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											2016-10-03 16:33:42 -03:00
										 |  |  | #include "rasterizer_canvas_gles3.h"
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							|  |  |  | #include "os/os.h"
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							|  |  |  | static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) { | 
					
						
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							|  |  |  | 	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; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | 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; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) { | 
					
						
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							|  |  |  | 	for (int i=0;i<4;i++) { | 
					
						
							|  |  |  | 		for (int j=0;j<4;j++) { | 
					
						
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							|  |  |  | 			p_array[i*4+j]=p_mtx.matrix[i][j]; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | RID RasterizerCanvasGLES3::light_internal_create() { | 
					
						
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							|  |  |  | 	LightInternal * li = memnew( LightInternal ); | 
					
						
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							|  |  |  | 	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); | 
					
						
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							|  |  |  | 	return light_internal_owner.make_rid(li); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void RasterizerCanvasGLES3::light_internal_update(RID p_rid, Light* p_light) { | 
					
						
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							|  |  |  | 	LightInternal * li = light_internal_owner.getornull(p_rid); | 
					
						
							|  |  |  | 	ERR_FAIL_COND(!li); | 
					
						
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							|  |  |  | 	store_matrix32(p_light->light_shader_xform,li->ubo_data.light_matrix); | 
					
						
							|  |  |  | 	store_matrix32(p_light->xform_cache.affine_inverse(),li->ubo_data.local_matrix); | 
					
						
							|  |  |  | 	store_camera(p_light->shadow_matrix_cache,li->ubo_data.shadow_matrix); | 
					
						
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							|  |  |  | 	for(int i=0;i<4;i++) { | 
					
						
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							|  |  |  | 		li->ubo_data.color[i]=p_light->color[i]*p_light->energy; | 
					
						
							|  |  |  | 		li->ubo_data.shadow_color[i]=p_light->shadow_color[i]; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	li->ubo_data.light_pos[0]=p_light->light_shader_pos.x; | 
					
						
							|  |  |  | 	li->ubo_data.light_pos[1]=p_light->light_shader_pos.y; | 
					
						
							|  |  |  | 	li->ubo_data.shadowpixel_size=1.0/p_light->shadow_buffer_size; | 
					
						
							|  |  |  | 	li->ubo_data.light_outside_alpha=p_light->mode==VS::CANVAS_LIGHT_MODE_MASK?1.0:0.0; | 
					
						
							|  |  |  | 	li->ubo_data.light_height=p_light->height; | 
					
						
							|  |  |  | 	if (p_light->radius_cache==0) | 
					
						
							|  |  |  | 		li->ubo_data.shadow_gradient=0; | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 		li->ubo_data.shadow_gradient=p_light->shadow_gradient_length/(p_light->radius_cache*1.1);; | 
					
						
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							|  |  |  | 	li->ubo_data.shadow_distance_mult=(p_light->radius_cache*1.1); | 
					
						
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							|  |  |  | 	glBindBuffer(GL_UNIFORM_BUFFER, li->ubo); | 
					
						
							|  |  |  | 	glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(LightInternal::UBOData), &li->ubo_data); | 
					
						
							|  |  |  | 	glBindBuffer(GL_UNIFORM_BUFFER, 0); | 
					
						
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							|  |  |  | } | 
					
						
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							|  |  |  | void RasterizerCanvasGLES3::light_internal_free(RID p_rid) { | 
					
						
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							|  |  |  | 	LightInternal * li = light_internal_owner.getornull(p_rid); | 
					
						
							|  |  |  | 	ERR_FAIL_COND(!li); | 
					
						
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							|  |  |  | 	glDeleteBuffers(1,&li->ubo); | 
					
						
							|  |  |  | 	light_internal_owner.free(p_rid); | 
					
						
							|  |  |  | 	memdelete(li); | 
					
						
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							|  |  |  | } | 
					
						
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							|  |  |  | void RasterizerCanvasGLES3::canvas_begin(){ | 
					
						
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										 |  |  | 	if (storage->frame.current_rt && storage->frame.clear_request) { | 
					
						
							|  |  |  | 		// a clear request may be pending, so do it
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							|  |  |  | 		glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a ); | 
					
						
							|  |  |  | 		glClear(GL_COLOR_BUFFER_BIT); | 
					
						
							|  |  |  | 		storage->frame.clear_request=false; | 
					
						
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							|  |  |  | 	} | 
					
						
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											2016-10-03 16:33:42 -03:00
										 |  |  | 	/*canvas_shader.unbind();
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							|  |  |  | 	canvas_shader.set_custom_shader(0); | 
					
						
							|  |  |  | 	canvas_shader.set_conditional(CanvasShaderGLES2::USE_MODULATE,false); | 
					
						
							|  |  |  | 	canvas_shader.bind(); | 
					
						
							|  |  |  | 	canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0); | 
					
						
							|  |  |  | 	canvas_use_modulate=false;*/ | 
					
						
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							|  |  |  | 	reset_canvas(); | 
					
						
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							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,true); | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false); | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false); | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false); | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false); | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false); | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false); | 
					
						
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										 |  |  | 	state.canvas_shader.set_custom_shader(0); | 
					
						
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										 |  |  | 	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,Matrix32()); | 
					
						
							|  |  |  | 	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32()); | 
					
						
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							|  |  |  | //	state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
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							|  |  |  | 	//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
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							|  |  |  | 	//state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Transform());
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							|  |  |  | 	glBindBufferBase(GL_UNIFORM_BUFFER,0,state.canvas_item_ubo); | 
					
						
							|  |  |  | 	glBindVertexArray(data.canvas_quad_array); | 
					
						
							|  |  |  | 	state.using_texture_rect=true; | 
					
						
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							|  |  |  | } | 
					
						
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							|  |  |  | void RasterizerCanvasGLES3::canvas_end(){ | 
					
						
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							|  |  |  | 	glBindVertexArray(0); | 
					
						
							|  |  |  | 	glBindBufferBase(GL_UNIFORM_BUFFER,0,0); | 
					
						
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							|  |  |  | 	state.using_texture_rect=false; | 
					
						
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							|  |  |  | } | 
					
						
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							|  |  |  | RasterizerStorageGLES3::Texture* RasterizerCanvasGLES3::_bind_canvas_texture(const RID& p_texture) { | 
					
						
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							|  |  |  | 	if (p_texture==state.current_tex) { | 
					
						
							|  |  |  | 		return state.current_tex_ptr; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	if (p_texture.is_valid()) { | 
					
						
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							|  |  |  | 		RasterizerStorageGLES3::Texture*texture=storage->texture_owner.getornull(p_texture); | 
					
						
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							|  |  |  | 		if (!texture) { | 
					
						
							|  |  |  | 			state.current_tex=RID(); | 
					
						
							|  |  |  | 			state.current_tex_ptr=NULL; | 
					
						
							|  |  |  | 			glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); | 
					
						
							|  |  |  | 			return NULL; | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		if (texture->render_target) | 
					
						
							|  |  |  | 			texture->render_target->used_in_frame=true; | 
					
						
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							|  |  |  | 		glBindTexture(GL_TEXTURE_2D,texture->tex_id); | 
					
						
							|  |  |  | 		state.current_tex=p_texture; | 
					
						
							|  |  |  | 		state.current_tex_ptr=texture; | 
					
						
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							|  |  |  | 		return texture; | 
					
						
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							|  |  |  | 	} else { | 
					
						
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							|  |  |  | 		glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); | 
					
						
							|  |  |  | 		state.current_tex=RID(); | 
					
						
							|  |  |  | 		state.current_tex_ptr=NULL; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	return NULL; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable) { | 
					
						
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							|  |  |  | 	if (state.using_texture_rect==p_enable) | 
					
						
							|  |  |  | 		return; | 
					
						
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							|  |  |  | 	if (p_enable) { | 
					
						
							|  |  |  | 		glBindVertexArray(data.canvas_quad_array); | 
					
						
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							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		glBindVertexArray(0); | 
					
						
							|  |  |  | 		glBindBuffer(GL_ARRAY_BUFFER,0); | 
					
						
							|  |  |  | 		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); | 
					
						
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							|  |  |  | 	} | 
					
						
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							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_TEXTURE_RECT,p_enable); | 
					
						
							|  |  |  | 	state.canvas_shader.bind(); | 
					
						
							|  |  |  | 	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); | 
					
						
							|  |  |  | 	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); | 
					
						
							|  |  |  | 	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); | 
					
						
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							|  |  |  | 	state.using_texture_rect=p_enable; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void RasterizerCanvasGLES3::_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) { | 
					
						
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							|  |  |  | 	bool do_colors=false; | 
					
						
							|  |  |  | 	Color m; | 
					
						
							|  |  |  | 	if (p_singlecolor) { | 
					
						
							|  |  |  | 		m = *p_colors; | 
					
						
							|  |  |  | 		glVertexAttrib4f(VS::ARRAY_COLOR,m.r,m.g,m.b,m.a); | 
					
						
							|  |  |  | 	} else if (!p_colors) { | 
					
						
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							|  |  |  | 		glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); | 
					
						
							|  |  |  | 	} else | 
					
						
							|  |  |  | 		do_colors=true; | 
					
						
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							|  |  |  | 	RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(p_texture); | 
					
						
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							|  |  |  | #ifndef GLES_NO_CLIENT_ARRAYS
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							|  |  |  | 	glEnableVertexAttribArray(VS::ARRAY_VERTEX); | 
					
						
							|  |  |  | 	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices ); | 
					
						
							|  |  |  | 	if (do_colors) { | 
					
						
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							|  |  |  | 		glEnableVertexAttribArray(VS::ARRAY_COLOR); | 
					
						
							|  |  |  | 		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors ); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		glDisableVertexAttribArray(VS::ARRAY_COLOR); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	if (texture && p_uvs) { | 
					
						
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							|  |  |  | 		glEnableVertexAttribArray(VS::ARRAY_TEX_UV); | 
					
						
							|  |  |  | 		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs ); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		glDisableVertexAttribArray(VS::ARRAY_TEX_UV); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	if (p_indices) { | 
					
						
							|  |  |  | 		glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices ); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		glDrawArrays(GL_TRIANGLES,0,p_vertex_count); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | #else //WebGL specific impl.
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							|  |  |  | 	glBindBuffer(GL_ARRAY_BUFFER, gui_quad_buffer); | 
					
						
							|  |  |  | 	float *b = GlobalVertexBuffer; | 
					
						
							|  |  |  | 	int ofs = 0; | 
					
						
							|  |  |  | 	if(p_vertex_count > MAX_POLYGON_VERTICES){ | 
					
						
							|  |  |  | 		print_line("Too many vertices to render"); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	glEnableVertexAttribArray(VS::ARRAY_VERTEX); | 
					
						
							|  |  |  | 	glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); | 
					
						
							|  |  |  | 	for(int i=0;i<p_vertex_count;i++) { | 
					
						
							|  |  |  | 		b[ofs++]=p_vertices[i].x; | 
					
						
							|  |  |  | 		b[ofs++]=p_vertices[i].y; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (p_colors && do_colors) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glEnableVertexAttribArray(VS::ARRAY_COLOR); | 
					
						
							|  |  |  | 		glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs ); | 
					
						
							|  |  |  | 		for(int i=0;i<p_vertex_count;i++) { | 
					
						
							|  |  |  | 			b[ofs++]=p_colors[i].r; | 
					
						
							|  |  |  | 			b[ofs++]=p_colors[i].g; | 
					
						
							|  |  |  | 			b[ofs++]=p_colors[i].b; | 
					
						
							|  |  |  | 			b[ofs++]=p_colors[i].a; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		glDisableVertexAttribArray(VS::ARRAY_COLOR); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (p_uvs) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glEnableVertexAttribArray(VS::ARRAY_TEX_UV); | 
					
						
							|  |  |  | 		glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs ); | 
					
						
							|  |  |  | 		for(int i=0;i<p_vertex_count;i++) { | 
					
						
							|  |  |  | 			b[ofs++]=p_uvs[i].x; | 
					
						
							|  |  |  | 			b[ofs++]=p_uvs[i].y; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		glDisableVertexAttribArray(VS::ARRAY_TEX_UV); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//bind the indices buffer.
 | 
					
						
							|  |  |  | 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indices_buffer); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	static const int _max_draw_poly_indices = 16*1024; // change this size if needed!!!
 | 
					
						
							|  |  |  | 	ERR_FAIL_COND(p_vertex_count > _max_draw_poly_indices); | 
					
						
							|  |  |  | 	static uint16_t _draw_poly_indices[_max_draw_poly_indices]; | 
					
						
							|  |  |  | 	for (int i=0; i<p_vertex_count; i++) { | 
					
						
							|  |  |  | 		_draw_poly_indices[i] = p_indices[i]; | 
					
						
							|  |  |  | 		//OS::get_singleton()->print("ind: %d ", p_indices[i]);
 | 
					
						
							|  |  |  | 	}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//copy the data to GPU.
 | 
					
						
							|  |  |  | 	glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, p_vertex_count * sizeof(uint16_t), &_draw_poly_indices[0]); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//draw the triangles.
 | 
					
						
							|  |  |  | 	glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glBindBuffer(GL_ARRAY_BUFFER, 0); | 
					
						
							|  |  |  | 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	storage->frame.canvas_draw_commands++; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//#define GLES_USE_PRIMITIVE_BUFFER
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	int version=0; | 
					
						
							|  |  |  | 	int color_ofs=0; | 
					
						
							|  |  |  | 	int uv_ofs=0; | 
					
						
							|  |  |  | 	int stride=2; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	if (p_colors) { //color
 | 
					
						
							|  |  |  | 		version|=1; | 
					
						
							|  |  |  | 		color_ofs=stride; | 
					
						
							|  |  |  | 		stride+=4; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	if (p_uvs) { //uv
 | 
					
						
							|  |  |  | 		version|=2; | 
					
						
							|  |  |  | 		uv_ofs=stride; | 
					
						
							|  |  |  | 		stride+=2; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	float b[(2+2+4)]; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	for(int i=0;i<p_points;i++) { | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 		b[stride*i+0]=p_vertices[i].x; | 
					
						
							|  |  |  | 		b[stride*i+1]=p_vertices[i].y; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (p_colors) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for(int i=0;i<p_points;i++) { | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 			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; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (p_uvs) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for(int i=0;i<p_points;i++) { | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 			b[stride*i+uv_ofs+0]=p_uvs[i].x; | 
					
						
							|  |  |  | 			b[stride*i+uv_ofs+1]=p_uvs[i].y; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); | 
					
						
							|  |  |  | 	glBufferSubData(GL_ARRAY_BUFFER,0,p_points*stride*4,&b[0]); | 
					
						
							|  |  |  | 	glBindVertexArray(data.primitive_quad_buffer_arrays[version]); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	glDrawArrays(prim[p_points],0,p_points); | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	glBindVertexArray(0); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	glBindBuffer(GL_ARRAY_BUFFER,0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	storage->frame.canvas_draw_commands++; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	int cc=p_item->commands.size(); | 
					
						
							|  |  |  | 	Item::Command **commands = p_item->commands.ptr(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for(int i=0;i<cc;i++) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Item::Command *c=commands[i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		switch(c->type) { | 
					
						
							|  |  |  | 			case Item::Command::TYPE_LINE: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandLine* line = static_cast<Item::CommandLine*>(c); | 
					
						
							|  |  |  | 				_set_texture_rect_mode(false); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				_bind_canvas_texture(RID()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				glVertexAttrib4f(VS::ARRAY_COLOR,line->color.r,line->color.g,line->color.b,line->color.a); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Vector2 verts[2]={ | 
					
						
							|  |  |  | 					Vector2(line->from.x,line->from.y), | 
					
						
							|  |  |  | 					Vector2(line->to.x,line->to.y) | 
					
						
							|  |  |  | 				}; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | #ifdef GLES_OVER_GL
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 				if (line->antialiased) | 
					
						
							|  |  |  | 					glEnable(GL_LINE_SMOOTH); | 
					
						
							|  |  |  | #endif
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 				//glLineWidth(line->width);
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 				_draw_gui_primitive(2,verts,NULL,NULL); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | #ifdef GLES_OVER_GL
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 				if (line->antialiased) | 
					
						
							|  |  |  | 					glDisable(GL_LINE_SMOOTH); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 			case Item::Command::TYPE_RECT: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandRect* rect = static_cast<Item::CommandRect*>(c); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				_set_texture_rect_mode(true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//set color
 | 
					
						
							|  |  |  | 				glVertexAttrib4f(VS::ARRAY_COLOR,rect->modulate.r,rect->modulate.g,rect->modulate.b,rect->modulate.a); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(rect->texture); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if ( texture ) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					bool untile=false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (rect->flags&CANVAS_RECT_TILE && !(texture->flags&VS::TEXTURE_FLAG_REPEAT)) { | 
					
						
							|  |  |  | 						glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); | 
					
						
							|  |  |  | 						glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); | 
					
						
							|  |  |  | 						untile=true; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); | 
					
						
							|  |  |  | 					Rect2 src_rect = (rect->flags&CANVAS_RECT_REGION) ? Rect2( rect->source.pos * texpixel_size, rect->source.size * texpixel_size ) : Rect2(0,0,1,1); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (rect->flags&CANVAS_RECT_FLIP_H) { | 
					
						
							|  |  |  | 						src_rect.size.x*=-1; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (rect->flags&CANVAS_RECT_FLIP_V) { | 
					
						
							| 
									
										
										
										
											2016-10-05 01:26:35 -03:00
										 |  |  | 						src_rect.size.y*=-1; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (rect->flags&CANVAS_RECT_TRANSPOSE) { | 
					
						
							|  |  |  | 						//err..
 | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 					glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y); | 
					
						
							|  |  |  | 					glVertexAttrib4f(2,src_rect.pos.x,src_rect.pos.y,src_rect.size.x,src_rect.size.y); | 
					
						
							|  |  |  | 					glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (untile) { | 
					
						
							|  |  |  | 						glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); | 
					
						
							|  |  |  | 						glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glVertexAttrib4f(1,rect->rect.pos.x,rect->rect.pos.y,rect->rect.size.x,rect->rect.size.y); | 
					
						
							|  |  |  | 					glVertexAttrib4f(2,0,0,1,1); | 
					
						
							|  |  |  | 					glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				storage->frame.canvas_draw_commands++; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			case Item::Command::TYPE_NINEPATCH: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandNinePatch* np = static_cast<Item::CommandNinePatch*>(c); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				_set_texture_rect_mode(true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				glVertexAttrib4f(VS::ARRAY_COLOR,np->color.r,np->color.g,np->color.b,np->color.a); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(np->texture); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if ( !texture ) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glVertexAttrib4f(1,np->rect.pos.x,np->rect.pos.y,np->rect.size.x,np->rect.size.y); | 
					
						
							|  |  |  | 					glVertexAttrib4f(2,0,0,1,1); | 
					
						
							|  |  |  | 					glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 					continue; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | #define DSTRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(1,m_x,m_y,m_w,m_h)
 | 
					
						
							|  |  |  | #define SRCRECT(m_x,m_y,m_w,m_h) glVertexAttrib4f(2,(m_x)*texpixel_size.x,(m_y)*texpixel_size.y,(m_w)*texpixel_size.x,(m_h)*texpixel_size.y)
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//top left
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x,np->rect.pos.y,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				SRCRECT(0,0,np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//top right
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				SRCRECT(texture->width-np->margin[MARGIN_RIGHT],0,np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//bottom right
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x+np->rect.size.x-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				SRCRECT(texture->width-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_RIGHT],np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//bottom left
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x,np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				SRCRECT(0,texture->height-np->margin[MARGIN_BOTTOM],np->margin[MARGIN_LEFT],np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//top
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y,np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				SRCRECT(np->margin[MARGIN_LEFT],0,texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//bottom
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->rect.size.y-np->margin[MARGIN_BOTTOM],np->rect.size.width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				SRCRECT(np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_BOTTOM],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//left
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x,np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				SRCRECT(0,np->margin[MARGIN_TOP],np->margin[MARGIN_LEFT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//right
 | 
					
						
							|  |  |  | 				DSTRECT(np->rect.pos.x+np->rect.size.width-np->margin[MARGIN_RIGHT],np->rect.pos.y+np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				SRCRECT(texture->width-np->margin[MARGIN_RIGHT],np->margin[MARGIN_TOP],np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 				glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (np->draw_center) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					//center
 | 
					
						
							|  |  |  | 					DSTRECT(np->rect.pos.x+np->margin[MARGIN_LEFT],np->rect.pos.y+np->margin[MARGIN_TOP],np->rect.size.x-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],np->rect.size.height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 					SRCRECT(np->margin[MARGIN_LEFT],np->margin[MARGIN_TOP],texture->width-np->margin[MARGIN_LEFT]-np->margin[MARGIN_RIGHT],texture->height-np->margin[MARGIN_TOP]-np->margin[MARGIN_BOTTOM]); | 
					
						
							|  |  |  | 					glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #undef SRCRECT
 | 
					
						
							|  |  |  | #undef DSTRECT
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				storage->frame.canvas_draw_commands++; | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			case Item::Command::TYPE_PRIMITIVE: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandPrimitive* primitive = static_cast<Item::CommandPrimitive*>(c); | 
					
						
							|  |  |  | 				_set_texture_rect_mode(false); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				ERR_CONTINUE( primitive->points.size()<1); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(primitive->texture); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (texture ) { | 
					
						
							|  |  |  | 					Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); | 
					
						
							|  |  |  | 					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				} | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 				if (primitive->colors.size()==1 && primitive->points.size()>1) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					Color c = primitive->colors[0]; | 
					
						
							|  |  |  | 					glVertexAttrib4f(VS::ARRAY_COLOR,c.r,c.g,c.b,c.a); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} else if (primitive->colors.empty()) { | 
					
						
							|  |  |  | 					glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				_draw_gui_primitive(primitive->points.size(),primitive->points.ptr(),primitive->colors.ptr(),primitive->uvs.ptr()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 			case Item::Command::TYPE_POLYGON: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandPolygon* polygon = static_cast<Item::CommandPolygon*>(c); | 
					
						
							|  |  |  | 				_set_texture_rect_mode(false); | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 				RasterizerStorageGLES3::Texture* texture = _bind_canvas_texture(polygon->texture); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (texture ) { | 
					
						
							|  |  |  | 					Size2 texpixel_size( 1.0/texture->width, 1.0/texture->height ); | 
					
						
							|  |  |  | 					state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE,texpixel_size); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 				_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 			case Item::Command::TYPE_CIRCLE: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				_set_texture_rect_mode(false); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandCircle* circle = static_cast<Item::CommandCircle*>(c); | 
					
						
							|  |  |  | 				static const int numpoints=32; | 
					
						
							|  |  |  | 				Vector2 points[numpoints+1]; | 
					
						
							|  |  |  | 				points[numpoints]=circle->pos; | 
					
						
							|  |  |  | 				int indices[numpoints*3]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				for(int i=0;i<numpoints;i++) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius; | 
					
						
							|  |  |  | 					indices[i*3+0]=i; | 
					
						
							|  |  |  | 					indices[i*3+1]=(i+1)%numpoints; | 
					
						
							|  |  |  | 					indices[i*3+2]=numpoints; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); | 
					
						
							|  |  |  | 				//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
 | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 			case Item::Command::TYPE_TRANSFORM: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandTransform* transform = static_cast<Item::CommandTransform*>(c); | 
					
						
							|  |  |  | 				state.extra_matrix=transform->xform; | 
					
						
							|  |  |  | 				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,state.extra_matrix); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 			case Item::Command::TYPE_CLIP_IGNORE: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Item::CommandClipIgnore* ci = static_cast<Item::CommandClipIgnore*>(c); | 
					
						
							|  |  |  | 				if (current_clip) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (ci->ignore!=reclip) { | 
					
						
							|  |  |  | 						if (ci->ignore) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							glDisable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 							reclip=true; | 
					
						
							|  |  |  | 						} else  { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							glEnable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 							//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
 | 
					
						
							|  |  |  | 							//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							int x = current_clip->final_clip_rect.pos.x; | 
					
						
							|  |  |  | 							int y = storage->frame.current_rt->height - ( current_clip->final_clip_rect.pos.y + current_clip->final_clip_rect.size.y ); | 
					
						
							|  |  |  | 							int w = current_clip->final_clip_rect.size.x; | 
					
						
							|  |  |  | 							int h = current_clip->final_clip_rect.size.y; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							glScissor(x,y,w,h); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							reclip=false; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if 0
 | 
					
						
							|  |  |  | void RasterizerGLES2::_canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* shader) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (canvas_shader.bind()) | 
					
						
							|  |  |  | 		rebind_texpixel_size=true; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (material->shader_version!=shader->version) { | 
					
						
							|  |  |  | 		//todo optimize uniforms
 | 
					
						
							|  |  |  | 		material->shader_version=shader->version; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (shader->has_texscreen && framebuffer.active) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		int x = viewport.x; | 
					
						
							|  |  |  | 		int y = window_size.height-(viewport.height+viewport.y); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height)); | 
					
						
							|  |  |  | 		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); | 
					
						
							|  |  |  | 		canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_TEX,max_texture_units-1); | 
					
						
							|  |  |  | 		glActiveTexture(GL_TEXTURE0+max_texture_units-1); | 
					
						
							|  |  |  | 		glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); | 
					
						
							|  |  |  | 		if (framebuffer.scale==1 && !canvas_texscreen_used) { | 
					
						
							|  |  |  | #ifdef GLEW_ENABLED
 | 
					
						
							|  |  |  | 			if (current_rt) { | 
					
						
							|  |  |  | 				glReadBuffer(GL_COLOR_ATTACHMENT0); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				glReadBuffer(GL_BACK); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 			if (current_rt) { | 
					
						
							|  |  |  | 				glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); | 
					
						
							|  |  |  | 				canvas_shader.set_uniform(CanvasShaderGLES2::TEXSCREEN_SCREEN_CLAMP,Color(float(x)/framebuffer.width,float(viewport.y)/framebuffer.height,float(x+viewport.width)/framebuffer.width,float(y+viewport.height)/framebuffer.height)); | 
					
						
							|  |  |  | 				//window_size.height-(viewport.height+viewport.y)
 | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | //			if (current_clip) {
 | 
					
						
							|  |  |  | //			//	print_line(" a clip ");
 | 
					
						
							|  |  |  | //			}
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			canvas_texscreen_used=true; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glActiveTexture(GL_TEXTURE0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (shader->has_screen_uv) { | 
					
						
							|  |  |  | 		canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	uses_texpixel_size=shader->uses_texpixel_size; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Item *current_clip=NULL; | 
					
						
							|  |  |  | 	RasterizerStorageGLES3::Shader *shader_cache=NULL; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	bool rebind_shader=true; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Size2 rt_size = Size2(storage->frame.current_rt->width,storage->frame.current_rt->height); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,false); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); | 
					
						
							|  |  |  | 	glBufferData(GL_UNIFORM_BUFFER, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data, GL_DYNAMIC_DRAW); | 
					
						
							|  |  |  | 	glBindBuffer(GL_UNIFORM_BUFFER, 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	state.current_tex=RID(); | 
					
						
							|  |  |  | 	state.current_tex_ptr=NULL; | 
					
						
							|  |  |  | 	glActiveTexture(GL_TEXTURE0); | 
					
						
							|  |  |  | 	glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 	int last_blend_mode=-1; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	RID canvas_last_material; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	bool prev_distance_field=false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	while(p_item_list) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Item *ci=p_item_list; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (prev_distance_field!=ci->distance_field) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_DISTANCE_FIELD,ci->distance_field); | 
					
						
							|  |  |  | 			prev_distance_field=ci->distance_field; | 
					
						
							|  |  |  | 			rebind_shader=true; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (current_clip!=ci->final_clip_owner) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			current_clip=ci->final_clip_owner; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			//setup clip
 | 
					
						
							|  |  |  | 			if (current_clip) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				glEnable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 				glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				glDisable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | #if 0
 | 
					
						
							|  |  |  | 		if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			Rect2 rect; | 
					
						
							|  |  |  | 			int x,y; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (ci->copy_back_buffer->full) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				x = viewport.x; | 
					
						
							|  |  |  | 				y = window_size.height-(viewport.height+viewport.y); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x; | 
					
						
							|  |  |  | 				y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			glActiveTexture(GL_TEXTURE0+max_texture_units-1); | 
					
						
							|  |  |  | 			glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef GLEW_ENABLED
 | 
					
						
							|  |  |  | 			if (current_rt) { | 
					
						
							|  |  |  | 				glReadBuffer(GL_COLOR_ATTACHMENT0); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				glReadBuffer(GL_BACK); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 			if (current_rt) { | 
					
						
							|  |  |  | 				glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height); | 
					
						
							|  |  |  | 				//window_size.height-(viewport.height+viewport.y)
 | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			canvas_texscreen_used=true; | 
					
						
							|  |  |  | 			glActiveTexture(GL_TEXTURE0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		//begin rect
 | 
					
						
							|  |  |  | 		Item *material_owner = ci->material_owner?ci->material_owner:ci; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		RID material = material_owner->material; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (material!=canvas_last_material || rebind_shader) { | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			RasterizerStorageGLES3::Material *material_ptr = storage->material_owner.getornull(material); | 
					
						
							|  |  |  | 			RasterizerStorageGLES3::Shader *shader_ptr = NULL; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (material_ptr) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				shader_ptr = material_ptr->shader; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (shader_ptr && shader_ptr->mode!=VS::SHADER_CANVAS_ITEM) { | 
					
						
							|  |  |  | 					shader_ptr=NULL; //do not use non canvasitem shader
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-29 20:48:09 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 			if (shader_ptr && shader_ptr!=shader_cache) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); | 
					
						
							|  |  |  | 				state.canvas_shader.bind(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (material_ptr->ubo_id) { | 
					
						
							|  |  |  | 					glBindBufferBase(GL_UNIFORM_BUFFER,2,material_ptr->ubo_id); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				int tc = material_ptr->textures.size(); | 
					
						
							|  |  |  | 				RID* textures = material_ptr->textures.ptr(); | 
					
						
							| 
									
										
										
										
											2016-10-29 20:48:09 -03:00
										 |  |  | 				ShaderLanguage::ShaderNode::Uniform::Hint* texture_hints = shader_ptr->texture_hints.ptr(); | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 				for(int i=0;i<tc;i++) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glActiveTexture(GL_TEXTURE1+i); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] ); | 
					
						
							|  |  |  | 					if (!t) { | 
					
						
							| 
									
										
										
										
											2016-10-29 20:48:09 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 						switch(texture_hints[i]) { | 
					
						
							| 
									
										
										
										
											2016-11-20 22:49:53 -03:00
										 |  |  | 							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: | 
					
						
							| 
									
										
										
										
											2016-10-29 20:48:09 -03:00
										 |  |  | 							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: { | 
					
						
							|  |  |  | 								glBindTexture(GL_TEXTURE_2D,storage->resources.black_tex); | 
					
						
							|  |  |  | 							} break; | 
					
						
							| 
									
										
										
										
											2016-11-20 22:49:53 -03:00
										 |  |  | 							case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { | 
					
						
							|  |  |  | 								glBindTexture(GL_TEXTURE_2D,storage->resources.aniso_tex); | 
					
						
							|  |  |  | 							} break; | 
					
						
							| 
									
										
										
										
											2016-10-29 20:48:09 -03:00
										 |  |  | 							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { | 
					
						
							|  |  |  | 								glBindTexture(GL_TEXTURE_2D,storage->resources.normal_tex); | 
					
						
							|  |  |  | 							} break; | 
					
						
							|  |  |  | 							default: { | 
					
						
							|  |  |  | 								glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); | 
					
						
							|  |  |  | 							} break; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 						//check hints
 | 
					
						
							| 
									
										
										
										
											2016-10-29 20:48:09 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 						continue; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-29 20:48:09 -03:00
										 |  |  | 					if (storage->config.srgb_decode_supported && t->using_srgb) { | 
					
						
							|  |  |  | 						//no srgb in 2D
 | 
					
						
							|  |  |  | 						glTexParameteri(t->target,_TEXTURE_SRGB_DECODE_EXT,_SKIP_DECODE_EXT); | 
					
						
							|  |  |  | 						t->using_srgb=false; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 					glBindTexture(t->target,t->tex_id); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} else if (!shader_ptr) { | 
					
						
							|  |  |  | 				state.canvas_shader.set_custom_shader(0); | 
					
						
							|  |  |  | 				state.canvas_shader.bind(); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 			shader_cache=shader_ptr; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			canvas_last_material=material; | 
					
						
							|  |  |  | 			rebind_shader=false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 		int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX; | 
					
						
							|  |  |  | 		bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode==RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED || blend_mode!=RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 		bool reclip=false; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 		if (last_blend_mode!=blend_mode) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			switch(blend_mode) { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				 case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX: { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 					glBlendEquation(GL_FUNC_ADD); | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					else { | 
					
						
							|  |  |  | 						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				 } break; | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				 case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_ADD: { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 					glBlendEquation(GL_FUNC_ADD); | 
					
						
							|  |  |  | 					glBlendFunc(GL_SRC_ALPHA,GL_ONE); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				 } break; | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				 case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_SUB: { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 					glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); | 
					
						
							|  |  |  | 					glBlendFunc(GL_SRC_ALPHA,GL_ONE); | 
					
						
							|  |  |  | 				 } break; | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MUL: { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 					glBlendEquation(GL_FUNC_ADD); | 
					
						
							|  |  |  | 					glBlendFunc(GL_DST_COLOR,GL_ZERO); | 
					
						
							|  |  |  | 				} break; | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				case RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA: { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 					glBlendEquation(GL_FUNC_ADD); | 
					
						
							|  |  |  | 					glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 				} break; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 			last_blend_mode=blend_mode; | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		state.canvas_item_modulate = unshaded ? ci->final_modulate : Color( | 
					
						
							|  |  |  | 					ci->final_modulate.r * p_modulate.r, | 
					
						
							|  |  |  | 					ci->final_modulate.g * p_modulate.g, | 
					
						
							|  |  |  | 					ci->final_modulate.b * p_modulate.b, | 
					
						
							|  |  |  | 					ci->final_modulate.a * p_modulate.a ); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		state.final_transform = ci->final_transform; | 
					
						
							|  |  |  | 		state.extra_matrix=Matrix32(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		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); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 		if (unshaded || (state.canvas_item_modulate.a>0.001 && (!shader_cache || shader_cache->canvas_item.light_mode!=RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked )) | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 			_canvas_item_render_commands(ci,current_clip,reclip); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 		if ((blend_mode==RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_MIX || RasterizerStorageGLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) { | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			Light *light = p_light; | 
					
						
							|  |  |  | 			bool light_used=false; | 
					
						
							|  |  |  | 			VS::CanvasLightMode mode=VS::CANVAS_LIGHT_MODE_ADD; | 
					
						
							|  |  |  | 			state.canvas_item_modulate=ci->final_modulate; // remove the canvas modulate
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			while(light) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (ci->light_mask&light->item_mask && p_z>=light->z_min && p_z<=light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache,light->rect_cache)) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					//intersects this light
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (!light_used || mode!=light->mode) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						mode=light->mode; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						switch(mode) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_MODE_ADD: { | 
					
						
							|  |  |  | 								glBlendEquation(GL_FUNC_ADD); | 
					
						
							|  |  |  | 								glBlendFunc(GL_SRC_ALPHA,GL_ONE); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							} break; | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_MODE_SUB: { | 
					
						
							|  |  |  | 								glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); | 
					
						
							|  |  |  | 								glBlendFunc(GL_SRC_ALPHA,GL_ONE); | 
					
						
							|  |  |  | 							} break; | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_MODE_MIX: | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_MODE_MASK: { | 
					
						
							|  |  |  | 								glBlendEquation(GL_FUNC_ADD); | 
					
						
							|  |  |  | 								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							} break; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (!light_used) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,true); | 
					
						
							|  |  |  | 						light_used=true; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask&light->item_shadow_mask; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,has_shadow); | 
					
						
							|  |  |  | 					if (has_shadow) { | 
					
						
							|  |  |  | 						state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_USE_GRADIENT,light->shadow_gradient_length>0); | 
					
						
							|  |  |  | 						switch(light->shadow_filter) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,true); break; | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,true); break; | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,true); break; | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,true); break; | 
					
						
							|  |  |  | 							case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,true); break; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					bool light_rebind = state.canvas_shader.bind(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (light_rebind) { | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 						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,Matrix32()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glBindBufferBase(GL_UNIFORM_BUFFER,1,static_cast<LightInternal*>(light->light_internal.get_data())->ubo); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (has_shadow) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer); | 
					
						
							|  |  |  | 						glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-2); | 
					
						
							|  |  |  | 						glBindTexture(GL_TEXTURE_2D,cls->distance); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						/*canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_MATRIX,light->shadow_matrix_cache);
 | 
					
						
							|  |  |  | 						canvas_shader.set_uniform(CanvasShaderGLES3::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult); | 
					
						
							|  |  |  | 						canvas_shader.set_uniform(CanvasShaderGLES3::LIGHT_SHADOW_COLOR,light->shadow_color);*/ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glActiveTexture(GL_TEXTURE0+storage->config.max_texture_image_units-1); | 
					
						
							|  |  |  | 					RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull(light->texture); | 
					
						
							|  |  |  | 					if (!t) { | 
					
						
							|  |  |  | 						glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						glBindTexture(t->target,t->tex_id); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					glActiveTexture(GL_TEXTURE0); | 
					
						
							|  |  |  | 					_canvas_item_render_commands(ci,current_clip,reclip); //redraw using light
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				light=light->next_ptr; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (light_used) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_LIGHTING,false); | 
					
						
							|  |  |  | 				state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SHADOWS,false); | 
					
						
							|  |  |  | 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_NEAREST,false); | 
					
						
							|  |  |  | 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF3,false); | 
					
						
							|  |  |  | 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF5,false); | 
					
						
							|  |  |  | 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF9,false); | 
					
						
							|  |  |  | 				state.canvas_shader.set_conditional(CanvasShaderGLES3::SHADOW_FILTER_PCF13,false); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				state.canvas_shader.bind(); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				last_blend_mode=-1; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				/*
 | 
					
						
							|  |  |  | 				//this is set again, so it should not be needed anyway?
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 				state.canvas_item_modulate = unshaded ? ci->final_modulate : Color( | 
					
						
							|  |  |  | 							ci->final_modulate.r * p_modulate.r, | 
					
						
							|  |  |  | 							ci->final_modulate.g * p_modulate.g, | 
					
						
							|  |  |  | 							ci->final_modulate.b * p_modulate.b, | 
					
						
							|  |  |  | 							ci->final_modulate.a * p_modulate.a ); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,state.final_transform); | 
					
						
							|  |  |  | 				state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX,Matrix32()); | 
					
						
							|  |  |  | 				state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE,state.canvas_item_modulate); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				glBlendEquation(GL_FUNC_ADD); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { | 
					
						
							|  |  |  | 					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				//@TODO RESET canvas_blend_mode
 | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 				*/ | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (reclip) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glEnable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 			glScissor(current_clip->final_clip_rect.pos.x,(rt_size.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		p_item_list=p_item_list->next; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (current_clip) { | 
					
						
							|  |  |  | 		glDisable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light* p_lights_with_shadow){ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Light* light=p_lights_with_shadow; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	canvas_begin(); //reset
 | 
					
						
							|  |  |  | 	glVertexAttrib4f(VS::ARRAY_COLOR,1,1,1,1); | 
					
						
							|  |  |  | 	int h = 10; | 
					
						
							|  |  |  | 	int w = storage->frame.current_rt->width; | 
					
						
							|  |  |  | 	int ofs = h; | 
					
						
							|  |  |  | 	glDisable(GL_BLEND); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//print_line(" debug lights ");
 | 
					
						
							|  |  |  | 	while(light) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//	print_line("debug light");
 | 
					
						
							|  |  |  | 		if (light->shadow_buffer.is_valid()) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	//		print_line("sb is valid");
 | 
					
						
							|  |  |  | 			RasterizerStorageGLES3::CanvasLightShadow * sb = storage->canvas_light_shadow_owner.get(light->shadow_buffer); | 
					
						
							|  |  |  | 			if (sb) { | 
					
						
							|  |  |  | 				glBindTexture(GL_TEXTURE_2D,sb->distance); | 
					
						
							|  |  |  | 				//glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
 | 
					
						
							|  |  |  | 				draw_generic_textured_rect(Rect2(h,ofs,w-h*2,h),Rect2(0,0,1,1)); | 
					
						
							|  |  |  | 				ofs+=h*2; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		light=light->shadows_next_ptr; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	RasterizerStorageGLES3::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer); | 
					
						
							|  |  |  | 	ERR_FAIL_COND(!cls); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glDisable(GL_BLEND); | 
					
						
							|  |  |  | 	glDisable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 	glDisable(GL_DITHER); | 
					
						
							|  |  |  | 	glDisable(GL_CULL_FACE); | 
					
						
							|  |  |  | 	glDepthFunc(GL_LEQUAL); | 
					
						
							|  |  |  | 	glEnable(GL_DEPTH_TEST); | 
					
						
							|  |  |  | 	glDepthMask(true); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glEnableVertexAttribArray(VS::ARRAY_VERTEX); | 
					
						
							|  |  |  | 	state.canvas_shadow_shader.bind(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glViewport(0, 0, cls->size,cls->height); | 
					
						
							|  |  |  | 	glClearDepth(1.0f); | 
					
						
							|  |  |  | 	glClearColor(1,1,1,1); | 
					
						
							|  |  |  | 	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	VS::CanvasOccluderPolygonCullMode cull=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for(int i=0;i<4;i++) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		//make sure it remains orthogonal, makes easy to read angle later
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Transform light; | 
					
						
							|  |  |  | 		light.origin[0]=p_light_xform[2][0]; | 
					
						
							|  |  |  | 		light.origin[1]=p_light_xform[2][1]; | 
					
						
							|  |  |  | 		light.basis[0][0]=p_light_xform[0][0]; | 
					
						
							|  |  |  | 		light.basis[0][1]=p_light_xform[1][0]; | 
					
						
							|  |  |  | 		light.basis[1][0]=p_light_xform[0][1]; | 
					
						
							|  |  |  | 		light.basis[1][1]=p_light_xform[1][1]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	///	p_near=1;
 | 
					
						
							|  |  |  | 		CameraMatrix projection; | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			real_t fov =  90; | 
					
						
							|  |  |  | 			real_t near = p_near; | 
					
						
							|  |  |  | 			real_t far = p_far; | 
					
						
							|  |  |  | 			real_t aspect = 1.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			real_t ymax = near * 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, near, far ); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Vector3 cam_target=Matrix3(Vector3(0,0,Math_PI*2*(i/4.0))).xform(Vector3(0,1,0)); | 
					
						
							|  |  |  | 		projection = projection * CameraMatrix(Transform().looking_at(cam_target,Vector3(0,0,-1)).affine_inverse()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::PROJECTION_MATRIX,projection); | 
					
						
							|  |  |  | 		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::LIGHT_MATRIX,light); | 
					
						
							|  |  |  | 		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::DISTANCE_NORM,1.0/p_far); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (i==0) | 
					
						
							|  |  |  | 			*p_xform_cache=projection; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glViewport(0, (cls->height/4)*i, cls->size,cls->height/4); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		LightOccluderInstance *instance=p_occluders; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		while(instance) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			RasterizerStorageGLES3::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer); | 
					
						
							|  |  |  | 			if (!cc || cc->len==0 || !(p_light_mask&instance->light_mask)) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				instance=instance->next; | 
					
						
							|  |  |  | 				continue; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES3::WORLD_MATRIX,instance->xform_cache); | 
					
						
							|  |  |  | 			if (cull!=instance->cull_cache) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				cull=instance->cull_cache; | 
					
						
							|  |  |  | 				switch(cull) { | 
					
						
							|  |  |  | 					case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						glDisable(GL_CULL_FACE); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} break; | 
					
						
							|  |  |  | 					case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						glEnable(GL_CULL_FACE); | 
					
						
							|  |  |  | 						glCullFace(GL_FRONT); | 
					
						
							|  |  |  | 					} break; | 
					
						
							|  |  |  | 					case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						glEnable(GL_CULL_FACE); | 
					
						
							|  |  |  | 						glCullFace(GL_BACK); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} break; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | /*
 | 
					
						
							|  |  |  | 			if (i==0) { | 
					
						
							|  |  |  | 				for(int i=0;i<cc->lines.size();i++) { | 
					
						
							|  |  |  | 					Vector2 p = instance->xform_cache.xform(cc->lines.get(i)); | 
					
						
							|  |  |  | 					Plane pp(Vector3(p.x,p.y,0),1); | 
					
						
							|  |  |  | 					pp.normal = light.xform(pp.normal); | 
					
						
							|  |  |  | 					pp = projection.xform4(pp); | 
					
						
							|  |  |  | 					print_line(itos(i)+": "+pp.normal/pp.d); | 
					
						
							|  |  |  | 					//pp=light_mat.xform4(pp);
 | 
					
						
							|  |  |  | 					//print_line(itos(i)+": "+pp.normal/pp.d);
 | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | */ | 
					
						
							|  |  |  | 			glBindBuffer(GL_ARRAY_BUFFER,cc->vertex_id); | 
					
						
							|  |  |  | 			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,cc->index_id); | 
					
						
							|  |  |  | 			glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); | 
					
						
							|  |  |  | 			glDrawElements(GL_TRIANGLES,cc->len*3,GL_UNSIGNED_SHORT,0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			instance=instance->next; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glDisableVertexAttribArray(VS::ARRAY_VERTEX); | 
					
						
							|  |  |  | 	glBindBuffer(GL_ARRAY_BUFFER,0); | 
					
						
							|  |  |  | 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::reset_canvas() { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (storage->frame.current_rt) { | 
					
						
							|  |  |  | 		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->front.fbo); | 
					
						
							|  |  |  | 		glColorMask(1,1,1,1); //don't touch alpha
 | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glBindVertexArray(0); | 
					
						
							|  |  |  | 	glDisable(GL_CULL_FACE); | 
					
						
							|  |  |  | 	glDisable(GL_DEPTH_TEST); | 
					
						
							|  |  |  | 	glDisable(GL_SCISSOR_TEST); | 
					
						
							|  |  |  | 	glEnable(GL_BLEND); | 
					
						
							|  |  |  | 	glBlendEquation(GL_FUNC_ADD); | 
					
						
							|  |  |  | 	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { | 
					
						
							|  |  |  | 		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else { | 
					
						
							|  |  |  | 		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	//glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	//glLineWidth(1.0);
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	glBindBuffer(GL_ARRAY_BUFFER,0); | 
					
						
							|  |  |  | 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); | 
					
						
							|  |  |  | 	for(int i=0;i<VS::ARRAY_MAX;i++) { | 
					
						
							|  |  |  | 		glDisableVertexAttribArray(i); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	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); | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 	for(int i=0;i<4;i++) { | 
					
						
							|  |  |  | 		state.canvas_item_ubo_data.time[i]=storage->frame.time[i]; | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo); | 
					
						
							|  |  |  | 	glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data); | 
					
						
							|  |  |  | 	glBindBuffer(GL_UNIFORM_BUFFER, 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	state.canvas_texscreen_used=false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src) { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glVertexAttrib4f(1,p_rect.pos.x,p_rect.pos.y,p_rect.size.x,p_rect.size.y); | 
					
						
							|  |  |  | 	glVertexAttrib4f(2,p_src.pos.x,p_src.pos.y,p_src.size.x,p_src.size.y); | 
					
						
							|  |  |  | 	glDrawArrays(GL_TRIANGLE_FAN,0,4); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::initialize() { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		//quad buffers
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glGenBuffers(1,&data.canvas_quad_vertices); | 
					
						
							|  |  |  | 		glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices); | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			const float qv[8]={ | 
					
						
							|  |  |  | 				0,0, | 
					
						
							|  |  |  | 				0,1, | 
					
						
							|  |  |  | 				1,1, | 
					
						
							|  |  |  | 				1,0 | 
					
						
							|  |  |  | 			}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glBufferData(GL_ARRAY_BUFFER,sizeof(float)*8,qv,GL_STATIC_DRAW); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glGenVertexArrays(1,&data.canvas_quad_array); | 
					
						
							|  |  |  | 		glBindVertexArray(data.canvas_quad_array); | 
					
						
							|  |  |  | 		glBindBuffer(GL_ARRAY_BUFFER,data.canvas_quad_vertices); | 
					
						
							|  |  |  | 		glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,sizeof(float)*2,0); | 
					
						
							|  |  |  | 		glEnableVertexAttribArray(0); | 
					
						
							|  |  |  | 		glBindVertexArray(0); | 
					
						
							|  |  |  | 		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
 | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 	{ | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		glGenBuffers(1,&data.primitive_quad_buffer); | 
					
						
							|  |  |  | 		glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); | 
					
						
							|  |  |  | 		glBufferData(GL_ARRAY_BUFFER,sizeof(float)*2+sizeof(float)*2+sizeof(float)*4,NULL,GL_DYNAMIC_DRAW); //allocate max size
 | 
					
						
							|  |  |  | 		glBindBuffer(GL_ARRAY_BUFFER,0); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 		for(int i=0;i<4;i++) { | 
					
						
							|  |  |  | 			glGenVertexArrays(1,&data.primitive_quad_buffer_arrays[i]); | 
					
						
							|  |  |  | 			glBindVertexArray(data.primitive_quad_buffer_arrays[i]); | 
					
						
							|  |  |  | 			glBindBuffer(GL_ARRAY_BUFFER,data.primitive_quad_buffer); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2016-11-22 20:51:56 -03:00
										 |  |  | 			int uv_ofs=0; | 
					
						
							|  |  |  | 			int color_ofs=0; | 
					
						
							|  |  |  | 			int stride=2*4; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (i&1) { //color
 | 
					
						
							|  |  |  | 				color_ofs=stride; | 
					
						
							|  |  |  | 				stride+=4*4; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (i&2) { //uv
 | 
					
						
							|  |  |  | 				uv_ofs=stride; | 
					
						
							|  |  |  | 				stride+=2*4; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glEnableVertexAttribArray(VS::ARRAY_VERTEX); | 
					
						
							|  |  |  | 			glVertexAttribPointer(VS::ARRAY_VERTEX,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (i&1) { | 
					
						
							|  |  |  | 				glEnableVertexAttribArray(VS::ARRAY_COLOR); | 
					
						
							|  |  |  | 				glVertexAttribPointer(VS::ARRAY_COLOR,4,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+color_ofs); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (i&2) { | 
					
						
							|  |  |  | 				glEnableVertexAttribArray(VS::ARRAY_TEX_UV); | 
					
						
							|  |  |  | 				glVertexAttribPointer(VS::ARRAY_TEX_UV,2,GL_FLOAT,GL_FALSE,stride,((uint8_t*)NULL)+uv_ofs); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			glBindVertexArray(0); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	store_transform(Transform(),state.canvas_item_ubo_data.projection_matrix); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	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(); | 
					
						
							| 
									
										
										
										
											2016-10-10 18:31:01 -03:00
										 |  |  | 	state.canvas_shader.set_base_material_tex_index(1); | 
					
						
							| 
									
										
										
										
											2016-10-03 16:33:42 -03:00
										 |  |  | 	state.canvas_shadow_shader.init(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows); | 
					
						
							|  |  |  | 	state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES3::USE_RGBA_SHADOWS,storage->config.use_rgba_2d_shadows); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void RasterizerCanvasGLES3::finalize() { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	glDeleteBuffers(1,&data.canvas_quad_vertices); | 
					
						
							|  |  |  | 	glDeleteVertexArrays(1,&data.canvas_quad_array); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | RasterizerCanvasGLES3::RasterizerCanvasGLES3() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | } |