem shader } } if (shader_ptr && shader_ptr!=shader_cache) { state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); state.canvas_shader.bind(); if (material_ptr->ubo_id) { glBindBufferBase(GL_UNIFORM_BUFFER,2,material_ptr->ubo_id); } int tc = material_ptr->textures.size(); RID* textures = material_ptr->textures.ptr(); ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr(); for(int i=0;itexture_owner.getornull( textures[i] ); 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; } //check hints continue; } if (storage->config.srgb_decode_supported && t->using_srgb) { //no srgb in 2D glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); t->using_srgb=false; } glBindTexture(t->target,t->tex_id); } } else if (!shader_ptr) { state.canvas_shader.set_custom_shader(0); state.canvas_shader.bind(); } shader_cache=shader_ptr; canvas_last_material=material; rebind_shader=false; } int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX; bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode==RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode!=RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX); bool reclip=false; if (last_blend_mode!=blend_mode) { switch(blend_mode) { case RasterizerStorageGLES3::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 RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_DST_COLOR,GL_ZERO); } break; case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); } break; } last_blend_mode=blend_mode; } state.canvas_item_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.final_transform = ci->final_transform; state.extra_matrix=Transform2D(); state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); if (unshaded || (state.canvas_item_modulate.a>0.001 && (!shader_cache || shader_cache->canvas_item.light_mode!=RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked )) _canvas_item_render_commands(ci,current_clip,reclip); if ((blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) { Light *light = p_light; bool light_used=false; VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD; state.canvas_item_modulate=ci->final_modulate; // remove the canvas modulate while(light) { if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) { //intersects this light if (!light_used || mode!=light->mode) { mode=light->mode; switch(mode) { case VS::CANVAS_LIGHT_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case VS::CANVAS_LIGHT_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA,GL_ONE); } break; case VS::CANVAS_LIGHT_MODE_MIX: case VS::CANVAS_LIGHT_MODE_MASK: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } break; } } if (!light_used) { state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,true); light_used=true; } bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask; state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,has_shadow); if (has_shadow) { state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT,light->shadow_gradient_length>0); switch(light->shadow_filter) { case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break; case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break; case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break; case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break; case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break; } } bool light_rebind = state.canvas_shader.bind(); if (light_rebind) { state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D()); } glBindBufferBase(GL_UNIFORM_BUFFER,1,static_cast(light->light_internal.get_data())->ubo); if (has_shadow) { RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer); glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); glBindTexture(GL_TEXTURE_2D,cls->distance); /*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache); canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/ } glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture); if (!t) { glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); } else { glBindTexture(t->target,t->tex_id); } glActiveTexture(GL_TEXTURE0); _canvas_item_render_commands(ci,current_clip,reclip); //redraw using light } light=light->next_ptr; } if (light_used) { state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,false); state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false); state.canvas_shader.bind(); last_blend_mode=-1; /* //this is set again, so it should not be needed anyway? state.canvas_item_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.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform2D()); state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); glBlendEquation(GL_FUNC_ADD); if (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); } //@TODO RESET canvas_blend_mode */ } } if (reclip) { glEnable(GL_SCISSOR_TEST); glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); } p_item_list=p_item_list->next; } if (current_clip) { glDisable(GL_SCISSOR_TEST); } } void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_shadow){ Light* light=p_lights_with_shadow; canvas_begin(); //reset glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); int h = 10; int w = storage->frame.current_rt->width; int ofs = h; glDisable(GL_BLEND); //print_line(" debug lights "); while(light) { //print_line("debug light"); if (light->shadow_buffer.is_valid()) { //print_line("sb is valid"); RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer); if (sb) { glBindTexture(GL_TEXTURE_2D,sb->distance); //glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1)); ofs+=h*2; } } light=light->shadows_next_ptr; } } void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) { RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer); ERR_FAIL_COND(!cls); glDisable(GL_BLEND); glDisable(GL_SCISSOR_TEST); glDisable(GL_DITHER); glDisable(GL_CULL_FACE); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glDepthMask(true); glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); glEnableVertexAttribArray(VS::ARRAY_VERTEX); state.canvas_shadow_shader.bind(); glViewport(0, 0, cls->size,cls->height); glClearDepth(1.0f); glClearColor(1,1,1,1); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; for(int i=0;i<4;i++) { //make sure it remains orthogonal, makes easy to read angle later Transform light; light.origin[0]=p_light_xform[2][0]; light.origin[1]=p_light_xform[2][1]; light.basis[0][0]=p_light_xform[0][0]; light.basis[0][1]=p_light_xform[1][0]; light.basis[1][0]=p_light_xform[0][1]; light.basis[1][1]=p_light_xform[1][1]; //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); //p_near=1; CameraMatrix projection; { real_t fov = 90; real_t nearp = p_near; real_t farp = p_far; real_t aspect = 1.0; real_t ymax = nearp * Math::tan( Math::deg2rad( fov * 0.5 ) ); real_t ymin = - ymax; real_t xmin = ymin * aspect; real_t xmax = ymax * aspect; projection.set_frustum( xmin, xmax, ymin, ymax, nearp, farp ); } Vector3 cam_target=Basis(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0)); projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse()); state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX,projection); state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX,light); state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM,1.0/p_far); if (i==0) *p_xform_cache=projection; glViewport(0, (cls->height/4)*i, cls->size,cls->height/4); LightOccluderInstance *instance=p_occluders; while(instance) { RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer); if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) { instance=instance->next; continue; } state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX,instance->xform_cache); if (cull!=instance->cull_cache) { cull=instance->cull_cache; switch(cull) { case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { glDisable(GL_CULL_FACE); } break; case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); } break; case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); } break; } } /* if (i==0) { for(int i=0;ilines.size();i++) { Vector2 p = instance->xform_cache.xform(cc->lines.get(i)); Plane pp(Vector3(p.x,p.y,0),1); pp.normal = light.xform(pp.normal); pp = projection.xform4(pp); print_line(itos(i)+": "+pp.normal/pp.d); //pp=light_mat.xform4(pp); //print_line(itos(i)+": "+pp.normal/pp.d); } } */ glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id); glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0); instance=instance->next; } } glDisableVertexAttribArray(VS::ARRAY_VERTEX); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); } void RasterizerCanvasGLES3::reset_canvas() { if (storage->frame.current_rt) { glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); glColorMask(1,1,1,1); //don't touch alpha } glBindVertexArray(0); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glDisable(GL_SCISSOR_TEST); glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); //glLineWidth(1.0); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); for(int i=0;iresources.white_tex ); glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); Transform canvas_transform; if (storage->frame.current_rt) { float csy = 1.0; if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) { csy = -1.0; } canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f); canvas_transform.scale( Vector3( 2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f ) ); } else { Vector2 ssize = OS::get_singleton()->get_window_size(); canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); canvas_transform.scale( Vector3( 2.0f / ssize.width, -2.0f / ssize.height, 1.0f ) ); } state.vp=canvas_transform; store_transform(canvas_transform,state.canvas_item_ubo_data.projection_matrix); for(int i=0;i<4;i++) { state.canvas_item_ubo_data.time[i]=storage->frame.time[i]; } glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data); glBindBuffer(GL_UNIFORM_BUFFER, 0); state.canvas_texscreen_used=false; } void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) { glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y); glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y); glDrawArrays(GL_TRIANGLE_FAN,0,4); } void RasterizerCanvasGLES3::initialize() { { //quad buffers glGenBuffers(1,&data.canvas_quad_vertices); glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices); { const float qv[8]={ 0,0, 0,1, 1,1, 1,0 }; glBufferData(GL_ARRAY_BUFFER,sizeof(float)*8,qv,GL_STATIC_DRAW); } glBindBuffer(GL_ARRAY_BUFFER,0); //unbind glGenVertexArrays(1,&data.canvas_quad_array); glBindVertexArray(data.canvas_quad_array); glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices); glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0); glEnableVertexAttribArray(0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER,0); //unbind } { glGenBuffers(1,&data.primitive_quad_buffer); glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); glBufferData(GL_ARRAY_BUFFER,(2+2+4)*4*sizeof(float),NULL,GL_DYNAMIC_DRAW); //allocate max size glBindBuffer(GL_ARRAY_BUFFER,0); for(int i=0;i<4;i++) { glGenVertexArrays(1,&data.primitive_quad_buffer_arrays[i]); glBindVertexArray(data.primitive_quad_buffer_arrays[i]); glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); int uv_ofs=0; int color_ofs=0; int stride=2*4; if (i&1) { //color color_ofs=stride; stride+=4*4; } if (i&2) { //uv uv_ofs=stride; stride+=2*4; } glEnableVertexAttribArray(VS::ARRAY_VERTEX); glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0); if (i&1) { glEnableVertexAttribArray(VS::ARRAY_COLOR); glVertexAttribPointer(VS::ARRAY_COLOR,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs); } if (i&2) { glEnableVertexAttribArray(VS::ARRAY_TEX_UV); glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+uv_ofs); } glBindVertexArray(0); } } store_transform(Transform(),state.canvas_item_ubo_data.projection_matrix); glGenBuffers(1, &state.canvas_item_ubo); glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); state.canvas_shader.init(); state.canvas_shader.set_base_material_tex_index(1); state.canvas_shadow_shader.init(); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows); state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows); } void RasterizerCanvasGLES3::finalize() { glDeleteBuffers(1,&data.canvas_quad_vertices); glDeleteVertexArrays(1,&data.canvas_quad_array); } RasterizerCanvasGLES3::RasterizerCanvasGLES3() { }