2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*  rasterizer_canvas_base_gles3.cpp                                     */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                       This file is part of:                           */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                           GODOT ENGINE                                */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                      https://godotengine.org                          */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-01 20:13:46 +01:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								/*                                                                       */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* 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_base_gles3.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "core/os/os.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "core/project_settings.h" 
 
							 
						 
					
						
							
								
									
										
										
										
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								# include  "drivers/gles_common/rasterizer_asserts.h" 
 
							 
						 
					
						
							
								
									
										
										
										
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								# include  "rasterizer_scene_gles3.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "servers/visual/visual_server_raster.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  RasterizerCanvasBaseGLES3 : : 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  RasterizerCanvasBaseGLES3 : : 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 )  *  ( 1.0  +  p_light - > shadow_smooth ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBufferData ( GL_UNIFORM_BUFFER ,  sizeof ( LightInternal : : UBOData ) ,  & li - > ubo_data ,  GL_DYNAMIC_DRAW ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_UNIFORM_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : 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  RasterizerCanvasBaseGLES3 : : canvas_begin ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( storage - > frame . current_rt  & &  storage - > frame . clear_request )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// a clear request may be pending, so do it
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  transparent  =  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glClearColor ( storage - > frame . clear_request_color . r , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												storage - > frame . clear_request_color . g , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												storage - > frame . clear_request_color . b , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												transparent  ?  storage - > frame . clear_request_color . a  :  1.0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glClear ( GL_COLOR_BUFFER_BIT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										storage - > frame . clear_request  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glColorMask ( 1 ,  1 ,  1 ,  transparent  ?  1  :  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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_PCF3 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF5 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF7 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF9 ,  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_conditional ( CanvasShaderGLES3 : : USE_NINEPATCH ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LIGHT_ANGLE ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_MODULATE ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LARGE_VERTEX ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SKELETON ,  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 ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( storage - > frame . current_rt )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0  /  storage - > frame . current_rt - > width ,  1.0  /  storage - > frame . current_rt - > height ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0 ,  1.0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_ninepatch  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_light_angle  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_modulate  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_large_vertex  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_skeleton  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : canvas_end ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBufferBase ( GL_UNIFORM_BUFFER ,  0 ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glColorMask ( 1 ,  1 ,  1 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glVertexAttrib4f ( VS : : ARRAY_COLOR ,  1 ,  1 ,  1 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_texture_rect  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_ninepatch  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_light_angle  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								RasterizerStorageGLES3 : : Texture  * RasterizerCanvasBaseGLES3 : : _bind_canvas_texture ( const  RID  & p_texture ,  const  RID  & p_normal_map ,  bool  p_force )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									RasterizerStorageGLES3 : : Texture  * tex_return  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_texture  = =  state . current_tex  & &  ! p_force )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										tex_return  =  state . current_tex_ptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . white_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( texture - > redraw_if_visible )  {  //check before proxy, because this is usually used with proxies
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												VisualServerRaster : : redraw_request ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											texture  =  texture - > get_ptr ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( texture - > render_target ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												texture - > render_target - > used_in_frame  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindTexture ( GL_TEXTURE_2D ,  texture - > tex_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											state . current_tex  =  p_texture ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											state . current_tex_ptr  =  texture ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											tex_return  =  texture ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . white_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . current_tex  =  RID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . current_tex_ptr  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_normal_map  = =  state . current_normal  & &  ! p_force )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//do none
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL ,  state . current_normal . is_valid ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( p_normal_map . is_valid ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										RasterizerStorageGLES3 : : Texture  * normal_map  =  storage - > texture_owner . getornull ( p_normal_map ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( ! normal_map )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											state . current_normal  =  RID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glActiveTexture ( GL_TEXTURE1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . normal_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( normal_map - > redraw_if_visible )  {  //check before proxy, because this is usually used with proxies
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												VisualServerRaster : : redraw_request ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											normal_map  =  normal_map - > get_ptr ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glActiveTexture ( GL_TEXTURE1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindTexture ( GL_TEXTURE_2D ,  normal_map - > tex_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											state . current_normal  =  p_normal_map ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . current_normal  =  RID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . normal_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : USE_DEFAULT_NORMAL ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  tex_return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : _set_texture_rect_mode ( bool  p_enable ,  bool  p_ninepatch ,  bool  p_light_angle ,  bool  p_modulate ,  bool  p_large_vertex )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// this state check could be done individually
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( state . using_texture_rect  = =  p_enable  & &  state . using_ninepatch  = =  p_ninepatch  & &  state . using_light_angle  = =  p_light_angle  & &  state . using_modulate  = =  p_modulate  & &  state . using_large_vertex  = =  p_large_vertex ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										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_NINEPATCH ,  p_ninepatch  & &  p_enable ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_TEXTURE_RECT ,  p_enable ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LIGHT_ANGLE ,  p_light_angle ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_MODULATE ,  p_modulate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_ATTRIB_LARGE_VERTEX ,  p_large_vertex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( state . using_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM ,  state . skeleton_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM_INVERSE ,  state . skeleton_transform_inverse ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( storage - > frame . current_rt )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0  /  storage - > frame . current_rt - > width ,  1.0  /  storage - > frame . current_rt - > height ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0 ,  1.0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_texture_rect  =  p_enable ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_ninepatch  =  p_ninepatch ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_light_angle  =  p_light_angle ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_modulate  =  p_modulate ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_large_vertex  =  p_large_vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : _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  int  * p_bones ,  const  float  * p_weights )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( data . polygon_buffer_pointer_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  data . polygon_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									uint32_t  buffer_ofs  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									uint32_t  buffer_ofs_after  =  buffer_ofs  +  ( sizeof ( Vector2 )  *  p_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# ifdef DEBUG_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND ( buffer_ofs_after  >  data . polygon_buffer_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									storage - > buffer_orphan_and_upload ( data . polygon_buffer_size ,  buffer_ofs ,  sizeof ( Vector2 )  *  p_vertex_count ,  p_vertices ,  GL_ARRAY_BUFFER ,  _buffer_upload_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glVertexAttribPointer ( VS : : ARRAY_VERTEX ,  2 ,  GL_FLOAT ,  false ,  sizeof ( Vector2 ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									//color
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									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  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( Color )  *  p_vertex_count ,  p_colors ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_COLOR ,  4 ,  GL_FLOAT ,  false ,  sizeof ( Color ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_uvs )  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( Vector2 )  *  p_vertex_count ,  p_uvs ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_TEX_UV ,  2 ,  GL_FLOAT ,  false ,  sizeof ( Vector2 ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_bones  & &  p_weights )  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( int )  *  4  *  p_vertex_count ,  p_bones ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_BONES ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, false, sizeof(int) * 4, ((uint8_t *)0) + buffer_ofs);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribIPointer ( VS : : ARRAY_BONES ,  4 ,  GL_UNSIGNED_INT ,  sizeof ( int )  *  4 ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( float )  *  4  *  p_vertex_count ,  p_weights ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_WEIGHTS ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_WEIGHTS ,  4 ,  GL_FLOAT ,  false ,  sizeof ( float )  *  4 ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( state . using_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribI4ui ( VS : : ARRAY_BONES ,  0 ,  0 ,  0 ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttrib4f ( VS : : ARRAY_WEIGHTS ,  0 ,  0 ,  0 ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# ifdef DEBUG_ENABLED 
 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND ( ( sizeof ( int )  *  p_index_count )  >  data . polygon_index_buffer_size ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//bind the indices buffer.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  data . polygon_index_buffer ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									storage - > buffer_orphan_and_upload ( data . polygon_index_buffer_size ,  0 ,  sizeof ( int )  *  p_index_count ,  p_indices ,  GL_ELEMENT_ARRAY_BUFFER ,  _buffer_upload_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//draw the triangles.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDrawElements ( GL_TRIANGLES ,  p_index_count ,  GL_UNSIGNED_INT ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_bones  & &  p_weights )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//not used so often, so disable when used
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glDisableVertexAttribArray ( VS : : ARRAY_BONES ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glDisableVertexAttribArray ( VS : : ARRAY_WEIGHTS ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : _draw_generic ( GLuint  p_primitive ,  int  p_vertex_count ,  const  Vector2  * p_vertices ,  const  Vector2  * p_uvs ,  const  Color  * p_colors ,  bool  p_singlecolor )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( data . polygon_buffer_pointer_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  data . polygon_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//vertex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									uint32_t  buffer_ofs  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									uint32_t  buffer_ofs_after  =  buffer_ofs  +  ( sizeof ( Vector2 )  *  p_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# ifdef DEBUG_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND ( buffer_ofs_after  >  data . polygon_buffer_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									storage - > buffer_orphan_and_upload ( data . polygon_buffer_size ,  buffer_ofs ,  sizeof ( Vector2 )  *  p_vertex_count ,  p_vertices ,  GL_ARRAY_BUFFER ,  _buffer_upload_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glVertexAttribPointer ( VS : : ARRAY_VERTEX ,  2 ,  GL_FLOAT ,  false ,  sizeof ( Vector2 ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( Color )  *  p_vertex_count ,  p_colors ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_COLOR ,  4 ,  GL_FLOAT ,  false ,  sizeof ( Color ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_uvs )  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( Vector2 )  *  p_vertex_count ,  p_uvs ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_TEX_UV ,  2 ,  GL_FLOAT ,  false ,  sizeof ( Vector2 ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDrawArrays ( p_primitive ,  0 ,  p_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : _draw_generic_indices ( GLuint  p_primitive ,  const  int  * p_indices ,  int  p_index_count ,  int  p_vertex_count ,  const  Vector2  * p_vertices ,  const  Vector2  * p_uvs ,  const  Color  * p_colors ,  bool  p_singlecolor )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( data . polygon_buffer_pointer_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  data . polygon_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//vertex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									uint32_t  buffer_ofs  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									uint32_t  buffer_ofs_after  =  buffer_ofs  +  ( sizeof ( Vector2 )  *  p_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# ifdef DEBUG_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND ( buffer_ofs_after  >  data . polygon_buffer_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									storage - > buffer_orphan_and_upload ( data . polygon_buffer_size ,  buffer_ofs ,  sizeof ( Vector2 )  *  p_vertex_count ,  p_vertices ,  GL_ARRAY_BUFFER ,  _buffer_upload_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glVertexAttribPointer ( VS : : ARRAY_VERTEX ,  2 ,  GL_FLOAT ,  false ,  sizeof ( Vector2 ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									//color
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									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  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( Color )  *  p_vertex_count ,  p_colors ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_COLOR ,  4 ,  GL_FLOAT ,  false ,  sizeof ( Color ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_uvs )  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										RAST_FAIL_COND ( ! storage - > safe_buffer_sub_data ( data . polygon_buffer_size ,  GL_ARRAY_BUFFER ,  buffer_ofs ,  sizeof ( Vector2 )  *  p_vertex_count ,  p_uvs ,  buffer_ofs_after ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_TEX_UV ,  2 ,  GL_FLOAT ,  false ,  sizeof ( Vector2 ) ,  CAST_INT_TO_UCHAR_PTR ( buffer_ofs ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										buffer_ofs  =  buffer_ofs_after ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glDisableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-20 10:19:24 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								# ifdef RASTERIZER_EXTRA_CHECKS 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// very slow, do not enable in normal use
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  n  =  0 ;  n  <  p_index_count ;  n + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										RAST_DEV_DEBUG_ASSERT ( p_indices [ n ]  <  p_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								# ifdef DEBUG_ENABLED 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND ( ( sizeof ( int )  *  p_index_count )  >  data . polygon_index_buffer_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# endif 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									//bind the indices buffer.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  data . polygon_index_buffer ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									storage - > buffer_orphan_and_upload ( data . polygon_index_buffer_size ,  0 ,  sizeof ( int )  *  p_index_count ,  p_indices ,  GL_ELEMENT_ARRAY_BUFFER ,  _buffer_upload_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//draw the triangles.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDrawElements ( p_primitive ,  p_index_count ,  GL_UNSIGNED_INT ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : _draw_gui_primitive ( int  p_points ,  const  Vector2  * p_vertices ,  const  Color  * p_colors ,  const  Vector2  * p_uvs ,  const  float  * p_light_angles )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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  light_angle_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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_light_angles )  {  //light_angles
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										version  | =  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										light_angle_ofs  =  stride ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										stride  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									RAST_DEV_DEBUG_ASSERT ( p_points  < =  4 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									float  b [ ( 2  +  2  +  4  +  1 )  *  4 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  i  =  0 ;  i  <  p_points ;  i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										b [ stride  *  i  +  0 ]  =  p_vertices [ i ] . x ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										b [ stride  *  i  +  1 ]  =  p_vertices [ i ] . y ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_colors )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( int  i  =  0 ;  i  <  p_points ;  i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											b [ stride  *  i  +  color_ofs  +  0 ]  =  p_colors [ i ] . r ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											b [ stride  *  i  +  color_ofs  +  1 ]  =  p_colors [ i ] . g ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											b [ stride  *  i  +  color_ofs  +  2 ]  =  p_colors [ i ] . b ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											b [ stride  *  i  +  color_ofs  +  3 ]  =  p_colors [ i ] . a ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_uvs )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( int  i  =  0 ;  i  <  p_points ;  i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											b [ stride  *  i  +  uv_ofs  +  0 ]  =  p_uvs [ i ] . x ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											b [ stride  *  i  +  uv_ofs  +  1 ]  =  p_uvs [ i ] . y ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_light_angles )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( int  i  =  0 ;  i  <  p_points ;  i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											b [ stride  *  i  +  light_angle_ofs ]  =  p_light_angles [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  data . polygon_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//TODO the below call may need to be replaced with: p_points * stride * 4 * sizeof(float), &b[0]);
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									storage - > buffer_orphan_and_upload ( data . polygon_buffer_size ,  0 ,  p_points  *  stride  *  4 ,  & b [ 0 ] ,  GL_ARRAY_BUFFER ,  _buffer_upload_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( data . polygon_buffer_quad_arrays [ version ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDrawArrays ( prim [ p_points ] ,  0 ,  p_points ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : render_rect_nvidia_workaround ( const  Item : : CommandRect  * p_rect ,  const  RasterizerStorageGLES3 : : Texture  * p_texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  send_light_angles  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// only need to use light angles when normal mapping
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// otherwise we can use the default shader
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( state . current_normal  ! =  RID ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											send_light_angles  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// we don't want to use texture rect, and we want to send light angles if we are using normal mapping
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_set_texture_rect_mode ( false ,  false ,  send_light_angles ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  untile  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( p_rect - > flags  &  CANVAS_RECT_TILE  & &  ! ( p_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  /  p_texture - > width ,  1.0  /  p_texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  p_rect - > flags  &  CANVAS_RECT_CLIP_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Vector2  points [ 4 ]  =  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position  +  Vector2 ( p_rect - > rect . size . x ,  0.0 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position  +  p_rect - > rect . size , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position  +  Vector2 ( 0.0 ,  p_rect - > rect . size . y ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( p_rect - > rect . size . x  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( points [ 0 ] ,  points [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( points [ 2 ] ,  points [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( p_rect - > rect . size . y  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( points [ 0 ] ,  points [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( points [ 1 ] ,  points [ 2 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Rect2  src_rect  =  ( p_rect - > flags  &  CANVAS_RECT_REGION )  ?  Rect2 ( p_rect - > source . position  *  texpixel_size ,  p_rect - > 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 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// for encoding in light angle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  flip_h  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  flip_v  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( p_rect - > flags  &  CANVAS_RECT_TRANSPOSE )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( uvs [ 1 ] ,  uvs [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( p_rect - > flags  &  CANVAS_RECT_FLIP_H )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( uvs [ 0 ] ,  uvs [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( uvs [ 2 ] ,  uvs [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											flip_h  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											flip_v  =  ! flip_v ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( p_rect - > flags  &  CANVAS_RECT_FLIP_V )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( uvs [ 0 ] ,  uvs [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											SWAP ( uvs [ 1 ] ,  uvs [ 2 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											flip_v  =  ! flip_v ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( send_light_angles )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// for single rects, there is no need to fully utilize the light angle,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// we only need it to encode flips (horz and vert). But the shader can be reused with
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// batching in which case the angle encodes the transform as well as
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// the flips.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Note transpose is NYI. I don't think it worked either with the non-nvidia method.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// if horizontal flip, angle is 180
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											float  angle  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( flip_h ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												angle  =  Math_PI ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// add 1 (to take care of zero floating point error with sign)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											angle  + =  1.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// flip if necessary
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( flip_v ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												angle  * =  - 1.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// light angle must be sent for each vert, instead as a single uniform in the uniform draw method
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// this has the benefit of enabling batching with light angles.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											float  light_angles [ 4 ]  =  {  angle ,  angle ,  angle ,  angle  } ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											_draw_gui_primitive ( 4 ,  points ,  NULL ,  uvs ,  light_angles ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											_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  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Vector2  points [ 4 ]  =  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position  +  Vector2 ( p_rect - > rect . size . x ,  0.0 ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position  +  p_rect - > rect . size , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											p_rect - > rect . position  +  Vector2 ( 0.0 ,  p_rect - > rect . size . y ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_draw_gui_primitive ( 4 ,  points ,  NULL ,  nullptr ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : _copy_texscreen ( const  Rect2  & p_rect )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_MSG ( storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes . size ( )  = =  0 ,  " Can't use screen texture copying in a render target configured without copy buffers. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDisable ( GL_BLEND ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_texscreen_used  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//blur diffuse into effect mipmaps using separatable convolution
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Vector2  wh ( storage - > frame . current_rt - > width ,  storage - > frame . current_rt - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Color  blur_section ( p_rect . position . x  /  wh . x ,  p_rect . position . y  /  wh . y ,  p_rect . size . x  /  wh . x ,  p_rect . size . y  /  wh . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_rect  ! =  Rect2 ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : USE_BLUR_SECTION ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_COPY_SECTION ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindFramebuffer ( GL_FRAMEBUFFER ,  storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ 0 ] . fbo ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindTexture ( GL_TEXTURE_2D ,  storage - > frame . current_rt - > color ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									storage - > shaders . copy . bind ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									storage - > shaders . copy . set_uniform ( CopyShaderGLES3 : : COPY_SECTION ,  blur_section ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									scene_render - > _copy_screen ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  i  =  0 ;  i  <  storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes . size ( ) ;  i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										int  vp_w  =  storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . width ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										int  vp_h  =  storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . height ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glViewport ( 0 ,  0 ,  vp_w ,  vp_h ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//horizontal pass
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_HORIZONTAL ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . bind ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE ,  Vector2 ( 1.0  /  vp_w ,  1.0  /  vp_h ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD ,  float ( i ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : BLUR_SECTION ,  blur_section ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ;  //previous level, since mipmaps[0] starts one level bigger
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindFramebuffer ( GL_FRAMEBUFFER ,  storage - > frame . current_rt - > effects . mip_maps [ 1 ] . sizes [ i ] . fbo ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > _copy_screen ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_HORIZONTAL ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//vertical pass
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_VERTICAL ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . bind ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : PIXEL_SIZE ,  Vector2 ( 1.0  /  vp_w ,  1.0  /  vp_h ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : LOD ,  float ( i ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_uniform ( EffectBlurShaderGLES3 : : BLUR_SECTION ,  blur_section ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > frame . current_rt - > effects . mip_maps [ 1 ] . color ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindFramebuffer ( GL_FRAMEBUFFER ,  storage - > frame . current_rt - > effects . mip_maps [ 0 ] . sizes [ i  +  1 ] . fbo ) ;  //next level, since mipmaps[0] starts one level bigger
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > _copy_screen ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : GAUSSIAN_VERTICAL ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									scene_render - > state . effect_blur_shader . set_conditional ( EffectBlurShaderGLES3 : : USE_BLUR_SECTION ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									storage - > shaders . copy . set_conditional ( CopyShaderGLES3 : : USE_COPY_SECTION ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindFramebuffer ( GL_FRAMEBUFFER ,  storage - > frame . current_rt - > fbo ) ;  //back to front
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glViewport ( 0 ,  0 ,  storage - > frame . current_rt - > width ,  storage - > frame . current_rt - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// back to canvas, force rebind
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . using_texture_rect  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									_bind_canvas_texture ( state . current_tex ,  state . current_normal ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glEnable ( GL_BLEND ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : 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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									while  ( light )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( light - > shadow_buffer . is_valid ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											RasterizerStorageGLES3 : : CanvasLightShadow  * sb  =  storage - > canvas_light_shadow_owner . get ( light - > shadow_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( sb )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												glBindTexture ( GL_TEXTURE_2D ,  sb - > distance ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												draw_generic_textured_rect ( Rect2 ( h ,  ofs ,  w  -  h  *  2 ,  h ) ,  Rect2 ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ofs  + =  h  *  2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										light  =  light - > shadows_next_ptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									canvas_end ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : 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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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 . getornull ( 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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											VS : : CanvasOccluderPolygonCullMode  transformed_cull_cache  =  instance - > cull_cache ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( transformed_cull_cache  ! =  VS : : CANVAS_OCCLUDER_POLYGON_CULL_DISABLED  & & 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													( p_light_xform . basis_determinant ( )  *  instance - > xform_cache . basis_determinant ( ) )  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												transformed_cull_cache  = 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														transformed_cull_cache  = =  VS : : CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE  ? 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-12 16:57:55 +01:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
																  VS : : CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE  : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
																  VS : : CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( cull  ! =  transformed_cull_cache )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												cull  =  transformed_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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindVertexArray ( cc - > array_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glDrawElements ( GL_TRIANGLES ,  cc - > len  *  3 ,  GL_UNSIGNED_SHORT ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											instance  =  instance - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : 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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDisable ( GL_DITHER ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//use for reading from screen
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( storage - > frame . current_rt  & &  ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_NO_SAMPLING ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0  +  storage - > config . max_texture_image_units  -  3 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > frame . current_rt - > effects . mip_maps [ 0 ] . color ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . 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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_item_ubo_data . time  =  storage - > frame . time [ 0 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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_texscreen_used  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : draw_generic_textured_rect ( const  Rect2  & p_rect ,  const  Rect2  & p_src )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : DST_RECT ,  Color ( p_rect . position . x ,  p_rect . position . y ,  p_rect . size . x ,  p_rect . size . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SRC_RECT ,  Color ( p_src . position . x ,  p_src . position . y ,  p_src . size . x ,  p_src . size . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDrawArrays ( GL_TRIANGLE_FAN ,  0 ,  4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : 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 ( LensDistortedShaderGLES3 : : OFFSET ,  offset ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : SCALE ,  scale ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : K1 ,  p_k1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : K2 ,  p_k2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : EYE_CENTER ,  p_eye_center ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : UPSCALE ,  p_oversample ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . lens_shader . set_uniform ( LensDistortedShaderGLES3 : : ASPECT_RATIO ,  aspect_ratio ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBufferBase ( GL_UNIFORM_BUFFER ,  0 ,  state . canvas_item_ubo ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( data . canvas_quad_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// and draw
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDrawArrays ( GL_TRIANGLE_FAN ,  0 ,  4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindBufferBase ( GL_UNIFORM_BUFFER ,  0 ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : draw_window_margins ( int  * black_margin ,  RID  * black_image )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Vector2  window_size  =  OS : : get_singleton ( ) - > get_window_size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									int  window_h  =  window_size . height ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									int  window_w  =  window_size . width ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glBindFramebuffer ( GL_FRAMEBUFFER ,  RasterizerStorageGLES3 : : system_fbo ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glViewport ( 0 ,  0 ,  window_size . width ,  window_size . height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									canvas_begin ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( black_image [ MARGIN_LEFT ] . is_valid ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_bind_canvas_texture ( black_image [ MARGIN_LEFT ] ,  RID ( ) ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Size2  sz ( storage - > texture_get_width ( black_image [ MARGIN_LEFT ] ) ,  storage - > texture_get_height ( black_image [ MARGIN_LEFT ] ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( 0 ,  0 ,  black_margin [ MARGIN_LEFT ] ,  window_h ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Rect2 ( 0 ,  0 ,  ( float ) black_margin [ MARGIN_LEFT ]  /  sz . x ,  ( float ) ( window_h )  /  sz . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( black_margin [ MARGIN_LEFT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . black_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( 0 ,  0 ,  black_margin [ MARGIN_LEFT ] ,  window_h ) ,  Rect2 ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( black_image [ MARGIN_RIGHT ] . is_valid ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_bind_canvas_texture ( black_image [ MARGIN_RIGHT ] ,  RID ( ) ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Size2  sz ( storage - > texture_get_width ( black_image [ MARGIN_RIGHT ] ) ,  storage - > texture_get_height ( black_image [ MARGIN_RIGHT ] ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( window_w  -  black_margin [ MARGIN_RIGHT ] ,  0 ,  black_margin [ MARGIN_RIGHT ] ,  window_h ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Rect2 ( 0 ,  0 ,  ( float ) black_margin [ MARGIN_RIGHT ]  /  sz . x ,  ( float ) window_h  /  sz . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( black_margin [ MARGIN_RIGHT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . black_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( window_w  -  black_margin [ MARGIN_RIGHT ] ,  0 ,  black_margin [ MARGIN_RIGHT ] ,  window_h ) ,  Rect2 ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( black_image [ MARGIN_TOP ] . is_valid ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_bind_canvas_texture ( black_image [ MARGIN_TOP ] ,  RID ( ) ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Size2  sz ( storage - > texture_get_width ( black_image [ MARGIN_TOP ] ) ,  storage - > texture_get_height ( black_image [ MARGIN_TOP ] ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( 0 ,  0 ,  window_w ,  black_margin [ MARGIN_TOP ] ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Rect2 ( 0 ,  0 ,  ( float ) window_w  /  sz . x ,  ( float ) black_margin [ MARGIN_TOP ]  /  sz . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( black_margin [ MARGIN_TOP ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . black_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( 0 ,  0 ,  window_w ,  black_margin [ MARGIN_TOP ] ) ,  Rect2 ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( black_image [ MARGIN_BOTTOM ] . is_valid ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										_bind_canvas_texture ( black_image [ MARGIN_BOTTOM ] ,  RID ( ) ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Size2  sz ( storage - > texture_get_width ( black_image [ MARGIN_BOTTOM ] ) ,  storage - > texture_get_height ( black_image [ MARGIN_BOTTOM ] ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( 0 ,  window_h  -  black_margin [ MARGIN_BOTTOM ] ,  window_w ,  black_margin [ MARGIN_BOTTOM ] ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Rect2 ( 0 ,  0 ,  ( float ) window_w  /  sz . x ,  ( float ) black_margin [ MARGIN_BOTTOM ]  /  sz . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( black_margin [ MARGIN_BOTTOM ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . black_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										draw_generic_textured_rect ( Rect2 ( 0 ,  window_h  -  black_margin [ MARGIN_BOTTOM ] ,  window_w ,  black_margin [ MARGIN_BOTTOM ] ) ,  Rect2 ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : initialize ( )  { 
							 
						 
					
						
							
								
									
										
										
										
											2021-04-13 17:34:27 +01:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									int  flag_stream_mode  =  GLOBAL_GET ( " rendering/2d/opengl/legacy_stream " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									switch  ( flag_stream_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											_buffer_upload_usage_flag  =  GL_STREAM_DRAW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  1 :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											_buffer_upload_usage_flag  =  GL_DYNAMIC_DRAW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  2 :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											_buffer_upload_usage_flag  =  GL_STREAM_DRAW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//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
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//particle quad buffers
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glGenBuffers ( 1 ,  & data . particle_quad_vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  data . particle_quad_vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											//quad of size 1, with pivot on the center for particles, then regular UVS. Color is general plus fetched from particle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  float  qv [ 16 ]  =  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												- 0.5 ,  - 0.5 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												0.0 ,  0.0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												- 0.5 ,  0.5 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												0.0 ,  1.0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												0.5 ,  0.5 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												1.0 ,  1.0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												0.5 ,  - 0.5 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												1.0 ,  0.0 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBufferData ( GL_ARRAY_BUFFER ,  sizeof ( float )  *  16 ,  qv ,  GL_STATIC_DRAW ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ;  //unbind
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glGenVertexArrays ( 1 ,  & data . particle_quad_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindVertexArray ( data . particle_quad_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  data . particle_quad_vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_VERTEX ,  2 ,  GL_FLOAT ,  GL_FALSE ,  sizeof ( float )  *  4 ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glVertexAttribPointer ( VS : : ARRAY_TEX_UV ,  2 ,  GL_FLOAT ,  GL_FALSE ,  sizeof ( float )  *  4 ,  CAST_INT_TO_UCHAR_PTR ( 8 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ;  //unbind
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										uint32_t  poly_size  =  GLOBAL_DEF_RST ( " 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 " ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										poly_size  =  MAX ( poly_size ,  2 ) ;  // minimum 2k, may still see anomalies in editor
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										poly_size  * =  1024 ;  //kb
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glGenBuffers ( 1 ,  & data . polygon_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  data . polygon_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBufferData ( GL_ARRAY_BUFFER ,  poly_size ,  NULL ,  GL_DYNAMIC_DRAW ) ;  //allocate max size
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										data . polygon_buffer_size  =  poly_size ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//quad arrays
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( int  i  =  0 ;  i  <  Data : : NUM_QUAD_ARRAY_VARIATIONS ;  i + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glGenVertexArrays ( 1 ,  & data . polygon_buffer_quad_arrays [ i ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindVertexArray ( data . polygon_buffer_quad_arrays [ i ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindBuffer ( GL_ARRAY_BUFFER ,  data . polygon_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											int  uv_ofs  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											int  color_ofs  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											int  light_angle_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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( i  &  4 )  {  //light_angle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												light_angle_ofs  =  stride ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												stride  + =  1  *  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glVertexAttribPointer ( VS : : ARRAY_VERTEX ,  2 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( i  &  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												glVertexAttribPointer ( VS : : ARRAY_COLOR ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( color_ofs ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( i  &  2 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												glVertexAttribPointer ( VS : : ARRAY_TEX_UV ,  2 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( uv_ofs ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( i  &  4 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// reusing tangent for light_angle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												glEnableVertexAttribArray ( VS : : ARRAY_TANGENT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												glVertexAttribPointer ( VS : : ARRAY_TANGENT ,  1 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( light_angle_ofs ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glGenVertexArrays ( 1 ,  & data . polygon_buffer_pointer_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										uint32_t  index_size  =  GLOBAL_DEF_RST ( " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " ,  128 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ProjectSettings : : get_singleton ( ) - > set_custom_property_info ( " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " ,  PropertyInfo ( Variant : : INT ,  " rendering/limits/buffers/canvas_polygon_index_buffer_size_kb " ,  PROPERTY_HINT_RANGE ,  " 0,256,1,or_greater " ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										index_size  =  MAX ( index_size ,  2 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										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 ) ;  //allocate max size
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										data . polygon_index_buffer_size  =  index_size ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									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 ( 2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . canvas_shadow_shader . init ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									state . lens_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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-03-01 11:26:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_PIXEL_SNAP ,  GLOBAL_DEF ( " rendering/2d/snapping/use_gpu_pixel_snap " ,  false ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  RasterizerCanvasBaseGLES3 : : finalize ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDeleteBuffers ( 1 ,  & data . canvas_quad_vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDeleteVertexArrays ( 1 ,  & data . canvas_quad_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDeleteBuffers ( 1 ,  & data . canvas_quad_vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDeleteVertexArrays ( 1 ,  & data . canvas_quad_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									glDeleteVertexArrays ( 1 ,  & data . polygon_buffer_pointer_array ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								RasterizerCanvasBaseGLES3 : : RasterizerCanvasBaseGLES3 ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								}