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								/*************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*  rasterizer_canvas_gles3.cpp                                          */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                       This file is part of:                           */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                           GODOT ENGINE                                */  
						 
					
						
							
								
									
										
										
										
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								/*                      https://godotengine.org                          */  
						 
					
						
							
								
									
										
										
										
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								/*************************************************************************/  
						 
					
						
							
								
									
										
										
										
											2021-01-01 20:13:46 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */  
						 
					
						
							
								
									
										
										
										
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								/*                                                                       */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* Permission is hereby granted, free of charge, to any person obtaining */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* a copy of this software and associated documentation files (the       */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* "Software"), to deal in the Software without restriction, including   */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* without limitation the rights to use, copy, modify, merge, publish,   */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* distribute, sublicense, and/or sell copies of the Software, and to    */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* permit persons to whom the Software is furnished to do so, subject to */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* the following conditions:                                             */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                                                                       */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* The above copyright notice and this permission notice shall be        */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* included in all copies or substantial portions of the Software.       */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
									
										
										
										
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								# include  "rasterizer_canvas_gles3.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "drivers/gles_common/rasterizer_asserts.h" 
  
						 
					
						
							
								
									
										
										
										
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								# include  "servers/visual/visual_server_raster.h" 
  
						 
					
						
							
								
									
										
										
										
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								static  const  GLenum  gl_primitive [ ]  =  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GL_POINTS , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GL_LINES , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GL_LINE_STRIP , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GL_LINE_LOOP , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GL_TRIANGLES , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GL_TRIANGLE_STRIP , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GL_TRIANGLE_FAN 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : canvas_end ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									batch_canvas_end ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									RasterizerCanvasBaseGLES3 : : canvas_end ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : canvas_begin ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									batch_canvas_begin ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									RasterizerCanvasBaseGLES3 : : canvas_begin ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : canvas_render_items_begin ( const  Color  & p_modulate ,  Light  * p_light ,  const  Transform2D  & p_base_transform )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									batch_canvas_render_items_begin ( p_modulate ,  p_light ,  p_base_transform ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : canvas_render_items_end ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									batch_canvas_render_items_end ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : canvas_render_items ( Item  * p_item_list ,  int  p_z ,  const  Color  & p_modulate ,  Light  * p_light ,  const  Transform2D  & p_base_transform )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									batch_canvas_render_items ( p_item_list ,  p_z ,  p_modulate ,  p_light ,  p_base_transform ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : gl_checkerror ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GLenum  e  =  glGetError ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									CRASH_COND ( e  ! =  GL_NO_ERROR ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : gl_enable_scissor ( int  p_x ,  int  p_y ,  int  p_width ,  int  p_height )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glEnable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glScissor ( p_x ,  p_y ,  p_width ,  p_height ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								void  RasterizerCanvasGLES3 : : gl_disable_scissor ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glDisable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Legacy non-batched implementation for regression testing.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Should be removed after testing phase to avoid duplicate codepaths.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : _legacy_canvas_render_item ( Item  * p_ci ,  RenderItemState  & r_ris )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									storage - > info . render . _2d_item_count + + ; 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( r_ris . prev_distance_field  ! =  p_ci - > distance_field )  { 
							 
						 
					
						
							
								
									
										
										
										
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										state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_DISTANCE_FIELD ,  p_ci - > distance_field ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . prev_distance_field  =  p_ci - > distance_field ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . rebind_shader  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
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									if  ( r_ris . current_clip  ! =  p_ci - > final_clip_owner )  { 
							 
						 
					
						
							
								
									
										
										
										
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										r_ris . current_clip  =  p_ci - > final_clip_owner ; 
							 
						 
					
						
							
								
									
										
										
										
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										//setup clip
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . current_clip )  { 
							 
						 
					
						
							
								
									
										
										
										
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											glEnable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int  y  =  storage - > frame . current_rt - > height  -  ( r_ris . current_clip - > final_clip_rect . position . y  +  r_ris . current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												y  =  r_ris . current_clip - > final_clip_rect . position . y ; 
							 
						 
					
						
							
								
									
										
										
										
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											glScissor ( r_ris . current_clip - > final_clip_rect . position . x ,  y ,  r_ris . current_clip - > final_clip_rect . size . x ,  r_ris . current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										}  else  { 
							 
						 
					
						
							
								
									
										
										
										
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											glDisable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										} 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									if  ( p_ci - > copy_back_buffer )  { 
							 
						 
					
						
							
								
									
										
										
										
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										if  ( p_ci - > copy_back_buffer - > full )  { 
							 
						 
					
						
							
								
									
										
										
										
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											_copy_texscreen ( Rect2 ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										}  else  { 
							 
						 
					
						
							
								
									
										
										
										
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											_copy_texscreen ( p_ci - > copy_back_buffer - > rect ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									RasterizerStorageGLES3 : : Skeleton  * skeleton  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
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									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										//skeleton handling
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( p_ci - > skeleton . is_valid ( )  & &  storage - > skeleton_owner . owns ( p_ci - > skeleton ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											skeleton  =  storage - > skeleton_owner . get ( p_ci - > skeleton ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! skeleton - > use_2d )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												skeleton  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												state . skeleton_transform  =  r_ris . item_group_base_transform  *  skeleton - > base_transform_2d ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												state . skeleton_transform_inverse  =  state . skeleton_transform . affine_inverse ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
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										bool  use_skeleton  =  skeleton  ! =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . prev_use_skeleton  ! =  use_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ris . rebind_shader  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SKELETON ,  use_skeleton ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ris . prev_use_skeleton  =  use_skeleton ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
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										if  ( skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glActiveTexture ( GL_TEXTURE0  +  storage - > config . max_texture_image_units  -  4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindTexture ( GL_TEXTURE_2D ,  skeleton - > texture ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . using_skeleton  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . using_skeleton  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
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									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									//begin rect
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Item  * material_owner  =  p_ci - > material_owner  ?  p_ci - > material_owner  :  p_ci ; 
							 
						 
					
						
							
								
									
										
										
										
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									RID  material  =  material_owner - > material ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( material  ! =  r_ris . canvas_last_material  | |  r_ris . rebind_shader )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										RasterizerStorageGLES3 : : Material  * material_ptr  =  storage - > material_owner . getornull ( material ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										RasterizerStorageGLES3 : : Shader  * shader_ptr  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( material_ptr )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											shader_ptr  =  material_ptr - > shader ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											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 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( shader_ptr )  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-04 09:32:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( shader_ptr - > canvas_item . uses_screen_texture  & &  ! state . canvas_texscreen_used )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//copy if not copied before
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_copy_texscreen ( Rect2 ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// blend mode will have been enabled so make sure we disable it again later on
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												r_ris . last_blend_mode  =  r_ris . last_blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED  ?  r_ris . last_blend_mode  :  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( shader_ptr  ! =  r_ris . shader_cache  | |  r_ris . rebind_shader )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( shader_ptr - > canvas_item . uses_time )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													VisualServerRaster : : redraw_request ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-04 09:32:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												state . canvas_shader . set_custom_shader ( shader_ptr - > custom_code_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( material_ptr - > ubo_id )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glBindBufferBase ( GL_UNIFORM_BUFFER ,  2 ,  material_ptr - > ubo_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											int  tc  =  material_ptr - > textures . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											RID  * textures  =  material_ptr - > textures . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ShaderLanguage : : ShaderNode : : Uniform : : Hint  * texture_hints  =  shader_ptr - > texture_hints . ptrw ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											for  ( int  i  =  0 ;  i  <  tc ;  i + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glActiveTexture ( GL_TEXTURE2  +  i ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-04 09:32:40 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												RasterizerStorageGLES3 : : Texture  * t  =  storage - > texture_owner . getornull ( textures [ i ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! t )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													switch  ( texture_hints [ i ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK_ALBEDO : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . black_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_ANISO :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . aniso_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . normal_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . white_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													//check hints
 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-12 18:56:16 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( t - > redraw_if_visible )  {  //check before proxy, because this is usually used with proxies
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													VisualServerRaster : : redraw_request ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												t  =  t - > get_ptr ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBindTexture ( t - > target ,  t - > tex_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_custom_shader ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . shader_cache  =  shader_ptr ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . canvas_last_material  =  material ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . rebind_shader  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  blend_mode  =  r_ris . shader_cache  ?  r_ris . shader_cache - > canvas_item . blend_mode  :  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED  & &  ( ! storage - > frame . current_rt  | |  ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										blend_mode  =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									bool  unshaded  =  r_ris . shader_cache  & &  ( r_ris . shader_cache - > canvas_item . light_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : LIGHT_MODE_UNSHADED  | |  ( blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX  & &  blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  reclip  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( r_ris . last_blend_mode  ! =  blend_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . last_blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// re-enable it
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glEnable ( GL_BLEND ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  if  ( blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// disable it
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glDisable ( GL_BLEND ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										switch  ( blend_mode )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED :  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// nothing to do here
 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX :  { 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												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  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE_MINUS_SRC_ALPHA ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_ADD :  { 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_SRC_ALPHA ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_SUB :  { 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_SRC_ALPHA ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MUL :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_DST_COLOR ,  GL_ZERO ,  GL_DST_ALPHA ,  GL_ZERO ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_DST_COLOR ,  GL_ZERO ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_ONE ,  GL_ONE_MINUS_SRC_ALPHA ,  GL_ONE ,  GL_ONE_MINUS_SRC_ALPHA ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_ONE ,  GL_ONE_MINUS_SRC_ALPHA ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . last_blend_mode  =  blend_mode ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-24 11:00:02 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									state . canvas_item_modulate  =  unshaded  ?  p_ci - > final_modulate  :  Color ( p_ci - > final_modulate . r  *  r_ris . item_group_modulate . r ,  p_ci - > final_modulate . g  *  r_ris . item_group_modulate . g ,  p_ci - > final_modulate . b  *  r_ris . item_group_modulate . b ,  p_ci - > final_modulate . a  *  r_ris . item_group_modulate . a ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									state . final_transform  =  p_ci - > final_transform ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . extra_matrix  =  Transform2D ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( state . using_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM ,  state . skeleton_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM_INVERSE ,  state . skeleton_transform_inverse ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									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 ,  state . extra_matrix ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( storage - > frame . current_rt )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0  /  storage - > frame . current_rt - > width ,  1.0  /  storage - > frame . current_rt - > height ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0 ,  1.0 ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( unshaded  | |  ( state . canvas_item_modulate . a  >  0.001  & &  ( ! r_ris . shader_cache  | |  r_ris . shader_cache - > canvas_item . light_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : LIGHT_MODE_LIGHT_ONLY )  & &  ! p_ci - > light_masked ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										_legacy_canvas_item_render_commands ( p_ci ,  r_ris . current_clip ,  reclip ,  nullptr ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ( blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX  | |  blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA )  & &  r_ris . item_group_light  & &  ! unshaded )  { 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										Light  * light  =  r_ris . item_group_light ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bool  light_used  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										VS : : CanvasLightMode  mode  =  VS : : CANVAS_LIGHT_MODE_ADD ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_item_modulate  =  p_ci - > final_modulate ;  // remove the canvas modulate
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										while  ( light )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( p_ci - > light_mask  &  light - > item_mask  & &  r_ris . item_group_z  > =  light - > z_min  & &  r_ris . item_group_z  < =  light - > z_max  & &  p_ci - > global_rect_cache . intersects_transformed ( light - > xform_cache ,  light - > rect_cache ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												//intersects this light
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( ! light_used  | |  mode  ! =  light - > mode )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													mode  =  light - > mode ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													switch  ( mode )  { 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														case  VS : : CANVAS_LIGHT_MODE_ADD :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBlendFunc ( GL_SRC_ALPHA ,  GL_ONE ) ; 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  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 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-12 10:06:30 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( ! light_used )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_LIGHTING ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													light_used  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2018-02-21 09:38:21 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												bool  has_shadow  =  light - > shadow_buffer . is_valid ( )  & &  p_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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_NEAREST ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_NONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF3 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF3 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF5 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF5 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF7 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF7 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF9 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF9 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF13 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF13 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												bool  light_rebind  =  state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( light_rebind )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : FINAL_MODULATE ,  state . canvas_item_modulate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX ,  state . final_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX ,  Transform2D ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( storage - > frame . current_rt )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0  /  storage - > frame . current_rt - > width ,  1.0  /  storage - > frame . current_rt - > height ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0 ,  1.0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( state . using_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM ,  state . skeleton_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM_INVERSE ,  state . skeleton_transform_inverse ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBindBufferBase ( GL_UNIFORM_BUFFER ,  1 ,  static_cast < LightInternal  * > ( light - > light_internal . get_data ( ) ) - > ubo ) ; 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( has_shadow )  { 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													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 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													/*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 ) ; */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												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  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													t  =  t - > get_ptr ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													glBindTexture ( t - > target ,  t - > tex_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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												glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_legacy_canvas_item_render_commands ( p_ci ,  r_ris . current_clip ,  reclip ,  nullptr ) ;  //redraw using light
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											light  =  light - > next_ptr ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( light_used )  { 
							 
						 
					
						
							
								
									
										
										
										
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											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_LIGHTING ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SHADOWS ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_NEAREST ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF3 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF5 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF7 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF9 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF13 ,  false ) ; 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
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											state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											r_ris . last_blend_mode  =  - 1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											/*
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//this is set again, so it should not be needed anyway?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_item_modulate  =  unshaded  ?  ci - > final_modulate  :  Color ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . r  *  p_modulate . r , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . g  *  p_modulate . g , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . b  *  p_modulate . b , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . a  *  p_modulate . a  ) ; 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX , state . final_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX , Transform2D ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : FINAL_MODULATE , state . canvas_item_modulate ) ; 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											//@TODO RESET canvas_blend_mode
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											*/ 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( reclip )  { 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										glEnable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										int  y  =  storage - > frame . current_rt - > height  -  ( r_ris . current_clip - > final_clip_rect . position . y  +  r_ris . current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											y  =  r_ris . current_clip - > final_clip_rect . position . y ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glScissor ( r_ris . current_clip - > final_clip_rect . position . x ,  y ,  r_ris . current_clip - > final_clip_rect . size . width ,  r_ris . current_clip - > final_clip_rect . size . height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : render_batches ( Item : : Command  * const  * p_commands ,  Item  * p_current_clip ,  bool  & r_reclip ,  RasterizerStorageGLES3 : : Material  * p_material )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	bdata.reset_flush();
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	return;
 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  num_batches  =  bdata . batches . size ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									for  ( int  batch_num  =  0 ;  batch_num  <  num_batches ;  batch_num + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  Batch  & batch  =  bdata . batches [ batch_num ] ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										switch  ( batch . type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageCommon : : BT_RECT :  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												_batch_render_generic ( batch ,  p_material ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageCommon : : BT_POLY :  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												_batch_render_generic ( batch ,  p_material ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageCommon : : BT_LINE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_batch_render_lines ( batch ,  p_material ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageCommon : : BT_LINE_AA :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_batch_render_lines ( batch ,  p_material ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												int  end_command  =  batch . first_command  +  batch . num_commands ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												for  ( int  i  =  batch . first_command ;  i  <  end_command ;  i + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													Item : : Command  * c  =  p_commands [ i ] ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													switch  ( c - > type )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_LINE :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandLine  * line  =  static_cast < Item : : CommandLine  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															_bind_canvas_texture ( RID ( ) ,  RID ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															glVertexAttrib4f ( VS : : ARRAY_COLOR ,  line - > color . r ,  line - > color . g ,  line - > color . b ,  line - > color . a ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( line - > width  < =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Vector2  verts [ 2 ]  =  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	Vector2 ( line - > from . x ,  line - > from . y ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	Vector2 ( line - > to . x ,  line - > to . y ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2016-11-22 20:51:56 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( line - > antialiased ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																//glLineWidth(line->width);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																_draw_gui_primitive ( 2 ,  verts ,  NULL ,  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2016-11-22 20:51:56 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( line - > antialiased ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDisable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																//thicker line
 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																Vector2  t  =  ( line - > from  -  line - > to ) . normalized ( ) . tangent ( )  *  line - > width  *  0.5 ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																Vector2  verts [ 4 ]  =  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	line - > from  -  t , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	line - > from  +  t , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	line - > to  +  t , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	line - > to  -  t , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																//glLineWidth(line->width);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																_draw_gui_primitive ( 4 ,  verts ,  NULL ,  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( line - > antialiased )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	for  ( int  j  =  0 ;  j  <  4 ;  j + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		Vector2  vertsl [ 2 ]  =  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																			verts [ j ] , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																			verts [ ( j  +  1 )  %  4 ] , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		_draw_gui_primitive ( 2 ,  vertsl ,  NULL ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDisable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_POLYLINE :  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandPolyLine  * pline  =  static_cast < Item : : CommandPolyLine  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															_bind_canvas_texture ( RID ( ) ,  RID ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( pline - > triangles . size ( ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef RASTERIZER_EXTRA_CHECKS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( pline - > triangle_colors . ptr ( )  & &  ( pline - > triangle_colors . size ( )  ! =  1 ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	RAST_DEV_DEBUG_ASSERT ( pline - > triangle_colors . size ( )  = =  pline - > triangles . size ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																_draw_generic ( GL_TRIANGLE_STRIP ,  pline - > triangles . size ( ) ,  pline - > triangles . ptr ( ) ,  NULL ,  pline - > triangle_colors . ptr ( ) ,  pline - > triangle_colors . size ( )  = =  1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																glEnable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( pline - > multiline )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	//needs to be different
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	_draw_generic ( GL_LINE_LOOP ,  pline - > lines . size ( ) ,  pline - > lines . ptr ( ) ,  NULL ,  pline - > line_colors . ptr ( ) ,  pline - > line_colors . size ( )  = =  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glDisable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															}  else  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( pline - > antialiased ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2017-12-09 14:11:26 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( pline - > multiline )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	int  todo  =  pline - > lines . size ( )  /  2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	int  max_per_call  =  data . polygon_buffer_size  /  ( sizeof ( real_t )  *  4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	int  offset  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-12-09 14:11:26 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	while  ( todo )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		int  to_draw  =  MIN ( max_per_call ,  todo ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		_draw_generic ( GL_LINES ,  to_draw  *  2 ,  & pline - > lines . ptr ( ) [ offset ] ,  NULL ,  pline - > line_colors . size ( )  = =  1  ?  pline - > line_colors . ptr ( )  :  & pline - > line_colors . ptr ( ) [ offset ] ,  pline - > line_colors . size ( )  = =  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		todo  - =  to_draw ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		offset  + =  to_draw  *  2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2017-12-09 14:11:26 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																}  else  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-12-09 14:11:26 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	_draw_generic ( GL_LINE_STRIP ,  pline - > lines . size ( ) ,  pline - > lines . ptr ( ) ,  NULL ,  pline - > line_colors . ptr ( ) ,  pline - > line_colors . size ( )  = =  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( pline - > antialiased ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDisable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-30 21:30:17 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_RECT :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandRect  * rect  =  static_cast < Item : : CommandRect  * > ( c ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															//set color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glVertexAttrib4f ( VS : : ARRAY_COLOR ,  rect - > modulate . r ,  rect - > modulate . g ,  rect - > modulate . b ,  rect - > modulate . a ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Texture  * texture  =  _bind_canvas_texture ( rect - > texture ,  rect - > normal_map ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( use_nvidia_rect_workaround )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																render_rect_nvidia_workaround ( rect ,  texture ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  else  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																_set_texture_rect_mode ( true ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( texture )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	bool  untile  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2017-09-02 11:58:04 -05:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	Size2  texpixel_size ( 1.0  /  texture - > width ,  1.0  /  texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	Rect2  src_rect  =  ( rect - > flags  &  CANVAS_RECT_REGION )  ?  Rect2 ( rect - > source . position  *  texpixel_size ,  rect - > source . size  *  texpixel_size )  :  Rect2 ( 0 ,  0 ,  1 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	Rect2  dst_rect  =  Rect2 ( rect - > rect . position ,  rect - > rect . size ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	if  ( dst_rect . size . width  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . position . x  + =  dst_rect . size . width ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . size . width  * =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	if  ( dst_rect . size . height  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . position . y  + =  dst_rect . size . height ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . size . height  * =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	if  ( rect - > flags  &  CANVAS_RECT_FLIP_H )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		src_rect . size . x  * =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	if  ( rect - > flags  &  CANVAS_RECT_FLIP_V )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		src_rect . size . y  * =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	if  ( rect - > flags  &  CANVAS_RECT_TRANSPOSE )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . size . x  * =  - 1 ;  // Encoding in the dst_rect.z uniform
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-18 22:55:02 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  texpixel_size ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : DST_RECT ,  Color ( dst_rect . position . x ,  dst_rect . position . y ,  dst_rect . size . x ,  dst_rect . size . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SRC_RECT ,  Color ( src_rect . position . x ,  src_rect . position . y ,  src_rect . size . x ,  src_rect . size . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  rect - > flags  &  CANVAS_RECT_CLIP_UV ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	glDrawArrays ( GL_TRIANGLE_FAN ,  0 ,  4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2017-09-02 11:58:04 -05:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	Rect2  dst_rect  =  Rect2 ( rect - > rect . position ,  rect - > rect . size ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	if  ( dst_rect . size . width  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . position . x  + =  dst_rect . size . width ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . size . width  * =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	if  ( dst_rect . size . height  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . position . y  + =  dst_rect . size . height ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		dst_rect . size . height  * =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : DST_RECT ,  Color ( dst_rect . position . x ,  dst_rect . position . y ,  dst_rect . size . x ,  dst_rect . size . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SRC_RECT ,  Color ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDrawArrays ( GL_TRIANGLE_FAN ,  0 ,  4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  // if not use nvidia workaround
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_NINEPATCH :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandNinePatch  * np  =  static_cast < Item : : CommandNinePatch  * > ( c ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															_set_texture_rect_mode ( true ,  true ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															glVertexAttrib4f ( VS : : ARRAY_COLOR ,  np - > color . r ,  np - > color . g ,  np - > color . b ,  np - > color . a ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Texture  * texture  =  _bind_canvas_texture ( np - > texture ,  np - > normal_map ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Size2  texpixel_size ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( ! texture )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																texpixel_size  =  Size2 ( 1 ,  1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SRC_RECT ,  Color ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															}  else  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( np - > source  ! =  Rect2 ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	texpixel_size  =  Size2 ( 1.0  /  np - > source . size . width ,  1.0  /  np - > source . size . height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SRC_RECT ,  Color ( np - > source . position . x  /  texture - > width ,  np - > source . position . y  /  texture - > height ,  np - > source . size . x  /  texture - > width ,  np - > source . size . y  /  texture - > height ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	texpixel_size  =  Size2 ( 1.0  /  texture - > width ,  1.0  /  texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SRC_RECT ,  Color ( 0 ,  0 ,  1 ,  1 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  texpixel_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : NP_REPEAT_H ,  int ( np - > axis_x ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : NP_REPEAT_V ,  int ( np - > axis_y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : NP_DRAW_CENTER ,  np - > draw_center ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : NP_MARGINS ,  Color ( np - > margin [ MARGIN_LEFT ] ,  np - > margin [ MARGIN_TOP ] ,  np - > margin [ MARGIN_RIGHT ] ,  np - > margin [ MARGIN_BOTTOM ] ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : DST_RECT ,  Color ( np - > rect . position . x ,  np - > rect . position . y ,  np - > rect . size . x ,  np - > rect . size . y ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															glDrawArrays ( GL_TRIANGLE_FAN ,  0 ,  4 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_PRIMITIVE :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandPrimitive  * primitive  =  static_cast < Item : : CommandPrimitive  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															ERR_CONTINUE ( primitive - > points . size ( )  <  1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Texture  * texture  =  _bind_canvas_texture ( primitive - > texture ,  primitive - > normal_map ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Size2  texpixel_size ( 1.0  /  texture - > width ,  1.0  /  texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  texpixel_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															// we need a temporary because this must be nulled out
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															// if only a single color specified
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															const  Color  * colors  =  primitive - > colors . ptr ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( primitive - > colors . size ( )  = =  1  & &  primitive - > points . size ( )  >  1 )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																Color  col  =  primitive - > colors [ 0 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttrib4f ( VS : : ARRAY_COLOR ,  col . r ,  col . g ,  col . b ,  col . a ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																colors  =  nullptr ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															}  else  if  ( primitive - > colors . empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttrib4f ( VS : : ARRAY_COLOR ,  1 ,  1 ,  1 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef RASTERIZER_EXTRA_CHECKS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																RAST_DEV_DEBUG_ASSERT ( primitive - > colors . size ( )  = =  primitive - > points . size ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( primitive - > uvs . ptr ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																RAST_DEV_DEBUG_ASSERT ( primitive - > uvs . size ( )  = =  primitive - > points . size ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-22 11:24:29 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															_draw_gui_primitive ( primitive - > points . size ( ) ,  primitive - > points . ptr ( ) ,  colors ,  primitive - > uvs . ptr ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_POLYGON :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandPolygon  * polygon  =  static_cast < Item : : CommandPolygon  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Texture  * texture  =  _bind_canvas_texture ( polygon - > texture ,  polygon - > normal_map ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Size2  texpixel_size ( 1.0  /  texture - > width ,  1.0  /  texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  texpixel_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															_draw_polygon ( polygon - > indices . ptr ( ) ,  polygon - > count ,  polygon - > points . size ( ) ,  polygon - > points . ptr ( ) ,  polygon - > uvs . ptr ( ) ,  polygon - > colors . ptr ( ) ,  polygon - > colors . size ( )  = =  1 ,  polygon - > bones . ptr ( ) ,  polygon - > weights . ptr ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-19 13:14:04 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( polygon - > antialiased )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( polygon - > antialiasing_use_indices )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	_draw_generic_indices ( GL_LINE_STRIP ,  polygon - > indices . ptr ( ) ,  polygon - > count ,  polygon - > points . size ( ) ,  polygon - > points . ptr ( ) ,  polygon - > uvs . ptr ( ) ,  polygon - > colors . ptr ( ) ,  polygon - > colors . size ( )  = =  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	_draw_generic ( GL_LINE_LOOP ,  polygon - > points . size ( ) ,  polygon - > points . ptr ( ) ,  polygon - > uvs . ptr ( ) ,  polygon - > colors . ptr ( ) ,  polygon - > colors . size ( )  = =  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glDisable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-19 13:14:04 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_MESH :  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandMesh  * mesh  =  static_cast < Item : : CommandMesh  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-12-27 20:39:00 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Texture  * texture  =  _bind_canvas_texture ( mesh - > texture ,  mesh - > normal_map ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															if  ( texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Size2  texpixel_size ( 1.0  /  texture - > width ,  1.0  /  texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  texpixel_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX ,  state . final_transform  *  mesh - > transform ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Mesh  * mesh_data  =  storage - > mesh_owner . getornull ( mesh - > mesh ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( mesh_data )  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																for  ( int  j  =  0 ;  j  <  mesh_data - > surfaces . size ( ) ;  j + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	RasterizerStorageGLES3 : : Surface  * s  =  mesh_data - > surfaces [ j ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glBindVertexArray ( s - > array_id ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	glVertexAttrib4f ( VS : : ARRAY_COLOR ,  mesh - > modulate . r ,  mesh - > modulate . g ,  mesh - > modulate . b ,  mesh - > modulate . a ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	if  ( s - > index_array_len )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glDrawElements ( gl_primitive [ s - > primitive ] ,  s - > index_array_len ,  ( s - > array_len  > =  ( 1  < <  16 ) )  ?  GL_UNSIGNED_INT  :  GL_UNSIGNED_SHORT ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glDrawArrays ( gl_primitive [ s - > primitive ] ,  0 ,  s - > array_len ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																	glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX ,  state . final_transform ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_MULTIMESH :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															Item : : CommandMultiMesh  * mmesh  =  static_cast < Item : : CommandMultiMesh  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : MultiMesh  * multi_mesh  =  storage - > multimesh_owner . getornull ( mmesh - > multimesh ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( ! multi_mesh ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Mesh  * mesh_data  =  storage - > mesh_owner . getornull ( multi_mesh - > mesh ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( ! mesh_data ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Texture  * texture  =  _bind_canvas_texture ( mmesh - > texture ,  mmesh - > normal_map ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM ,  multi_mesh - > custom_data_format  ! =  VS : : MULTIMESH_CUSTOM_DATA_NONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															//reset shader and force rebind
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . using_texture_rect  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Size2  texpixel_size ( 1.0  /  texture - > width ,  1.0  /  texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  texpixel_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															int  amount  =  MIN ( multi_mesh - > size ,  multi_mesh - > visible_instances ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( amount  = =  - 1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																amount  =  multi_mesh - > size ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															for  ( int  j  =  0 ;  j  <  mesh_data - > surfaces . size ( ) ;  j + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																RasterizerStorageGLES3 : : Surface  * s  =  mesh_data - > surfaces [ j ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glBindVertexArray ( s - > instancing_array_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glBindBuffer ( GL_ARRAY_BUFFER ,  multi_mesh - > buffer ) ;  //modify the buffer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																int  stride  =  ( multi_mesh - > xform_floats  +  multi_mesh - > color_floats  +  multi_mesh - > custom_data_floats )  *  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnableVertexAttribArray ( 8 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribPointer ( 8 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( 0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribDivisor ( 8 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnableVertexAttribArray ( 9 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribPointer ( 9 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( 4  *  4 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribDivisor ( 9 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																int  color_ofs ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( multi_mesh - > transform_format  = =  VS : : MULTIMESH_TRANSFORM_3D )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 10 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 10 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( 8  *  4 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 10 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	color_ofs  =  12  *  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDisableVertexAttribArray ( 10 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttrib4f ( 10 ,  0 ,  0 ,  1 ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	color_ofs  =  8  *  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																int  custom_data_ofs  =  color_ofs ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																switch  ( multi_mesh - > color_format )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_COLOR_MAX : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_COLOR_NONE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glDisableVertexAttribArray ( 11 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttrib4f ( 11 ,  1 ,  1 ,  1 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_COLOR_8BIT :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glEnableVertexAttribArray ( 11 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribPointer ( 11 ,  4 ,  GL_UNSIGNED_BYTE ,  GL_TRUE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( color_ofs ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribDivisor ( 11 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		custom_data_ofs  + =  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_COLOR_FLOAT :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glEnableVertexAttribArray ( 11 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribPointer ( 11 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( color_ofs ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribDivisor ( 11 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		custom_data_ofs  + =  4  *  4 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																switch  ( multi_mesh - > custom_data_format )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_CUSTOM_DATA_MAX : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_CUSTOM_DATA_NONE :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glDisableVertexAttribArray ( 12 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttrib4f ( 12 ,  1 ,  1 ,  1 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_CUSTOM_DATA_8BIT :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glEnableVertexAttribArray ( 12 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribPointer ( 12 ,  4 ,  GL_UNSIGNED_BYTE ,  GL_TRUE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( custom_data_ofs ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribDivisor ( 12 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	case  VS : : MULTIMESH_CUSTOM_DATA_FLOAT :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glEnableVertexAttribArray ( 12 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribPointer ( 12 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( custom_data_ofs ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		glVertexAttribDivisor ( 12 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( s - > index_array_len )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDrawElementsInstanced ( gl_primitive [ s - > primitive ] ,  s - > index_array_len ,  ( s - > array_len  > =  ( 1  < <  16 ) )  ?  GL_UNSIGNED_INT  :  GL_UNSIGNED_SHORT ,  0 ,  amount ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDrawArraysInstanced ( gl_primitive [ s - > primitive ] ,  0 ,  s - > array_len ,  amount ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . using_texture_rect  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_PARTICLES :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															Item : : CommandParticles  * particles_cmd  =  static_cast < Item : : CommandParticles  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Particles  * particles  =  storage - > particles_owner . getornull ( particles_cmd - > particles ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( ! particles ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( particles - > inactive  & &  ! particles - > emitting ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glVertexAttrib4f ( VS : : ARRAY_COLOR ,  1 ,  1 ,  1 ,  1 ) ;  //not used, so keep white
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															VisualServerRaster : : redraw_request ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															storage - > particles_request_process ( particles_cmd - > particles ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															//enable instancing
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_PARTICLES ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															//reset shader and force rebind
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . using_texture_rect  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															RasterizerStorageGLES3 : : Texture  * texture  =  _bind_canvas_texture ( particles_cmd - > texture ,  particles_cmd - > normal_map ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Size2  texpixel_size ( 1.0  /  texture - > width ,  1.0  /  texture - > height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  texpixel_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  Vector2 ( 1.0 ,  1.0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( ! particles - > use_local_coords )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Transform2D  inv_xf ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																inv_xf . set_axis ( 0 ,  Vector2 ( particles - > emission_transform . basis . get_axis ( 0 ) . x ,  particles - > emission_transform . basis . get_axis ( 0 ) . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																inv_xf . set_axis ( 1 ,  Vector2 ( particles - > emission_transform . basis . get_axis ( 1 ) . x ,  particles - > emission_transform . basis . get_axis ( 1 ) . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																inv_xf . set_origin ( Vector2 ( particles - > emission_transform . get_origin ( ) . x ,  particles - > emission_transform . get_origin ( ) . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																inv_xf . affine_invert ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX ,  state . final_transform  *  inv_xf ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindVertexArray ( data . particle_quad_array ) ;  //use particle quad array
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindBuffer ( GL_ARRAY_BUFFER ,  particles - > particle_buffers [ 0 ] ) ;  //bind particle buffer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															int  stride  =  sizeof ( float )  *  4  *  6 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															int  amount  =  particles - > amount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( particles - > draw_order  ! =  VS : : PARTICLES_DRAW_ORDER_LIFETIME )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnableVertexAttribArray ( 8 ) ;  //xform x
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribPointer ( 8 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  3 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribDivisor ( 8 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnableVertexAttribArray ( 9 ) ;  //xform y
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribPointer ( 9 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  4 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribDivisor ( 9 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnableVertexAttribArray ( 10 ) ;  //xform z
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribPointer ( 10 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  5 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribDivisor ( 10 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnableVertexAttribArray ( 11 ) ;  //color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribPointer ( 11 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribDivisor ( 11 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glEnableVertexAttribArray ( 12 ) ;  //custom
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribPointer ( 12 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  2 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glVertexAttribDivisor ( 12 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																glDrawArraysInstanced ( GL_TRIANGLE_FAN ,  0 ,  4 ,  amount ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																//split
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																int  split  =  int ( Math : : ceil ( particles - > phase  *  particles - > amount ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( amount  -  split  >  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 8 ) ;  //xform x
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 8 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( stride  *  split  +  sizeof ( float )  *  4  *  3 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 8 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 9 ) ;  //xform y
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 9 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( stride  *  split  +  sizeof ( float )  *  4  *  4 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 9 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 10 ) ;  //xform z
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 10 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( stride  *  split  +  sizeof ( float )  *  4  *  5 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 10 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 11 ) ;  //color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 11 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( stride  *  split  +  0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 11 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 12 ) ;  //custom
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 12 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( stride  *  split  +  sizeof ( float )  *  4  *  2 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 12 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDrawArraysInstanced ( GL_TRIANGLE_FAN ,  0 ,  4 ,  amount  -  split ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( split  >  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 8 ) ;  //xform x
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 8 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  3 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 8 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 9 ) ;  //xform y
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 9 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  4 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 9 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 10 ) ;  //xform z
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 10 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  5 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 10 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 11 ) ;  //color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 11 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 11 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glEnableVertexAttribArray ( 12 ) ;  //custom
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribPointer ( 12 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  stride ,  CAST_INT_TO_UCHAR_PTR ( sizeof ( float )  *  4  *  2 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glVertexAttribDivisor ( 12 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	glDrawArraysInstanced ( GL_TRIANGLE_FAN ,  0 ,  4 ,  split ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_PARTICLES ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . using_texture_rect  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_CIRCLE :  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															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 ] ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															for  ( int  j  =  0 ;  j  <  numpoints ;  j + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-08-29 16:48:32 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																points [ j ]  =  circle - > pos  +  Vector2 ( Math : : sin ( j  *  Math_PI  *  2.0  /  numpoints ) ,  Math : : cos ( j  *  Math_PI  *  2.0  /  numpoints ) )  *  circle - > radius ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																indices [ j  *  3  +  0 ]  =  j ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																indices [ j  *  3  +  1 ]  =  ( j  +  1 )  %  numpoints ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																indices [ j  *  3  +  2 ]  =  numpoints ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															_bind_canvas_texture ( RID ( ) ,  RID ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															_draw_polygon ( indices ,  numpoints  *  3 ,  numpoints  +  1 ,  points ,  NULL ,  & circle - > color ,  true ,  NULL ,  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															//_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 :  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandTransform  * transform  =  static_cast < Item : : CommandTransform  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . extra_matrix  =  transform - > xform ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX ,  state . extra_matrix ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  Item : : Command : : TYPE_CLIP_IGNORE :  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
															Item : : CommandClipIgnore  * ci  =  static_cast < Item : : CommandClipIgnore  * > ( c ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( p_current_clip )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																if  ( ci - > ignore  ! =  r_reclip )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	if  ( ci - > ignore )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																		glDisable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		r_reclip  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	}  else  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																		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  y  =  storage - > frame . current_rt - > height  -  ( p_current_clip - > final_clip_rect . position . y  +  p_current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																		if  ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																			y  =  p_current_clip - > final_clip_rect . position . y ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																		glScissor ( p_current_clip - > final_clip_rect . position . x ,  y ,  p_current_clip - > final_clip_rect . size . x ,  p_current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
																		r_reclip  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															// FIXME: Proper error handling if relevant
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															//print_line("other");
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  // default
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : render_joined_item ( const  BItemJoined  & p_bij ,  RenderItemState  & r_ris )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									storage - > info . render . _2d_item_count + + ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( bdata . diagnose_frame )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bdata . frame_string  + =  " \t joined_item  "  +  itos ( p_bij . num_item_refs )  +  "  refs \n " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( p_bij . z_index  ! =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											bdata . frame_string  + =  " \t \t (z  "  +  itos ( p_bij . z_index )  +  " ) \n " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// all the joined items will share the same state with the first item
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Item  * p_ci  =  bdata . item_refs [ p_bij . first_item_ref ] . item ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( r_ris . prev_distance_field  ! =  p_ci - > distance_field )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-12 18:56:16 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_DISTANCE_FIELD ,  p_ci - > distance_field ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . prev_distance_field  =  p_ci - > distance_field ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . rebind_shader  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-12 18:56:16 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( r_ris . current_clip  ! =  p_ci - > final_clip_owner )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . current_clip  =  p_ci - > final_clip_owner ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										//setup clip
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . current_clip )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glEnable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int  y  =  storage - > frame . current_rt - > height  -  ( r_ris . current_clip - > final_clip_rect . position . y  +  r_ris . current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												y  =  r_ris . current_clip - > final_clip_rect . position . y ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glScissor ( r_ris . current_clip - > final_clip_rect . position . x ,  y ,  r_ris . current_clip - > final_clip_rect . size . x ,  r_ris . current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glDisable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( p_ci - > copy_back_buffer )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( p_ci - > copy_back_buffer - > full )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											_copy_texscreen ( Rect2 ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											_copy_texscreen ( p_ci - > copy_back_buffer - > rect ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ! bdata . settings_use_batching  | |  ! bdata . settings_use_software_skinning )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										RasterizerStorageGLES3 : : Skeleton  * skeleton  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-01-15 15:13:58 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										//skeleton handling
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( p_ci - > skeleton . is_valid ( )  & &  storage - > skeleton_owner . owns ( p_ci - > skeleton ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											skeleton  =  storage - > skeleton_owner . get ( p_ci - > skeleton ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! skeleton - > use_2d )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												skeleton  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												state . skeleton_transform  =  r_ris . item_group_base_transform  *  skeleton - > base_transform_2d ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												state . skeleton_transform_inverse  =  state . skeleton_transform . affine_inverse ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										bool  use_skeleton  =  skeleton  ! =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . prev_use_skeleton  ! =  use_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ris . rebind_shader  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SKELETON ,  use_skeleton ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ris . prev_use_skeleton  =  use_skeleton ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glActiveTexture ( GL_TEXTURE0  +  storage - > config . max_texture_image_units  -  4 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindTexture ( GL_TEXTURE_2D ,  skeleton - > texture ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . using_skeleton  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . using_skeleton  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									}  // if not using batching
 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//begin rect
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Item  * material_owner  =  p_ci - > material_owner  ?  p_ci - > material_owner  :  p_ci ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									RID  material  =  material_owner - > material ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( material  ! =  r_ris . canvas_last_material  | |  r_ris . rebind_shader )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										RasterizerStorageGLES3 : : Material  * material_ptr  =  storage - > material_owner . getornull ( material ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										RasterizerStorageGLES3 : : Shader  * shader_ptr  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( material_ptr )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											shader_ptr  =  material_ptr - > shader ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( shader_ptr  & &  shader_ptr - > mode  ! =  VS : : SHADER_CANVAS_ITEM )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												shader_ptr  =  NULL ;  //do not use non canvasitem shader
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( shader_ptr )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( shader_ptr - > canvas_item . uses_screen_texture  & &  ! state . canvas_texscreen_used )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//copy if not copied before
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												_copy_texscreen ( Rect2 ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// blend mode will have been enabled so make sure we disable it again later on
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												r_ris . last_blend_mode  =  r_ris . last_blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED  ?  r_ris . last_blend_mode  :  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( shader_ptr  ! =  r_ris . shader_cache  | |  r_ris . rebind_shader )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( shader_ptr - > canvas_item . uses_time )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													VisualServerRaster : : redraw_request ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												state . canvas_shader . set_custom_shader ( shader_ptr - > custom_code_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( material_ptr - > ubo_id )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glBindBufferBase ( GL_UNIFORM_BUFFER ,  2 ,  material_ptr - > ubo_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											int  tc  =  material_ptr - > textures . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											RID  * textures  =  material_ptr - > textures . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ShaderLanguage : : ShaderNode : : Uniform : : Hint  * texture_hints  =  shader_ptr - > texture_hints . ptrw ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											for  ( int  i  =  0 ;  i  <  tc ;  i + + )  { 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glActiveTexture ( GL_TEXTURE2  +  i ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												RasterizerStorageGLES3 : : Texture  * t  =  storage - > texture_owner . getornull ( textures [ i ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! t )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													switch  ( texture_hints [ i ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK_ALBEDO : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_BLACK :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . black_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_ANISO :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . aniso_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														case  ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . normal_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . white_tex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													//check hints
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( t - > redraw_if_visible )  {  //check before proxy, because this is usually used with proxies
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													VisualServerRaster : : redraw_request ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												t  =  t - > get_ptr ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												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 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBindTexture ( t - > target ,  t - > tex_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_custom_shader ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . shader_cache  =  shader_ptr ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . canvas_last_material  =  material ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . rebind_shader  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  blend_mode  =  r_ris . shader_cache  ?  r_ris . shader_cache - > canvas_item . blend_mode  :  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED  & &  ( ! storage - > frame . current_rt  | |  ! storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										blend_mode  =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  unshaded  =  r_ris . shader_cache  & &  ( r_ris . shader_cache - > canvas_item . light_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : LIGHT_MODE_UNSHADED  | |  ( blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX  & &  blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  reclip  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( r_ris . last_blend_mode  ! =  blend_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . last_blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// re-enable it
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glEnable ( GL_BLEND ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  if  ( blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// disable it
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glDisable ( GL_BLEND ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										switch  ( blend_mode )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_DISABLED :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// nothing to do here
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX :  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-06-16 22:55:21 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												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  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE_MINUS_SRC_ALPHA ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_ADD :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_SRC_ALPHA ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_SUB :  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_REVERSE_SUBTRACT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_SRC_ALPHA ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_SRC_ALPHA ,  GL_ONE ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MUL :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_DST_COLOR ,  GL_ZERO ,  GL_DST_ALPHA ,  GL_ZERO ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_DST_COLOR ,  GL_ZERO ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( storage - > frame . current_rt  & &  storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_TRANSPARENT ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_ONE ,  GL_ONE_MINUS_SRC_ALPHA ,  GL_ONE ,  GL_ONE_MINUS_SRC_ALPHA ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													glBlendFuncSeparate ( GL_ONE ,  GL_ONE_MINUS_SRC_ALPHA ,  GL_ZERO ,  GL_ONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . last_blend_mode  =  blend_mode ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//state.canvas_item_modulate = unshaded ? p_ci->final_modulate : Color(p_ci->final_modulate.r * r_ris.item_group_modulate.r, p_ci->final_modulate.g * r_ris.item_group_modulate.g, p_ci->final_modulate.b * r_ris.item_group_modulate.b, p_ci->final_modulate.a * r_ris.item_group_modulate.a);
 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//	state.final_transform = p_ci->final_transform;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	state.extra_matrix = Transform2D();
 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-24 17:36:07 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// using software transform?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// (i.e. don't send the transform matrix, send identity, and either use baked verts,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// or large fvf where the transform is done in the shader from transform stored in the fvf.)
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ! p_bij . use_hardware_transform ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . final_transform  =  Transform2D ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// final_modulate will be baked per item ref so the final_modulate can be an identity color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_item_modulate  =  Color ( 1 ,  1 ,  1 ,  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . final_transform  =  p_ci - > final_transform ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// could use the stored version of final_modulate in item ref? Test which is faster NYI
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_item_modulate  =  unshaded  ?  p_ci - > final_modulate  :  ( p_ci - > final_modulate  *  r_ris . item_group_modulate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . extra_matrix  =  Transform2D ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( state . using_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM ,  state . skeleton_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM_INVERSE ,  state . skeleton_transform_inverse ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : FINAL_MODULATE ,  state . canvas_item_modulate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX ,  state . final_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX ,  state . extra_matrix ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( storage - > frame . current_rt )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0  /  storage - > frame . current_rt - > width ,  1.0  /  storage - > frame . current_rt - > height ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0 ,  1.0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( unshaded  | |  ( state . canvas_item_modulate . a  >  0.001  & &  ( ! r_ris . shader_cache  | |  r_ris . shader_cache - > canvas_item . light_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : LIGHT_MODE_LIGHT_ONLY )  & &  ! p_ci - > light_masked ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										RasterizerStorageGLES3 : : Material  * material_ptr  =  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										render_joined_item_commands ( p_bij ,  NULL ,  reclip ,  material_ptr ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-03 17:29:15 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ( blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX  | |  blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA )  & &  r_ris . item_group_light  & &  ! unshaded )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										Light  * light  =  r_ris . item_group_light ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bool  light_used  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										VS : : CanvasLightMode  mode  =  VS : : CANVAS_LIGHT_MODE_ADD ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										state . canvas_item_modulate  =  p_ci - > final_modulate ;  // remove the canvas modulate
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										while  ( light )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// use the bounding rect of the joined items, NOT only the bounding rect of the first item.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// note this is a cost of batching, the light culling will be less effective
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// note that the r_ris.item_group_z will be out of date because we are using deferred rendering till canvas_render_items_end()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// so we have to test z against the stored value in the joined item
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( p_ci - > light_mask  &  light - > item_mask  & &  p_bij . z_index  > =  light - > z_min  & &  p_bij . z_index  < =  light - > z_max  & &  p_bij . bounding_rect . intersects_transformed ( light - > xform_cache ,  light - > rect_cache ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												//intersects this light
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( ! light_used  | |  mode  ! =  light - > mode )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													mode  =  light - > mode ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													switch  ( mode )  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-07 21:24:29 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														case  VS : : CANVAS_LIGHT_MODE_ADD :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															glBlendFunc ( GL_SRC_ALPHA ,  GL_ONE ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  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 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-12-26 15:13:00 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-12-26 15:13:00 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( ! light_used )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_LIGHTING ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													light_used  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-29 20:48:09 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												bool  has_shadow  =  light - > shadow_buffer . is_valid ( )  & &  p_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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_NEAREST ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_NONE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF3 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF3 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF5 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF5 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF7 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF7 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF9 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF9 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF13 ,  light - > shadow_filter  = =  VS : : CANVAS_LIGHT_FILTER_PCF13 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-29 20:48:09 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												bool  light_rebind  =  state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( light_rebind )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : FINAL_MODULATE ,  state . canvas_item_modulate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX ,  state . final_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX ,  Transform2D ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( storage - > frame . current_rt )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0  /  storage - > frame . current_rt - > width ,  1.0  /  storage - > frame . current_rt - > height ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SCREEN_PIXEL_SIZE ,  Vector2 ( 1.0 ,  1.0 ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-07-16 11:43:26 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													if  ( state . using_skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM ,  state . skeleton_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : SKELETON_TRANSFORM_INVERSE ,  state . skeleton_transform_inverse ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-29 20:48:09 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glBindBufferBase ( GL_UNIFORM_BUFFER ,  1 ,  static_cast < LightInternal  * > ( light - > light_internal . get_data ( ) ) - > ubo ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-07 21:24:29 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												if  ( has_shadow )  { 
							 
						 
					
						
							
								
									
										
										
										
											2018-05-07 21:24:29 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													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 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													/*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 ) ; */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												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  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													t  =  t - > get_ptr ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													glBindTexture ( t - > target ,  t - > tex_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-01-11 19:38:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// redraw using light.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// if there is no clip item, we can consider scissoring to the intersection area between the light and the item
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// this can greatly reduce fill rate ..
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// at the cost of glScissor commands, so is optional
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! bdata . settings_scissor_lights  | |  r_ris . current_clip )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													render_joined_item_commands ( p_bij ,  NULL ,  reclip ,  nullptr ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													bool  scissor  =  _light_scissor_begin ( p_bij . bounding_rect ,  light - > xform_cache ,  light - > rect_cache ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													render_joined_item_commands ( p_bij ,  NULL ,  reclip ,  nullptr ,  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( scissor )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														glDisable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-01-11 19:38:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											light  =  light - > next_ptr ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( light_used )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_LIGHTING ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SHADOWS ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_NEAREST ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF3 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF5 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF7 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF9 ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : SHADOW_FILTER_PCF13 ,  false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											state . canvas_shader . bind ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											r_ris . last_blend_mode  =  - 1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											/*
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//this is set again, so it should not be needed anyway?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_item_modulate  =  unshaded  ?  ci - > final_modulate  :  Color ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . r  *  p_modulate . r , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . g  *  p_modulate . g , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . b  *  p_modulate . b , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														ci - > final_modulate . a  *  p_modulate . a  ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX , state . final_transform ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX , Transform2D ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : FINAL_MODULATE , state . canvas_item_modulate ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glBlendEquation ( GL_FUNC_ADD ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											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 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											//@TODO RESET canvas_blend_mode
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											*/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( reclip )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										glEnable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										int  y  =  storage - > frame . current_rt - > height  -  ( r_ris . current_clip - > final_clip_rect . position . y  +  r_ris . current_clip - > final_clip_rect . size . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											y  =  r_ris . current_clip - > final_clip_rect . position . y ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glScissor ( r_ris . current_clip - > final_clip_rect . position . x ,  y ,  r_ris . current_clip - > final_clip_rect . size . width ,  r_ris . current_clip - > final_clip_rect . size . height ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// This function is a dry run of the state changes when drawing the item.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// It should duplicate the logic in _canvas_render_item,
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// to decide whether items are similar enough to join
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// i.e. no state differences between the 2 items.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								bool  RasterizerCanvasGLES3 : : try_join_item ( Item  * p_ci ,  RenderItemState  & r_ris ,  bool  & r_batch_break )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// if we set max join items to zero we can effectively prevent any joining, so
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// none of the other logic needs to run. Good for testing regression bugs, and
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// could conceivably be faster in some games.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! bdata . settings_max_join_item_commands )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// if there are any state changes we change join to false
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// we also set r_batch_break to true if we don't want this item joined to the next
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// (e.g. an item that must not be joined at all)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									r_batch_break  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  join  =  true ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-02-18 09:57:02 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// light_masked objects we just don't currently support for joining
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// (this could possibly be improved at a later date)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( p_ci - > light_masked )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_batch_break  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// we will now allow joining even if final modulate is different
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// we will instead bake the final modulate into the vertex colors
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	if (p_ci->final_modulate != r_ris.final_modulate) {
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//		join = false;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//		r_ris.final_modulate = p_ci->final_modulate;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	}
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( r_ris . current_clip  ! =  p_ci - > final_clip_owner )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . current_clip  =  p_ci - > final_clip_owner ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// TODO: copy back buffer
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( p_ci - > copy_back_buffer )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									RasterizerStorageGLES3 : : Skeleton  * skeleton  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										//skeleton handling
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( p_ci - > skeleton . is_valid ( )  & &  storage - > skeleton_owner . owns ( p_ci - > skeleton ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											skeleton  =  storage - > skeleton_owner . get ( p_ci - > skeleton ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! skeleton - > use_2d )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												skeleton  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										bool  skeleton_prevent_join  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										bool  use_skeleton  =  skeleton  ! =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . prev_use_skeleton  ! =  use_skeleton )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( ! bdata . settings_use_software_skinning ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												r_ris . rebind_shader  =  true ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											r_ris . prev_use_skeleton  =  use_skeleton ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//			join = false;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											skeleton_prevent_join  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( skeleton )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//			join = false;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											skeleton_prevent_join  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . using_skeleton  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											state . using_skeleton  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( skeleton_prevent_join )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! bdata . settings_use_software_skinning ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									Item  * material_owner  =  p_ci - > material_owner  ?  p_ci - > material_owner  :  p_ci ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									RID  material  =  material_owner - > material ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									RasterizerStorageGLES3 : : Material  * material_ptr  =  storage - > material_owner . getornull ( material ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-10 18:31:01 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( material  ! =  r_ris . canvas_last_material  | |  r_ris . rebind_shader )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										RasterizerStorageGLES3 : : Shader  * shader_ptr  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( material_ptr )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											shader_ptr  =  material_ptr - > shader ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											if  ( shader_ptr  & &  shader_ptr - > mode  ! =  VS : : SHADER_CANVAS_ITEM )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												shader_ptr  =  NULL ;  // not a canvas item shader, don't use.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( shader_ptr )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( shader_ptr - > canvas_item . uses_screen_texture )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( ! state . canvas_texscreen_used )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													join  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . shader_cache  =  shader_ptr ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . canvas_last_material  =  material ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										r_ris . rebind_shader  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  blend_mode  =  r_ris . shader_cache  ?  r_ris . shader_cache - > canvas_item . blend_mode  :  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  unshaded  =  r_ris . shader_cache  & &  ( r_ris . shader_cache - > canvas_item . light_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : LIGHT_MODE_UNSHADED  | |  ( blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX  & &  blend_mode  ! =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  reclip  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// we are precalculating the final_modulate ahead of time because we need this for baking of final modulate into vertex colors
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// (only in software transform mode)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// This maybe inefficient storing it...
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									r_ris . final_modulate  =  unshaded  ?  p_ci - > final_modulate  :  ( p_ci - > final_modulate  *  r_ris . item_group_modulate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( r_ris . last_blend_mode  ! =  blend_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_ris . last_blend_mode  =  blend_mode ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// does the shader contain BUILTINs which should break the batching?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bdata . joined_item_batch_flags  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( r_ris . shader_cache )  { 
							 
						 
					
						
							
								
									
										
										
										
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										unsigned  int  and_flags  =  r_ris . shader_cache - > canvas_item . batch_flags  &  ( RasterizerStorageCommon : : PREVENT_COLOR_BAKING  |  RasterizerStorageCommon : : PREVENT_VERTEX_BAKING  |  RasterizerStorageCommon : : PREVENT_ITEM_JOINING ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( and_flags )  { 
							 
						 
					
						
							
								
									
										
										
										
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											2020-11-19 15:09:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// special case for preventing item joining altogether
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( and_flags  &  RasterizerStorageCommon : : PREVENT_ITEM_JOINING )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												//r_batch_break = true; // don't think we need a batch break
 
							 
						 
					
						
							
								
									
										
										
										
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											2020-11-19 15:09:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// save the flags so that they don't need to be recalculated in the 2nd pass
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												bdata . joined_item_batch_flags  | =  r_ris . shader_cache - > canvas_item . batch_flags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												bool  use_larger_fvfs  =  true ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( and_flags  = =  RasterizerStorageCommon : : PREVENT_COLOR_BAKING )  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-19 15:09:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													// in some circumstances, if the modulate is identity, we still allow baking because reading modulate / color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// will still be okay to do in the shader with no ill effects
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( r_ris . final_modulate  = =  Color ( 1 ,  1 ,  1 ,  1 ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														use_larger_fvfs  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
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											2020-11-19 15:09:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// new .. always use large FVF
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( use_larger_fvfs )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( and_flags  = =  RasterizerStorageCommon : : PREVENT_COLOR_BAKING )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														bdata . joined_item_batch_flags  | =  RasterizerStorageCommon : : USE_MODULATE_FVF ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														// we need to save on the joined item that it should use large fvf.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														// This info will then be used in filling and rendering
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														bdata . joined_item_batch_flags  | =  RasterizerStorageCommon : : USE_LARGE_FVF ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													bdata . joined_item_batch_flags  | =  r_ris . shader_cache - > canvas_item . batch_flags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  // if not prevent item joining
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2019-02-12 14:33:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ( blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_MIX  | |  blend_mode  = =  RasterizerStorageGLES3 : : Shader : : CanvasItem : : BLEND_MODE_PMALPHA )  & &  r_ris . item_group_light  & &  ! unshaded )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										// we cannot join lit items easily.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// it is possible, but not if they overlap, because
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// a + light_blend + b + light_blend IS NOT THE SAME AS
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// a + b + light_blend
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										bool  light_allow_join  =  true ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										// this is a quick getout if we have turned off light joining
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( ( bdata . settings_light_max_join_items  = =  0 )  | |  r_ris . light_region . too_many_lights )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											light_allow_join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// do light joining...
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// first calculate the light bitfield
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint64_t  light_bitfield  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											uint64_t  shadow_bitfield  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											Light  * light  =  r_ris . item_group_light ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											int  light_count  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											while  ( light )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												light_count + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												uint64_t  light_bit  =  1ULL  < <  light_count ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												// note that as a cost of batching, the light culling will be less effective
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( p_ci - > light_mask  &  light - > item_mask  & &  r_ris . item_group_z  > =  light - > z_min  & &  r_ris . item_group_z  < =  light - > z_max )  { 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													// Note that with the above test, it is possible to also include a bound check.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// Tests so far have indicated better performance without it, but there may be reason to change this at a later stage,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// so I leave the line here for reference:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// && p_ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													light_bitfield  | =  light_bit ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													bool  has_shadow  =  light - > shadow_buffer . is_valid ( )  & &  p_ci - > light_mask  &  light - > item_shadow_mask ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													if  ( has_shadow )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														shadow_bitfield  | =  light_bit ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												light  =  light - > next_ptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// now compare to previous
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ( r_ris . light_region . light_bitfield  ! =  light_bitfield )  | |  ( r_ris . light_region . shadow_bitfield  ! =  shadow_bitfield ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												light_allow_join  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												r_ris . light_region . light_bitfield  =  light_bitfield ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												r_ris . light_region . shadow_bitfield  =  shadow_bitfield ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												// only do these checks if necessary
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( join  & &  ( ! r_batch_break ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// we still can't join, even if the lights are exactly the same, if there is overlap between the previous and this item
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( r_ris . joined_item  & &  light_bitfield )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														if  ( ( int ) r_ris . joined_item - > num_item_refs  < =  bdata . settings_light_max_join_items )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															for  ( uint32_t  r  =  0 ;  r  <  r_ris . joined_item - > num_item_refs ;  r + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																Item  * pRefItem  =  bdata . item_refs [ r_ris . joined_item - > first_item_ref  +  r ] . item ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																if  ( p_ci - > global_rect_cache . intersects ( pRefItem - > global_rect_cache ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	light_allow_join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																	break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															if  ( light_allow_join )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
																bdata . stats_light_items_joined + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
														}  // if below max join items
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															// just don't allow joining if above overlap check max items
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
															light_allow_join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
												}  // if not batch broken already (no point in doing expensive overlap tests if not needed)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  // if bitfields don't match
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  // if do light joining
 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( ! light_allow_join )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// can't join
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// we also dont want to allow joining this item with the next item, because the next item could have no lights!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_batch_break  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// if the last item had lights, we should not join it to this one (which has no lights)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( r_ris . light_region . light_bitfield  | |  r_ris . light_region . shadow_bitfield )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// setting these to zero ensures that any following item with lights will, by definition,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// be affected by a different set of lights, and thus prevent a join
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ris . light_region . light_bitfield  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											r_ris . light_region . shadow_bitfield  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( reclip )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// non rects will break the batching anyway, we don't want to record item changes, detect this
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! r_batch_break  & &  _detect_item_batch_break ( r_ris ,  p_ci ,  r_batch_break ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										join  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										r_batch_break  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									return  join ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : canvas_render_items_implementation ( Item  * p_item_list ,  int  p_z ,  const  Color  & p_modulate ,  Light  * p_light ,  const  Transform2D  & p_base_transform )  {  
						 
					
						
							
								
									
										
										
										
											2019-12-11 00:05:15 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// parameters are easier to pass around in a structure
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									RenderItemState  ris ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ris . item_group_z  =  p_z ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ris . item_group_modulate  =  p_modulate ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ris . item_group_light  =  p_light ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ris . item_group_base_transform  =  p_base_transform ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ris . prev_distance_field  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glBindBuffer ( GL_UNIFORM_BUFFER ,  state . canvas_item_ubo ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glBufferData ( GL_UNIFORM_BUFFER ,  sizeof ( CanvasItemUBO ) ,  & state . canvas_item_ubo_data ,  _buffer_upload_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glBindBuffer ( GL_UNIFORM_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									state . current_tex  =  RID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . current_tex_ptr  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . current_normal  =  RID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glActiveTexture ( GL_TEXTURE0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glBindTexture ( GL_TEXTURE_2D ,  storage - > resources . white_tex ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_SKELETON, false);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	state.current_tex = RID();
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	state.current_tex_ptr = NULL;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	state.current_normal = RID();
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	state.canvas_texscreen_used = false;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	glActiveTexture(GL_TEXTURE0);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( bdata . settings_use_batching )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for  ( int  j  =  0 ;  j  <  bdata . items_joined . size ( ) ;  j + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											render_joined_item ( bdata . items_joined [ j ] ,  ris ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										while  ( p_item_list )  { 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											Item  * ci  =  p_item_list ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											_legacy_canvas_render_item ( ci ,  ris ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											p_item_list  =  p_item_list - > next ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ris . current_clip )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glDisable ( GL_SCISSOR_TEST ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_SKELETON ,  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : _batch_upload_buffers ( )  {  
						 
					
						
							
								
									
										
										
										
											2018-08-24 09:35:07 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// noop?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! bdata . vertices . size ( ) ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										return ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  bdata . gl_vertex_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// usage flag is a project setting
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									GLenum  buffer_usage_flag  =  GL_DYNAMIC_DRAW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( bdata . buffer_mode_batch_upload_flag_stream )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										buffer_usage_flag  =  GL_STREAM_DRAW ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// orphan the old (for now)
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( bdata . buffer_mode_batch_upload_send_null )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glBufferData ( GL_ARRAY_BUFFER ,  0 ,  0 ,  buffer_usage_flag ) ;  // GL_DYNAMIC_DRAW);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( bdata . fvf )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_UNBATCHED :  // should not happen
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_REGULAR :  // no change
 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glBufferData ( GL_ARRAY_BUFFER ,  sizeof ( BatchVertex )  *  bdata . vertices . size ( ) ,  bdata . vertices . get_data ( ) ,  buffer_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_COLOR : 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glBufferData ( GL_ARRAY_BUFFER ,  sizeof ( BatchVertexColored )  *  bdata . unit_vertices . size ( ) ,  bdata . unit_vertices . get_unit ( 0 ) ,  buffer_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_LIGHT_ANGLE : 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glBufferData ( GL_ARRAY_BUFFER ,  sizeof ( BatchVertexLightAngled )  *  bdata . unit_vertices . size ( ) ,  bdata . unit_vertices . get_unit ( 0 ) ,  buffer_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_MODULATED : 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glBufferData ( GL_ARRAY_BUFFER ,  sizeof ( BatchVertexModulated )  *  bdata . unit_vertices . size ( ) ,  bdata . unit_vertices . get_unit ( 0 ) ,  buffer_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_LARGE : 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-25 15:38:54 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											glBufferData ( GL_ARRAY_BUFFER ,  sizeof ( BatchVertexLarge )  *  bdata . unit_vertices . size ( ) ,  bdata . unit_vertices . get_unit ( 0 ) ,  buffer_usage_flag ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// might not be necessary
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : _batch_render_lines ( const  Batch  & p_batch ,  RasterizerStorageGLES3 : : Material  * p_material ,  bool  p_anti_alias )  {  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									_set_texture_rect_mode ( false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									_bind_canvas_texture ( RID ( ) ,  RID ( ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-26 22:58:03 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glBindVertexArray ( batch_gl_data . batch_vertex_array [ 0 ] ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glVertexAttrib4fv ( VS : : ARRAY_COLOR ,  ( float  * ) & p_batch . color ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int64_t  offset  =  p_batch . first_vert ;  // 6 inds per quad at 2 bytes each
 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									int  num_elements  =  p_batch . num_commands  *  2 ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( p_anti_alias ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glEnable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glDrawArrays ( GL_LINES ,  offset ,  num_elements ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef GLES_OVER_GL 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( p_anti_alias ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glDisable ( GL_LINE_SMOOTH ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : _batch_render_prepare ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//const bool &colored_verts = bdata.use_colored_vertices;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  bool  & use_light_angles  =  bdata . use_light_angles ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  bool  & use_modulate  =  bdata . use_modulate ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  bool  & use_large_verts  =  bdata . use_large_verts ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-10-01 06:51:50 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									_set_texture_rect_mode ( false ,  false ,  use_light_angles ,  use_modulate ,  use_large_verts ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//	state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2018-10-01 06:51:50 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									switch  ( bdata . fvf )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_UNBATCHED :  // should not happen
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_REGULAR :  // no change
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_COLOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_LIGHT_ANGLE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 2 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_MODULATED : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_LARGE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 4 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2018-10-01 06:51:50 +10:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : _batch_render_generic ( const  Batch  & p_batch ,  RasterizerStorageGLES3 : : Material  * p_material )  {  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									ERR_FAIL_COND ( p_batch . num_commands  < =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									const  bool  & use_light_angles  =  bdata . use_light_angles ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  bool  & use_modulate  =  bdata . use_modulate ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  bool  & use_large_verts  =  bdata . use_large_verts ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									const  bool  & colored_verts  =  bdata . use_colored_vertices  |  use_light_angles  |  use_modulate  |  use_large_verts ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									_set_texture_rect_mode ( false ,  false ,  use_light_angles ,  use_modulate ,  use_large_verts ) ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//	state.canvas_shader.set_uniform(CanvasShaderGLES3::CLIP_RECT_UV, p_rect->flags & CANVAS_RECT_CLIP_UV);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : CLIP_RECT_UV ,  false ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									switch  ( bdata . fvf )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_UNBATCHED :  // should not happen
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_REGULAR :  // no change
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_COLOR : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_LIGHT_ANGLE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 2 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_MODULATED : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : FVF_LARGE : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glBindVertexArray ( batch_gl_data . batch_vertex_array [ 4 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											break ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// batch tex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  BatchTex  & tex  =  bdata . batch_textures [ p_batch . batch_texture_id ] ; 
							 
						 
					
						
							
								
									
										
										
										
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											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									_bind_canvas_texture ( tex . RID_texture ,  tex . RID_normal ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( ! colored_verts )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// may not need this disable
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glDisableVertexAttribArray ( VS : : ARRAY_COLOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glVertexAttrib4fv ( VS : : ARRAY_COLOR ,  p_batch . color . get_data ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// We only want to set the GL wrapping mode if the texture is not already tiled (i.e. set in Import).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// This  is an optimization left over from the legacy renderer.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// If we DID set tiling in the API, and reverted to clamped, then the next draw using this texture
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// may use clamped mode incorrectly.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									bool  tex_is_already_tiled  =  tex . flags  &  VS : : TEXTURE_FLAG_REPEAT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									switch  ( tex . tile_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  BatchTex : : TILE_NORMAL :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// if the texture is imported as tiled, no need to set GL state, as it will already be bound with repeat
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! tex_is_already_tiled )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glTexParameterf ( GL_TEXTURE_2D ,  GL_TEXTURE_WRAP_S ,  GL_REPEAT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glTexParameterf ( GL_TEXTURE_2D ,  GL_TEXTURE_WRAP_T ,  GL_REPEAT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// we need to convert explicitly from pod Vec2 to Vector2 ...
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// could use a cast but this might be unsafe in future
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									Vector2  tps ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									tex . tex_pixel_size . to ( tps ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE ,  tps ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									switch  ( p_batch . type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// prevent compiler warning
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : BT_RECT :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int64_t  offset  =  p_batch . first_vert  *  3 ;  // 6 inds per quad at 2 bytes each
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int  num_elements  =  p_batch . num_commands  *  6 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glDrawElements ( GL_TRIANGLES ,  num_elements ,  GL_UNSIGNED_SHORT ,  ( void  * ) offset ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  RasterizerStorageCommon : : BT_POLY :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int64_t  offset  =  p_batch . first_vert ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-11-12 19:16:33 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											int  num_elements  =  p_batch . num_commands ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glDrawArrays ( GL_TRIANGLES ,  offset ,  num_elements ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									storage - > info . render . _2d_draw_call_count + + ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									//	gl_checkerror();
 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									switch  ( tex . tile_mode )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										case  BatchTex : : TILE_NORMAL :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// if the texture is imported as tiled, no need to revert GL state
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( ! tex_is_already_tiled )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glTexParameterf ( GL_TEXTURE_2D ,  GL_TEXTURE_WRAP_S ,  GL_CLAMP_TO_EDGE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												glTexParameterf ( GL_TEXTURE_2D ,  GL_TEXTURE_WRAP_T ,  GL_CLAMP_TO_EDGE ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										default :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  break ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									/*
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// may not be necessary .. state change optimization still TODO
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									*/ 
							 
						 
					
						
							
								
									
										
										
										
											2017-08-07 18:06:57 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								void  RasterizerCanvasGLES3 : : initialize ( )  {  
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									gl_checkerror ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									RasterizerCanvasBaseGLES3 : : initialize ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									batch_initialize ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// just reserve some space (may not be needed as we are orphaning, but hey ho)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									glGenBuffers ( 1 ,  & bdata . gl_vertex_buffer ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-11-22 20:51:56 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									if  ( bdata . vertex_buffer_size_bytes )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  bdata . gl_vertex_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glBufferData ( GL_ARRAY_BUFFER ,  bdata . vertex_buffer_size_bytes ,  NULL ,  GL_DYNAMIC_DRAW ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-03-05 16:44:50 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-11-22 20:51:56 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										// pre fill index buffer, the indices never need to change so can be static
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glGenBuffers ( 1 ,  & bdata . gl_index_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  bdata . gl_index_buffer ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-11-22 20:51:56 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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										Vector < uint16_t >  indices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										indices . resize ( bdata . index_buffer_size_units ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										for  ( unsigned  int  q  =  0 ;  q  <  bdata . max_quads ;  q + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int  i_pos  =  q  *  6 ;  //  6 inds per quad
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											int  q_pos  =  q  *  4 ;  // 4 verts per quad
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											indices . set ( i_pos ,  q_pos ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											indices . set ( i_pos  +  1 ,  q_pos  +  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											indices . set ( i_pos  +  2 ,  q_pos  +  2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											indices . set ( i_pos  +  3 ,  q_pos ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											indices . set ( i_pos  +  4 ,  q_pos  +  2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											indices . set ( i_pos  +  5 ,  q_pos  +  3 ) ; 
							 
						 
					
						
							
								
									
										
										
											
												GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
											 
										 
										
											2020-08-02 07:49:03 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// we can only use 16 bit indices in GLES2!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef DEBUG_ENABLED 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											CRASH_COND ( ( q_pos  +  3 )  >  65535 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
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										} 
							 
						 
					
						
							
								
									
										
										
										
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										glBufferData ( GL_ELEMENT_ARRAY_BUFFER ,  bdata . index_buffer_size_bytes ,  & indices [ 0 ] ,  GL_STATIC_DRAW ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-12 18:56:16 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-11-10 10:51:56 -08:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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									}  // only if there is a vertex buffer (batching is on)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// vertex array objects
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( int  vao  =  0 ;  vao  <  5 ;  vao + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										int  sizeof_vert ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										switch  ( vao )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  0 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sizeof_vert  =  sizeof ( BatchVertex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  1 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sizeof_vert  =  sizeof ( BatchVertexColored ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  2 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sizeof_vert  =  sizeof ( BatchVertexLightAngled ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  3 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sizeof_vert  =  sizeof ( BatchVertexModulated ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  4 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												sizeof_vert  =  sizeof ( BatchVertexLarge ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
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										glGenVertexArrays ( 1 ,  & batch_gl_data . batch_vertex_array [ vao ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glBindVertexArray ( batch_gl_data . batch_vertex_array [ vao ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glBindBuffer ( GL_ARRAY_BUFFER ,  bdata . gl_vertex_buffer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glBindBuffer ( GL_ELEMENT_ARRAY_BUFFER ,  bdata . gl_index_buffer ) ; 
							 
						 
					
						
							
								
									
										
										
										
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										uint64_t  pointer  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_VERTEX ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glVertexAttribPointer ( VS : : ARRAY_VERTEX ,  2 ,  GL_FLOAT ,  GL_FALSE ,  sizeof_vert ,  ( const  void  * ) pointer ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										// always send UVs, even within a texture specified because a shader can still use UVs
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										glVertexAttribPointer ( VS : : ARRAY_TEX_UV ,  2 ,  GL_FLOAT ,  GL_FALSE ,  sizeof_vert ,  CAST_INT_TO_UCHAR_PTR ( pointer  +  ( 2  *  4 ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// optional attributes
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bool  a_color  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bool  a_light_angle  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bool  a_modulate  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										bool  a_large  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										switch  ( vao )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  0 : 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  1 :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_color  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  2 :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_color  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_light_angle  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  3 :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_color  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_light_angle  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_modulate  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											case  4 :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_color  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_light_angle  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_modulate  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												a_large  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-12 18:56:16 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										if  ( a_color )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glEnableVertexAttribArray ( VS : : ARRAY_COLOR ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glVertexAttribPointer ( VS : : ARRAY_COLOR ,  4 ,  GL_FLOAT ,  GL_FALSE ,  sizeof_vert ,  CAST_INT_TO_UCHAR_PTR ( pointer  +  ( 4  *  4 ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( a_light_angle )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glEnableVertexAttribArray ( VS : : ARRAY_TANGENT ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glVertexAttribPointer ( VS : : ARRAY_TANGENT ,  1 ,  GL_FLOAT ,  GL_FALSE ,  sizeof_vert ,  CAST_INT_TO_UCHAR_PTR ( pointer  +  ( 8  *  4 ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( a_modulate )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glEnableVertexAttribArray ( VS : : ARRAY_TEX_UV2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glVertexAttribPointer ( VS : : ARRAY_TEX_UV2 ,  4 ,  GL_FLOAT ,  GL_FALSE ,  sizeof_vert ,  CAST_INT_TO_UCHAR_PTR ( pointer  +  ( 9  *  4 ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( a_large )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glEnableVertexAttribArray ( VS : : ARRAY_BONES ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glVertexAttribPointer ( VS : : ARRAY_BONES ,  2 ,  GL_FLOAT ,  GL_FALSE ,  sizeof_vert ,  CAST_INT_TO_UCHAR_PTR ( pointer  +  ( 13  *  4 ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glEnableVertexAttribArray ( VS : : ARRAY_WEIGHTS ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											glVertexAttribPointer ( VS : : ARRAY_WEIGHTS ,  4 ,  GL_FLOAT ,  GL_FALSE ,  sizeof_vert ,  CAST_INT_TO_UCHAR_PTR ( pointer  +  ( 15  *  4 ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2017-06-21 16:25:45 -03:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										glBindVertexArray ( 0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  // for vao
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									gl_checkerror ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2016-10-03 16:33:42 -03:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2017-03-05 16:44:50 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								RasterizerCanvasGLES3 : : RasterizerCanvasGLES3 ( )  {  
						 
					
						
							
								
									
										
										
										
											2020-05-05 16:25:45 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-10-14 08:32:05 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									batch_constructor ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								}