godot/drivers/gles2/rasterizer_canvas_gles2.cpp
Juan Linietsky a366d45856 -Implented 2D Mesh support for GLES2
-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-27 20:41:04 -03:00

1834 lines
65 KiB
C++

/*************************************************************************/
/* 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 "core/os/os.h"
#include "core/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);
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);
}
if (state.using_skeleton) {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
}
}
void RasterizerCanvasGLES2::canvas_begin() {
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) {
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;
}
/*
if (storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
glColorMask(1, 1, 1, 1);
}
*/
reset_canvas();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 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();
_bind_quad_buffer();
}
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_skeleton = 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;
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;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, 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;
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, 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;
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
}
if (p_normal_map == state.current_normal) {
//do none
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());
} else if (p_normal_map.is_valid()) {
RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);
if (!normal_map) {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
} else {
normal_map = normal_map->get_ptr();
if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
}
} else {
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
}
return tex_return;
}
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, const float *p_weights, const int *p_bones) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
uint32_t buffer_ofs = 0;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
if (p_weights && p_bones) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(float) * 4 * p_vertex_count;
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
glEnableVertexAttribArray(VS::ARRAY_BONES);
glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(int) * 4 * p_vertex_count;
} else {
glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
glDisableVertexAttribArray(VS::ARRAY_BONES);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
uint32_t buffer_ofs = 0;
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
if (p_singlecolor) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
Color m = *p_colors;
glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
} else if (!p_colors) {
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} else {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Color) * p_vertex_count;
}
if (p_uvs) {
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
} else {
glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glDrawArrays(p_primitive, 0, p_vertex_count);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES2::_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 };
int color_offset = 0;
int uv_offset = 0;
int stride = 2;
if (p_colors) {
color_offset = stride;
stride += 4;
}
if (p_uvs) {
uv_offset = stride;
stride += 2;
}
float buffer_data[(2 + 2 + 4) * 4];
for (int i = 0; i < p_points; i++) {
buffer_data[stride * i + 0] = p_vertices[i].x;
buffer_data[stride * i + 1] = p_vertices[i].y;
}
if (p_colors) {
for (int i = 0; i < p_points; i++) {
buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
}
}
if (p_uvs) {
for (int i = 0; i < p_points; i++) {
buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
}
}
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);
if (p_colors) {
glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float));
glEnableVertexAttribArray(VS::ARRAY_COLOR);
}
if (p_uvs) {
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float));
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
}
glDrawArrays(prim[p_points], 0, p_points);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
static const GLenum gl_primitive[] = {
GL_POINTS,
GL_LINES,
GL_LINE_STRIP,
GL_LINE_LOOP,
GL_TRIANGLES,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN
};
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];
switch (command->type) {
case Item::Command::TYPE_LINE: {
Item::CommandLine *line = static_cast<Item::CommandLine *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
_bind_canvas_texture(RID(), RID());
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);
state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
if (line->width <= 1) {
Vector2 verts[2] = {
Vector2(line->from.x, line->from.y),
Vector2(line->to.x, line->to.y)
};
_draw_gui_primitive(2, verts, NULL, NULL);
} else {
Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;
Vector2 verts[4] = {
line->from - t,
line->from + t,
line->to + t,
line->to - t
};
_draw_gui_primitive(4, verts, NULL, NULL);
}
} break;
case Item::Command::TYPE_RECT: {
Item::CommandRect *r = static_cast<Item::CommandRect *>(command);
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
#if 1
//more compatible
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
Size2 abs_size = r->rect.size.abs();
Vector2 points[4] = {
r->rect.position,
r->rect.position + Vector2(abs_size.x, 0.0),
r->rect.position + abs_size,
r->rect.position + Vector2(0.0, abs_size.y),
};
if (r->rect.size.x < 0) {
SWAP(points[0], points[1]);
SWAP(points[2], points[3]);
}
if (r->rect.size.y < 0) {
SWAP(points[0], points[3]);
SWAP(points[1], points[2]);
}
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
Vector2 uvs[4] = {
src_rect.position,
src_rect.position + Vector2(src_rect.size.x, 0.0),
src_rect.position + src_rect.size,
src_rect.position + Vector2(0.0, src_rect.size.y),
};
if (r->flags & CANVAS_RECT_FLIP_H) {
SWAP(uvs[0], uvs[1]);
SWAP(uvs[2], uvs[3]);
}
if (r->flags & CANVAS_RECT_FLIP_V) {
SWAP(uvs[0], uvs[3]);
SWAP(uvs[1], uvs[2]);
}
if (r->flags & CANVAS_RECT_TRANSPOSE) {
SWAP(uvs[1], uvs[3]);
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
bool untile = false;
if (r->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;
}
_draw_gui_primitive(4, points, NULL, uvs);
if (untile) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
_draw_gui_primitive(4, points, NULL, NULL);
}
#else
//disabled because it fails on buggy nvidia drivers
_bind_quad_buffer();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);
if (!tex) {
Rect2 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;
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
} else {
bool untile = false;
if (r->flags & CANVAS_RECT_TILE && !(tex->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 / tex->width, 1.0 / tex->height);
Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
Rect2 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;
}
if (r->flags & CANVAS_RECT_FLIP_V) {
src_rect.size.y *= -1;
}
if (r->flags & CANVAS_RECT_TRANSPOSE) {
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.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);
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
} break;
case Item::Command::TYPE_NINEPATCH: {
Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);
RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);
if (!tex) {
// FIXME: Handle textureless ninepatch gracefully
WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
continue;
}
Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
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
// this buffer contains [ POS POS UV UV ] *
float buffer[16 * 2 + 16 * 2];
{
// first row
buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
buffer[(0 * 4 * 4) + 1] = np->rect.position.y;
buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(0 * 4 * 4) + 5] = np->rect.position.y;
buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(0 * 4 * 4) + 9] = np->rect.position.y;
buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;
buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(0 * 4 * 4) + 13] = np->rect.position.y;
buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;
// second row
buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP];
buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP];
buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP];
buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP];
buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;
// third row
buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM];
buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;
// fourth row
buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT];
buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT];
buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;
buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;
buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
}
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2));
glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
} break;
case Item::Command::TYPE_CIRCLE: {
Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
static 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);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)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.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
} break;
case Item::Command::TYPE_MESH: {
Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
if (mesh_data) {
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
if (s->index_array_len > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
}
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->attribs[i].enabled) {
glEnableVertexAttribArray(i);
glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
} else {
glDisableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_NORMAL: {
glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
default: {}
}
}
}
if (s->index_array_len > 0) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
}
}
for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
glDisableVertexAttribArray(i);
}
}
} break;
case Item::Command::TYPE_MULTIMESH: {
Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);
RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
if (!multi_mesh)
break;
RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
if (!mesh_data)
break;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
if (texture) {
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
}
//reset shader and force rebind
int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
if (amount == -1) {
amount = multi_mesh->size;
}
int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;
int color_ofs = multi_mesh->xform_floats;
int custom_data_ofs = color_ofs + multi_mesh->color_floats;
// drawing
const float *base_buffer = multi_mesh->data.ptr();
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
//bind buffers for mesh surface
glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
if (s->index_array_len > 0) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
}
for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
if (s->attribs[i].enabled) {
glEnableVertexAttribArray(i);
glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, (uint8_t *)0 + s->attribs[i].offset);
} else {
glDisableVertexAttribArray(i);
switch (i) {
case VS::ARRAY_NORMAL: {
glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
} break;
case VS::ARRAY_COLOR: {
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
} break;
default: {}
}
}
}
for (int i = 0; i < amount; i++) {
const float *buffer = base_buffer + i * stride;
{
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
} else {
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
}
}
if (multi_mesh->color_floats) {
if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
} else {
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
}
}
if (multi_mesh->custom_data_floats) {
if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
} else {
glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
}
}
if (s->index_array_len > 0) {
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
} else {
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
}
}
}
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);
} break;
case Item::Command::TYPE_POLYLINE: {
Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
_bind_canvas_texture(RID(), RID());
if (pline->triangles.size()) {
_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
} else {
if (pline->multiline) {
int todo = pline->lines.size() / 2;
int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
int offset = 0;
while (todo) {
int to_draw = MIN(max_per_call, todo);
_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
todo -= to_draw;
offset += to_draw * 2;
}
} else {
_draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
}
}
} break;
case Item::Command::TYPE_PRIMITIVE: {
Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
if (state.canvas_shader.bind()) {
_set_uniforms();
state.canvas_shader.use_material((void *)p_material);
}
ERR_CONTINUE(primitive->points.size() < 1);
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.canvas_shader.set_uniform(CanvasShaderGLES2::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_TRANSFORM: {
Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
state.uniforms.extra_matrix = transform->xform;
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
} 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;
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: {
// FIXME: Proper error handling if relevant
//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;
bool prev_use_skeleton = false;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
state.current_tex = RID();
state.current_tex_ptr = NULL;
state.current_normal = RID();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
int last_blend_mode = -1;
RID canvas_last_material = RID();
while (p_item_list) {
Item *ci = p_item_list;
if (current_clip != ci->final_clip_owner) {
current_clip = ci->final_clip_owner;
if (current_clip) {
glEnable(GL_SCISSOR_TEST);
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);
}
}
RasterizerStorageGLES2::Skeleton *skeleton = NULL;
{
//skeleton handling
if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
skeleton = storage->skeleton_owner.get(ci->skeleton);
if (!skeleton->use_2d) {
skeleton = NULL;
} else {
state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
}
}
bool use_skeleton = skeleton != NULL;
if (prev_use_skeleton != use_skeleton) {
rebind_shader = true;
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
prev_use_skeleton = use_skeleton;
}
if (skeleton) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
state.using_skeleton = true;
} else {
state.using_skeleton = false;
}
}
Item *material_owner = ci->material_owner ? ci->material_owner : ci;
RID material = material_owner->material;
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();
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_TEXTURE0 + i);
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);
}
} 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 = (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();
if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);
rebind_shader = true; // hacked in for now.
if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::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.uniforms.final_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(CanvasShaderGLES2::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(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
if (has_shadow) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
switch (light->shadow_filter) {
case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
}
}
bool light_rebind = state.canvas_shader.bind();
if (light_rebind) {
_set_uniforms();
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
basis_inverse[2] = Vector2();
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);
if (has_shadow) {
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, cls->distance);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
if (light->radius_cache == 0) {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
} else {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
}
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);
/*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
}
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
if (!t) {
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
} else {
t = t->get_ptr();
glBindTexture(t->target, t->tex_id);
}
glActiveTexture(GL_TEXTURE0);
_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light
}
light = light->next_ptr;
}
if (light_used) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
state.canvas_shader.set_conditional(CanvasShaderGLES2::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(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
state.canvas_shader.set_uniform(CanvasShaderGLES2::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);
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;
}
if (current_clip) {
glDisable(GL_SCISSOR_TEST);
}
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
}
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) {
RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
ERR_FAIL_COND(!cls);
glDisable(GL_BLEND);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DITHER);
glDisable(GL_CULL_FACE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glDepthMask(true);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
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(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::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) {
RasterizerStorageGLES2::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(CanvasShadowShaderGLES2::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;
}
}
glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
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 GLES2 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::_bind_quad_buffer() {
glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {
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));
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));
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
Vector2 half_size;
if (storage->frame.current_rt) {
half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
} else {
half_size = OS::get_singleton()->get_window_size();
}
half_size *= 0.5;
Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);
float aspect_ratio = p_rect.size.x / p_rect.size.y;
// setup our lens shader
state.lens_shader.bind();
state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);
// bind our quad buffer
_bind_quad_buffer();
// and draw
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// and cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int i = 0; i < VS::ARRAY_MAX; i++) {
glDisableVertexAttribArray(i);
}
}
void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {
}
void RasterizerCanvasGLES2::initialize() {
// quad buffer
{
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);
}
// polygon buffer
{
uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
poly_size *= 1024;
poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
glGenBuffers(1, &data.polygon_buffer);
glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);
data.polygon_buffer_size = poly_size;
glBindBuffer(GL_ARRAY_BUFFER, 0);
uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
index_size *= 1024; // kb
glGenBuffers(1, &data.polygon_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
// ninepatch buffers
{
// array buffer
glGenBuffers(1, &data.ninepatch_vertices);
glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// element buffer
glGenBuffers(1, &data.ninepatch_elements);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);
#define _EIDX(y, x) (y * 4 + x)
uint8_t 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
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
state.canvas_shadow_shader.init();
state.canvas_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
state.canvas_shader.bind();
state.lens_shader.init();
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));
}
void RasterizerCanvasGLES2::finalize() {
}
RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
}