/*************************************************************************/
/*  rasterizer_canvas_gles2.cpp                                          */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "rasterizer_canvas_gles2.h"

#include "core/os/os.h"
#include "core/project_settings.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/visual_server_raster.h"

#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif

RID RasterizerCanvasGLES2::light_internal_create() {

	return RID();
}

void RasterizerCanvasGLES2::light_internal_update(RID p_rid, Light *p_light) {
}

void RasterizerCanvasGLES2::light_internal_free(RID p_rid) {
}

void RasterizerCanvasGLES2::_set_uniforms() {

	state.canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX, state.uniforms.projection_matrix);
	state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
	state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);

	state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE, state.uniforms.final_modulate);

	state.canvas_shader.set_uniform(CanvasShaderGLES2::TIME, storage->frame.time[0]);

	if (storage->frame.current_rt) {
		Vector2 screen_pixel_size;
		screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
		screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;

		state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
	}

	if (state.using_skeleton) {
		state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM, state.skeleton_transform);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TRANSFORM_INVERSE, state.skeleton_transform_inverse);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::SKELETON_TEXTURE_SIZE, state.skeleton_texture_size);
	}

	if (state.using_light) {

		Light *light = state.using_light;
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX, light->light_shader_xform);
		Transform2D basis_inverse = light->light_shader_xform.affine_inverse().orthonormalized();
		basis_inverse[2] = Vector2();
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_MATRIX_INVERSE, basis_inverse);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_LOCAL_MATRIX, light->xform_cache.affine_inverse());
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0);

		if (state.using_shadow) {
			RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(light->shadow_buffer);
			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
			glBindTexture(GL_TEXTURE_2D, cls->distance);
			state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
			state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);

			state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
			if (light->radius_cache == 0) {
				state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
			} else {
				state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, light->shadow_gradient_length / (light->radius_cache * 1.1));
			}
			state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_DISTANCE_MULT, light->radius_cache * 1.1);

			/*canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX,light->shadow_matrix_cache);
			canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_ESM_MULTIPLIER,light->shadow_esm_mult);
			canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR,light->shadow_color);*/
		}
	}
}

void RasterizerCanvasGLES2::canvas_begin() {

	state.canvas_shader.bind();
	state.using_transparent_rt = false;
	int viewport_x, viewport_y, viewport_width, viewport_height;

	if (storage->frame.current_rt) {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
		state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];

		if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
			// set Viewport and Scissor when rendering directly to screen
			viewport_width = storage->frame.current_rt->width;
			viewport_height = storage->frame.current_rt->height;
			viewport_x = storage->frame.current_rt->x;
			viewport_y = OS::get_singleton()->get_window_size().height - viewport_height - storage->frame.current_rt->y;
			glScissor(viewport_x, viewport_y, viewport_width, viewport_height);
			glViewport(viewport_x, viewport_y, viewport_width, viewport_height);
			glEnable(GL_SCISSOR_TEST);
		}
	}

	if (storage->frame.clear_request) {
		glClearColor(storage->frame.clear_request_color.r,
				storage->frame.clear_request_color.g,
				storage->frame.clear_request_color.b,
				state.using_transparent_rt ? storage->frame.clear_request_color.a : 1.0);
		glClear(GL_COLOR_BUFFER_BIT);
		storage->frame.clear_request = false;
	}

	/*
	if (storage->frame.current_rt) {
		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
		glColorMask(1, 1, 1, 1);
	}
	*/

	reset_canvas();

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

	glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	glDisableVertexAttribArray(VS::ARRAY_COLOR);

	// set up default uniforms

	Transform canvas_transform;

	if (storage->frame.current_rt) {

		float csy = 1.0;
		if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
			csy = -1.0;
		}
		canvas_transform.translate(-(storage->frame.current_rt->width / 2.0f), -(storage->frame.current_rt->height / 2.0f), 0.0f);
		canvas_transform.scale(Vector3(2.0f / storage->frame.current_rt->width, csy * -2.0f / storage->frame.current_rt->height, 1.0f));
	} else {
		Vector2 ssize = OS::get_singleton()->get_window_size();
		canvas_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
		canvas_transform.scale(Vector3(2.0f / ssize.width, -2.0f / ssize.height, 1.0f));
	}

	state.uniforms.projection_matrix = canvas_transform;

	state.uniforms.final_modulate = Color(1, 1, 1, 1);

	state.uniforms.modelview_matrix = Transform2D();
	state.uniforms.extra_matrix = Transform2D();

	_set_uniforms();
	_bind_quad_buffer();
}

void RasterizerCanvasGLES2::canvas_end() {

	glBindBuffer(GL_ARRAY_BUFFER, 0);

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		glDisableVertexAttribArray(i);
	}

	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
		//reset viewport to full window size
		int viewport_width = OS::get_singleton()->get_window_size().width;
		int viewport_height = OS::get_singleton()->get_window_size().height;
		glViewport(0, 0, viewport_width, viewport_height);
		glScissor(0, 0, viewport_width, viewport_height);
	}

	state.using_texture_rect = false;
	state.using_skeleton = false;
	state.using_ninepatch = false;
	state.using_transparent_rt = false;
}

RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) {

	RasterizerStorageGLES2::Texture *tex_return = NULL;

	if (p_texture.is_valid()) {

		RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(p_texture);

		if (!texture) {
			state.current_tex = RID();
			state.current_tex_ptr = NULL;

			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
			glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

		} else {

			if (texture->redraw_if_visible) {
				VisualServerRaster::redraw_request();
			}

			texture = texture->get_ptr();

			if (texture->render_target) {
				texture->render_target->used_in_frame = true;
			}

			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
			glBindTexture(GL_TEXTURE_2D, texture->tex_id);

			state.current_tex = p_texture;
			state.current_tex_ptr = texture;

			tex_return = texture;
		}
	} else {
		state.current_tex = RID();
		state.current_tex_ptr = NULL;

		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
		glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
	}

	if (p_normal_map == state.current_normal) {
		//do none
		state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, state.current_normal.is_valid());

	} else if (p_normal_map.is_valid()) {

		RasterizerStorageGLES2::Texture *normal_map = storage->texture_owner.getornull(p_normal_map);

		if (!normal_map) {
			state.current_normal = RID();
			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
			glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
			state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);

		} else {

			if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
				VisualServerRaster::redraw_request();
			}

			normal_map = normal_map->get_ptr();

			glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
			glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
			state.current_normal = p_normal_map;
			state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, true);
		}

	} else {

		state.current_normal = RID();
		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
		glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
		state.canvas_shader.set_uniform(CanvasShaderGLES2::USE_DEFAULT_NORMAL, false);
	}

	return tex_return;
}

void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights, const int *p_bones) {

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	uint32_t buffer_ofs = 0;

	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
	buffer_ofs += sizeof(Vector2) * p_vertex_count;

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

	if (p_uvs) {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Vector2) * p_vertex_count;
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	if (p_weights && p_bones) {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights);
		glEnableVertexAttribArray(VS::ARRAY_WEIGHTS);
		glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(float) * 4 * p_vertex_count;

		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones);
		glEnableVertexAttribArray(VS::ARRAY_BONES);
		glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(int) * 4 * p_vertex_count;

	} else {
		glDisableVertexAttribArray(VS::ARRAY_WEIGHTS);
		glDisableVertexAttribArray(VS::ARRAY_BONES);
	}

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	if (storage->config.support_32_bits_indices) { //should check for
		glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
		glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0);
	} else {
		uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
		for (int i = 0; i < p_index_count; i++) {
			index16[i] = uint16_t(p_indices[i]);
		}
		glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
		glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_SHORT, 0);
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	uint32_t buffer_ofs = 0;

	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
	buffer_ofs += sizeof(Vector2) * p_vertex_count;

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

	if (p_uvs) {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glDrawArrays(p_primitive, 0, p_vertex_count);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) {

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	uint32_t buffer_ofs = 0;

	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL);
	buffer_ofs += sizeof(Vector2) * p_vertex_count;

	if (p_singlecolor) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		Color m = *p_colors;
		glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a);
	} else if (!p_colors) {
		glDisableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
	} else {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Color) * p_vertex_count;
	}

	if (p_uvs) {
		glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs));
		buffer_ofs += sizeof(Vector2) * p_vertex_count;
	} else {
		glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif

	if (storage->config.support_32_bits_indices) { //should check for
		glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices);
		glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0);
	} else {
		uint16_t *index16 = (uint16_t *)alloca(sizeof(uint16_t) * p_index_count);
		for (int i = 0; i < p_index_count; i++) {
			index16[i] = uint16_t(p_indices[i]);
		}
		glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(uint16_t) * p_index_count, index16);
		glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_SHORT, 0);
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) {

	static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN };

	int color_offset = 0;
	int uv_offset = 0;
	int stride = 2;

	if (p_colors) {
		color_offset = stride;
		stride += 4;
	}

	if (p_uvs) {
		uv_offset = stride;
		stride += 2;
	}

	float buffer_data[(2 + 2 + 4) * 4];

	for (int i = 0; i < p_points; i++) {
		buffer_data[stride * i + 0] = p_vertices[i].x;
		buffer_data[stride * i + 1] = p_vertices[i].y;
	}

	if (p_colors) {
		for (int i = 0; i < p_points; i++) {
			buffer_data[stride * i + color_offset + 0] = p_colors[i].r;
			buffer_data[stride * i + color_offset + 1] = p_colors[i].g;
			buffer_data[stride * i + color_offset + 2] = p_colors[i].b;
			buffer_data[stride * i + color_offset + 3] = p_colors[i].a;
		}
	}

	if (p_uvs) {
		for (int i = 0; i < p_points; i++) {
			buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x;
			buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y;
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
#ifndef GLES_OVER_GL
	// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
	glBufferData(GL_ARRAY_BUFFER, data.polygon_buffer_size, NULL, GL_DYNAMIC_DRAW);
#endif
	glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data);

	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL);

	if (p_colors) {
		glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float)));
		glEnableVertexAttribArray(VS::ARRAY_COLOR);
	}

	if (p_uvs) {
		glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float)));
		glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
	}

	glDrawArrays(prim[p_points], 0, p_points);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
}

static const GLenum gl_primitive[] = {
	GL_POINTS,
	GL_LINES,
	GL_LINE_STRIP,
	GL_LINE_LOOP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN
};

void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) {

	int command_count = p_item->commands.size();
	Item::Command **commands = p_item->commands.ptrw();

	for (int i = 0; i < command_count; i++) {

		Item::Command *command = commands[i];

		switch (command->type) {

			case Item::Command::TYPE_LINE: {

				Item::CommandLine *line = static_cast<Item::CommandLine *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				_bind_canvas_texture(RID(), RID());

				glDisableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components);

				state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);

				if (line->width <= 1) {
					Vector2 verts[2] = {
						Vector2(line->from.x, line->from.y),
						Vector2(line->to.x, line->to.y)
					};

#ifdef GLES_OVER_GL
					if (line->antialiased)
						glEnable(GL_LINE_SMOOTH);
#endif
					_draw_gui_primitive(2, verts, NULL, NULL);

#ifdef GLES_OVER_GL
					if (line->antialiased)
						glDisable(GL_LINE_SMOOTH);
#endif
				} else {
					Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5;

					Vector2 verts[4] = {
						line->from - t,
						line->from + t,
						line->to + t,
						line->to - t
					};

					_draw_gui_primitive(4, verts, NULL, NULL);
#ifdef GLES_OVER_GL
					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);
					}
#endif
				}
			} break;

			case Item::Command::TYPE_RECT: {

				Item::CommandRect *r = static_cast<Item::CommandRect *>(command);

				glDisableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);

				bool can_tile = true;
				if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) {
					// workaround for when setting tiling does not work due to hardware limitation

					RasterizerStorageGLES2::Texture *texture = storage->texture_owner.getornull(r->texture);

					if (texture) {

						texture = texture->get_ptr();

						if (next_power_of_2(texture->alloc_width) != (unsigned int)texture->alloc_width && next_power_of_2(texture->alloc_height) != (unsigned int)texture->alloc_height) {
							state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, true);
							can_tile = false;
						}
					}
				}

				// On some widespread Nvidia cards, the normal draw method can produce some
				// flickering in draw_rect and especially TileMap rendering (tiles randomly flicker).
				// See GH-9913.
				// To work it around, we use a simpler draw method which does not flicker, but gives
				// a non negligible performance hit, so it's opt-in (GH-24466).
				if (use_nvidia_rect_workaround) {
					state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

					if (state.canvas_shader.bind()) {
						_set_uniforms();
						state.canvas_shader.use_material((void *)p_material);
					}

					Vector2 points[4] = {
						r->rect.position,
						r->rect.position + Vector2(r->rect.size.x, 0.0),
						r->rect.position + r->rect.size,
						r->rect.position + Vector2(0.0, r->rect.size.y),
					};

					if (r->rect.size.x < 0) {
						SWAP(points[0], points[1]);
						SWAP(points[2], points[3]);
					}
					if (r->rect.size.y < 0) {
						SWAP(points[0], points[3]);
						SWAP(points[1], points[2]);
					}

					RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(r->texture, r->normal_map);

					if (texture) {
						Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);

						Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);

						Vector2 uvs[4] = {
							src_rect.position,
							src_rect.position + Vector2(src_rect.size.x, 0.0),
							src_rect.position + src_rect.size,
							src_rect.position + Vector2(0.0, src_rect.size.y),
						};

						if (r->flags & CANVAS_RECT_TRANSPOSE) {
							SWAP(uvs[1], uvs[3]);
						}

						if (r->flags & CANVAS_RECT_FLIP_H) {
							SWAP(uvs[0], uvs[1]);
							SWAP(uvs[2], uvs[3]);
						}
						if (r->flags & CANVAS_RECT_FLIP_V) {
							SWAP(uvs[0], uvs[3]);
							SWAP(uvs[1], uvs[2]);
						}

						state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);

						bool untile = false;

						if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
							untile = true;
						}

						_draw_gui_primitive(4, points, NULL, uvs);

						if (untile) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
						}
					} else {
						static const Vector2 uvs[4] = {
							Vector2(0.0, 0.0),
							Vector2(0.0, 1.0),
							Vector2(1.0, 1.0),
							Vector2(1.0, 0.0),
						};

						state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, Vector2());
						_draw_gui_primitive(4, points, NULL, uvs);
					}

				} else {
					// This branch is better for performance, but can produce flicker on Nvidia, see above comment.
					_bind_quad_buffer();

					state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);

					if (state.canvas_shader.bind()) {
						_set_uniforms();
						state.canvas_shader.use_material((void *)p_material);
					}

					RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map);

					if (!tex) {
						Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);

						if (dst_rect.size.width < 0) {
							dst_rect.position.x += dst_rect.size.width;
							dst_rect.size.width *= -1;
						}
						if (dst_rect.size.height < 0) {
							dst_rect.position.y += dst_rect.size.height;
							dst_rect.size.height *= -1;
						}

						state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
						state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1));

						glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
					} else {

						bool untile = false;

						if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
							untile = true;
						}

						Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);
						Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1);

						Rect2 dst_rect = Rect2(r->rect.position, r->rect.size);

						if (dst_rect.size.width < 0) {
							dst_rect.position.x += dst_rect.size.width;
							dst_rect.size.width *= -1;
						}
						if (dst_rect.size.height < 0) {
							dst_rect.position.y += dst_rect.size.height;
							dst_rect.size.height *= -1;
						}

						if (r->flags & CANVAS_RECT_FLIP_H) {
							src_rect.size.x *= -1;
						}

						if (r->flags & CANVAS_RECT_FLIP_V) {
							src_rect.size.y *= -1;
						}

						if (r->flags & CANVAS_RECT_TRANSPOSE) {
							dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
						}

						state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);

						state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y));
						state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y));

						glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

						if (untile) {
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
							glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
						}
					}

					glBindBuffer(GL_ARRAY_BUFFER, 0);
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
				}

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_FORCE_REPEAT, false);

			} break;

			case Item::Command::TYPE_NINEPATCH: {

				Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);
				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				glDisableVertexAttribArray(VS::ARRAY_COLOR);
				glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components);

				RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map);

				if (!tex) {
					// FIXME: Handle textureless ninepatch gracefully
					WARN_PRINT("NinePatch without texture not supported yet in GLES2 backend, skipping.");
					continue;
				}
				if (tex->width == 0 || tex->height == 0) {
					WARN_PRINT("Cannot set empty texture to NinePatch.");
					continue;
				}

				Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height);

				// state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix);
				state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);

				Rect2 source = np->source;
				if (source.size.x == 0 && source.size.y == 0) {
					source.size.x = tex->width;
					source.size.y = tex->height;
				}

				float screen_scale = 1.0;

				if (source.size.x != 0 && source.size.y != 0) {

					screen_scale = MIN(np->rect.size.x / source.size.x, np->rect.size.y / source.size.y);
					screen_scale = MIN(1.0, screen_scale);
				}

				// prepare vertex buffer

				// this buffer contains [ POS POS UV UV ] *

				float buffer[16 * 2 + 16 * 2];

				{

					// first row

					buffer[(0 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(0 * 4 * 4) + 1] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y;

					buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
					buffer[(0 * 4 * 4) + 5] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y;

					buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
					buffer[(0 * 4 * 4) + 9] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y;

					buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(0 * 4 * 4) + 13] = np->rect.position.y;

					buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y;

					// second row

					buffer[(1 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;

					buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
					buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;

					buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
					buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;

					buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP] * screen_scale;

					buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y;

					// third row

					buffer[(2 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;

					buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
					buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;

					buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
					buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;

					buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM] * screen_scale;

					buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y;

					// fourth row

					buffer[(3 * 4 * 4) + 0] = np->rect.position.x;
					buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x;
					buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y;

					buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT] * screen_scale;
					buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x;
					buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y;

					buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT] * screen_scale;
					buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x;
					buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y;

					buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x;
					buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y;

					buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x;
					buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y;
				}

				glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);
				glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, buffer, GL_DYNAMIC_DRAW);

				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);

				glEnableVertexAttribArray(VS::ARRAY_VERTEX);
				glEnableVertexAttribArray(VS::ARRAY_TEX_UV);

				glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL);
				glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2)));

				glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL);

				glBindBuffer(GL_ARRAY_BUFFER, 0);
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

			} break;

			case Item::Command::TYPE_CIRCLE: {

				Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				static const int num_points = 32;

				Vector2 points[num_points + 1];
				points[num_points] = circle->pos;

				int indices[num_points * 3];

				for (int j = 0; j < num_points; j++) {
					points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / num_points), Math::cos(j * Math_PI * 2.0 / num_points)) * circle->radius;
					indices[j * 3 + 0] = j;
					indices[j * 3 + 1] = (j + 1) % num_points;
					indices[j * 3 + 2] = num_points;
				}

				_bind_canvas_texture(RID(), RID());

				_draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true);
			} break;

			case Item::Command::TYPE_POLYGON: {

				Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				_draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1, polygon->weights.ptr(), polygon->bones.ptr());
#ifdef GLES_OVER_GL
				if (polygon->antialiased) {
					glEnable(GL_LINE_SMOOTH);
					_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);
					glDisable(GL_LINE_SMOOTH);
				}
#endif
			} break;
			case Item::Command::TYPE_MESH: {

				Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(command);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
				if (mesh_data) {

					for (int j = 0; j < mesh_data->surfaces.size(); j++) {
						RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
						// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing

						glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);

						if (s->index_array_len > 0) {
							glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
						}

						for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
							if (s->attribs[k].enabled) {
								glEnableVertexAttribArray(k);
								glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
							} else {
								glDisableVertexAttribArray(k);
								switch (k) {
									case VS::ARRAY_NORMAL: {
										glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
									} break;
									case VS::ARRAY_COLOR: {
										glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);

									} break;
									default: {
									}
								}
							}
						}

						if (s->index_array_len > 0) {
							glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
						} else {
							glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
						}
					}

					for (int j = 1; j < VS::ARRAY_MAX - 1; j++) {
						glDisableVertexAttribArray(j);
					}
				}

			} break;
			case Item::Command::TYPE_MULTIMESH: {
				Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(command);

				RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);

				if (!multi_mesh)
					break;

				RasterizerStorageGLES2::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);

				if (!mesh_data)
					break;

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				//reset shader and force rebind

				int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);

				if (amount == -1) {
					amount = multi_mesh->size;
				}

				int stride = multi_mesh->color_floats + multi_mesh->custom_data_floats + multi_mesh->xform_floats;

				int color_ofs = multi_mesh->xform_floats;
				int custom_data_ofs = color_ofs + multi_mesh->color_floats;

				// drawing

				const float *base_buffer = multi_mesh->data.ptr();

				for (int j = 0; j < mesh_data->surfaces.size(); j++) {
					RasterizerStorageGLES2::Surface *s = mesh_data->surfaces[j];
					// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing

					//bind buffers for mesh surface
					glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);

					if (s->index_array_len > 0) {
						glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id);
					}

					for (int k = 0; k < VS::ARRAY_MAX - 1; k++) {
						if (s->attribs[k].enabled) {
							glEnableVertexAttribArray(k);
							glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset));
						} else {
							glDisableVertexAttribArray(k);
							switch (k) {
								case VS::ARRAY_NORMAL: {
									glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1);
								} break;
								case VS::ARRAY_COLOR: {
									glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);

								} break;
								default: {
								}
							}
						}
					}

					for (int k = 0; k < amount; k++) {
						const float *buffer = base_buffer + k * stride;

						{

							glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]);
							glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]);
							if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
								glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]);
							} else {
								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0);
							}
						}

						if (multi_mesh->color_floats) {
							if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) {
								uint8_t *color_data = (uint8_t *)(buffer + color_ofs);
								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0);
							} else {
								glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 3, buffer + color_ofs);
							}
						} else {
							glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, 1.0, 1.0, 1.0, 1.0);
						}

						if (multi_mesh->custom_data_floats) {
							if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) {
								uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs);
								glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0);
							} else {
								glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 4, buffer + custom_data_ofs);
							}
						}

						if (s->index_array_len > 0) {
							glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
						} else {
							glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
						}
					}
				}

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, false);

			} break;
			case Item::Command::TYPE_POLYLINE: {
				Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command);

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				_bind_canvas_texture(RID(), RID());

				if (pline->triangles.size()) {
					_draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1);
#ifdef GLES_OVER_GL
					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);
#endif
				} else {

#ifdef GLES_OVER_GL
					if (pline->antialiased)
						glEnable(GL_LINE_SMOOTH);
#endif

					if (pline->multiline) {
						int todo = pline->lines.size() / 2;
						int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4);
						int offset = 0;

						while (todo) {
							int to_draw = MIN(max_per_call, todo);
							_draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1);
							todo -= to_draw;
							offset += to_draw * 2;
						}
					} else {
						_draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1);
					}

#ifdef GLES_OVER_GL
					if (pline->antialiased)
						glDisable(GL_LINE_SMOOTH);
#endif
				}
			} break;

			case Item::Command::TYPE_PRIMITIVE: {

				Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);

				if (state.canvas_shader.bind()) {
					_set_uniforms();
					state.canvas_shader.use_material((void *)p_material);
				}

				ERR_CONTINUE(primitive->points.size() < 1);

				RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map);

				if (texture) {
					Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
					state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size);
				}

				if (primitive->colors.size() == 1 && primitive->points.size() > 1) {
					Color c = primitive->colors[0];
					glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a);
				} else if (primitive->colors.empty()) {
					glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
				}

				_draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr());
			} break;

			case Item::Command::TYPE_TRANSFORM: {
				Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command);
				state.uniforms.extra_matrix = transform->xform;
				state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix);
			} break;

			case Item::Command::TYPE_PARTICLES: {

			} break;

			case Item::Command::TYPE_CLIP_IGNORE: {

				Item::CommandClipIgnore *ci = static_cast<Item::CommandClipIgnore *>(command);
				if (current_clip) {
					if (ci->ignore != reclip) {
						if (ci->ignore) {
							glDisable(GL_SCISSOR_TEST);
							reclip = true;
						} else {
							glEnable(GL_SCISSOR_TEST);

							int x = current_clip->final_clip_rect.position.x;
							int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
							int w = current_clip->final_clip_rect.size.x;
							int h = current_clip->final_clip_rect.size.y;

							if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
								y = current_clip->final_clip_rect.position.y;

							glScissor(x, y, w, h);

							reclip = false;
						}
					}
				}

			} break;

			default: {
				// FIXME: Proper error handling if relevant
				//print_line("other");
			} break;
		}
	}
}

void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {

	if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN]) {
		ERR_PRINT_ONCE("Cannot use screen texture copying in render target set to render direct to screen.");
		return;
	}

	ERR_FAIL_COND_MSG(storage->frame.current_rt->copy_screen_effect.color == 0, "Can't use screen texture copying in a render target configured without copy buffers.");

	glDisable(GL_BLEND);

	Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);

	Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);

	if (p_rect != Rect2()) {
		storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true);
	}

	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, !state.using_transparent_rt);

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);

	storage->shaders.copy.bind();
	storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section);

	const Vector2 vertpos[4] = {
		Vector2(-1, -1),
		Vector2(-1, 1),
		Vector2(1, 1),
		Vector2(1, -1),
	};

	const Vector2 uvpos[4] = {
		Vector2(0, 0),
		Vector2(0, 1),
		Vector2(1, 1),
		Vector2(1, 0)
	};

	const int indexpos[6] = {
		0, 1, 2,
		2, 3, 0
	};

	_draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false);

	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
	storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);

	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
	glEnable(GL_BLEND);
}

void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) {

	state.canvas_texscreen_used = true;

	_copy_screen(p_rect);

	// back to canvas, force rebind
	state.using_texture_rect = false;
	state.canvas_shader.bind();
	_bind_canvas_texture(state.current_tex, state.current_normal);
	_set_uniforms();
}

void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {

	Item *current_clip = NULL;

	RasterizerStorageGLES2::Shader *shader_cache = NULL;

	bool rebind_shader = true;
	bool prev_use_skeleton = false;
	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);

	state.current_tex = RID();
	state.current_tex_ptr = NULL;
	state.current_normal = RID();
	state.canvas_texscreen_used = false;

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);

	int last_blend_mode = -1;

	RID canvas_last_material = RID();

	while (p_item_list) {

		Item *ci = p_item_list;

		if (current_clip != ci->final_clip_owner) {

			current_clip = ci->final_clip_owner;

			if (current_clip) {
				glEnable(GL_SCISSOR_TEST);
				int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
					y = current_clip->final_clip_rect.position.y;
				glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
			} else {
				glDisable(GL_SCISSOR_TEST);
			}
		}

		// TODO: copy back buffer

		if (ci->copy_back_buffer) {
			if (ci->copy_back_buffer->full) {
				_copy_texscreen(Rect2());
			} else {
				_copy_texscreen(ci->copy_back_buffer->rect);
			}
		}

		RasterizerStorageGLES2::Skeleton *skeleton = NULL;

		{
			//skeleton handling
			if (ci->skeleton.is_valid() && storage->skeleton_owner.owns(ci->skeleton)) {
				skeleton = storage->skeleton_owner.get(ci->skeleton);
				if (!skeleton->use_2d) {
					skeleton = NULL;
				} else {
					state.skeleton_transform = p_base_transform * skeleton->base_transform_2d;
					state.skeleton_transform_inverse = state.skeleton_transform.affine_inverse();
					state.skeleton_texture_size = Vector2(skeleton->size * 2, 0);
				}
			}

			bool use_skeleton = skeleton != NULL;
			if (prev_use_skeleton != use_skeleton) {
				rebind_shader = true;
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, use_skeleton);
				prev_use_skeleton = use_skeleton;
			}

			if (skeleton) {
				glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
				glBindTexture(GL_TEXTURE_2D, skeleton->tex_id);
				state.using_skeleton = true;
			} else {
				state.using_skeleton = false;
			}
		}

		Item *material_owner = ci->material_owner ? ci->material_owner : ci;

		RID material = material_owner->material;
		RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material);

		if (material != canvas_last_material || rebind_shader) {

			RasterizerStorageGLES2::Shader *shader_ptr = NULL;

			if (material_ptr) {
				shader_ptr = material_ptr->shader;

				if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) {
					shader_ptr = NULL; // not a canvas item shader, don't use.
				}
			}

			if (shader_ptr) {
				if (shader_ptr->canvas_item.uses_screen_texture) {
					if (!state.canvas_texscreen_used) {
						//copy if not copied before
						_copy_texscreen(Rect2());

						// blend mode will have been enabled so make sure we disable it again later on
						//last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1;
					}

					if (storage->frame.current_rt->copy_screen_effect.color) {
						glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
						glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
					}
				}

				if (shader_ptr != shader_cache) {

					if (shader_ptr->canvas_item.uses_time) {
						VisualServerRaster::redraw_request();
					}

					state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
					state.canvas_shader.bind();
				}

				int tc = material_ptr->textures.size();
				Pair<StringName, RID> *textures = material_ptr->textures.ptrw();

				ShaderLanguage::ShaderNode::Uniform::Hint *texture_hints = shader_ptr->texture_hints.ptrw();

				for (int i = 0; i < tc; i++) {

					glActiveTexture(GL_TEXTURE0 + i);

					RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(textures[i].second);

					if (!t) {

						switch (texture_hints[i]) {
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO:
							case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.aniso_tex);
							} break;
							case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
							} break;
							default: {
								glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
							} break;
						}

						continue;
					}

					if (t->redraw_if_visible) {
						VisualServerRaster::redraw_request();
					}

					t = t->get_ptr();

#ifdef TOOLS_ENABLED
					if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
						t->detect_normal(t->detect_normal_ud);
					}
#endif
					if (t->render_target)
						t->render_target->used_in_frame = true;

					glBindTexture(t->target, t->tex_id);
				}

			} else {
				state.canvas_shader.set_custom_shader(0);
				state.canvas_shader.bind();
			}
			state.canvas_shader.use_material((void *)material_ptr);

			shader_cache = shader_ptr;

			canvas_last_material = material;

			rebind_shader = false;
		}

		int blend_mode = shader_cache ? shader_cache->canvas_item.blend_mode : RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX;
		bool unshaded = shader_cache && (shader_cache->canvas_item.light_mode == RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_UNSHADED || (blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX && blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA));
		bool reclip = false;

		if (last_blend_mode != blend_mode) {

			switch (blend_mode) {

				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX: {
					glBlendEquation(GL_FUNC_ADD);
					if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
					} else {
						glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
					}

				} break;
				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_ADD: {

					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);
					}

				} break;
				case RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_SUB: {

					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 RasterizerStorageGLES2::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);
					}
				} break;
				case RasterizerStorageGLES2::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;
			}
		}

		state.uniforms.final_modulate = unshaded ? ci->final_modulate : Color(ci->final_modulate.r * p_modulate.r, ci->final_modulate.g * p_modulate.g, ci->final_modulate.b * p_modulate.b, ci->final_modulate.a * p_modulate.a);

		state.uniforms.modelview_matrix = ci->final_transform;
		state.uniforms.extra_matrix = Transform2D();

		_set_uniforms();

		if (unshaded || (state.uniforms.final_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES2::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
			_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr);

		rebind_shader = true; // hacked in for now.

		if ((blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_MIX || blend_mode == RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_PMALPHA) && p_light && !unshaded) {

			Light *light = p_light;
			bool light_used = false;
			VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD;
			state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate

			while (light) {

				if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {

					//intersects this light

					if (!light_used || mode != light->mode) {

						mode = light->mode;

						switch (mode) {

							case VS::CANVAS_LIGHT_MODE_ADD: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE);

							} break;
							case VS::CANVAS_LIGHT_MODE_SUB: {
								glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE);
							} break;
							case VS::CANVAS_LIGHT_MODE_MIX:
							case VS::CANVAS_LIGHT_MODE_MASK: {
								glBlendEquation(GL_FUNC_ADD);
								glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

							} break;
						}
					}

					if (!light_used) {

						state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, true);
						light_used = true;
					}

					bool has_shadow = light->shadow_buffer.is_valid() && ci->light_mask & light->item_shadow_mask;

					state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
					if (has_shadow) {
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
						state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
					}

					state.canvas_shader.bind();
					state.using_light = light;
					state.using_shadow = has_shadow;

					//always re-set uniforms, since light parameters changed
					_set_uniforms();
					state.canvas_shader.use_material((void *)material_ptr);

					glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
					RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);
					if (!t) {
						glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
					} else {
						t = t->get_ptr();

						glBindTexture(t->target, t->tex_id);
					}

					glActiveTexture(GL_TEXTURE0);
					_canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); //redraw using light

					state.using_light = NULL;
				}

				light = light->next_ptr;
			}

			if (light_used) {

				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_LIGHTING, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, false);
				state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, false);

				state.canvas_shader.bind();

				last_blend_mode = -1;

				/*
				//this is set again, so it should not be needed anyway?
				state.canvas_item_modulate = unshaded ? ci->final_modulate : Color(
							ci->final_modulate.r * p_modulate.r,
							ci->final_modulate.g * p_modulate.g,
							ci->final_modulate.b * p_modulate.b,
							ci->final_modulate.a * p_modulate.a );


				state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,state.final_transform);
				state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Transform2D());
				state.canvas_shader.set_uniform(CanvasShaderGLES2::FINAL_MODULATE,state.canvas_item_modulate);

				glBlendEquation(GL_FUNC_ADD);

				if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
					glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
				} else {
					glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
				}

				//@TODO RESET canvas_blend_mode
				*/
			}
		}

		if (reclip) {
			glEnable(GL_SCISSOR_TEST);
			int y = storage->frame.current_rt->height - (current_clip->final_clip_rect.position.y + current_clip->final_clip_rect.size.y);
			if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP])
				y = current_clip->final_clip_rect.position.y;
			glScissor(current_clip->final_clip_rect.position.x, y, current_clip->final_clip_rect.size.width, current_clip->final_clip_rect.size.height);
		}

		p_item_list = p_item_list->next;
	}

	if (current_clip) {
		glDisable(GL_SCISSOR_TEST);
	}

	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SKELETON, false);
}

void RasterizerCanvasGLES2::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
}

void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) {

	RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.get(p_buffer);
	ERR_FAIL_COND(!cls);

	glDisable(GL_BLEND);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glDisable(GL_CULL_FACE);
	glDepthFunc(GL_LEQUAL);
	glEnable(GL_DEPTH_TEST);
	glDepthMask(true);

	glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);

	state.canvas_shadow_shader.set_conditional(CanvasShadowShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);
	state.canvas_shadow_shader.bind();

	glViewport(0, 0, cls->size, cls->height);
	glClearDepth(1.0f);
	glClearColor(1, 1, 1, 1);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;

	for (int i = 0; i < 4; i++) {

		//make sure it remains orthogonal, makes easy to read angle later

		Transform light;
		light.origin[0] = p_light_xform[2][0];
		light.origin[1] = p_light_xform[2][1];
		light.basis[0][0] = p_light_xform[0][0];
		light.basis[0][1] = p_light_xform[1][0];
		light.basis[1][0] = p_light_xform[0][1];
		light.basis[1][1] = p_light_xform[1][1];

		//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));

		//p_near=1;
		CameraMatrix projection;
		{
			real_t fov = 90;
			real_t nearp = p_near;
			real_t farp = p_far;
			real_t aspect = 1.0;

			real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
			real_t ymin = -ymax;
			real_t xmin = ymin * aspect;
			real_t xmax = ymax * aspect;

			projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
		}

		Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * (i / 4.0))).xform(Vector3(0, 1, 0));
		projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());

		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::PROJECTION_MATRIX, projection);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::LIGHT_MATRIX, light);
		state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::DISTANCE_NORM, 1.0 / p_far);

		if (i == 0)
			*p_xform_cache = projection;

		glViewport(0, (cls->height / 4) * i, cls->size, cls->height / 4);

		LightOccluderInstance *instance = p_occluders;

		while (instance) {

			RasterizerStorageGLES2::CanvasOccluder *cc = storage->canvas_occluder_owner.get(instance->polygon_buffer);
			if (!cc || cc->len == 0 || !(p_light_mask & instance->light_mask)) {

				instance = instance->next;
				continue;
			}

			state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache);

			VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache;

			if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED &&
					(p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) {
				transformed_cull_cache =
						transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ?
								VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE :
								VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE;
			}

			if (cull != transformed_cull_cache) {

				cull = transformed_cull_cache;
				switch (cull) {
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: {

						glDisable(GL_CULL_FACE);

					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_FRONT);
					} break;
					case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: {

						glEnable(GL_CULL_FACE);
						glCullFace(GL_BACK);

					} break;
				}
			}

			glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
			glEnableVertexAttribArray(VS::ARRAY_VERTEX);
			glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
			glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);

			glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);

			instance = instance->next;
		}
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES2::reset_canvas() {

	glDisable(GL_CULL_FACE);
	glDisable(GL_DEPTH_TEST);
	glDisable(GL_SCISSOR_TEST);
	glDisable(GL_DITHER);
	glEnable(GL_BLEND);

	if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
		glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
	} else {
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}

	// bind the back buffer to a texture so shaders can use it.
	// It should probably use texture unit -3 (as GLES2 does as well) but currently that's buggy.
	// keeping this for now as there's nothing else that uses texture unit 2
	// TODO ^
	if (storage->frame.current_rt) {
		// glActiveTexture(GL_TEXTURE0 + 2);
		// glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
	}

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}

void RasterizerCanvasGLES2::_bind_quad_buffer() {
	glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);
	glEnableVertexAttribArray(VS::ARRAY_VERTEX);
	glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) {

	state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y));
	state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y));

	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}

void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
	Vector2 half_size;
	if (storage->frame.current_rt) {
		half_size = Vector2(storage->frame.current_rt->width, storage->frame.current_rt->height);
	} else {
		half_size = OS::get_singleton()->get_window_size();
	}
	half_size *= 0.5;
	Vector2 offset((p_rect.position.x - half_size.x) / half_size.x, (p_rect.position.y - half_size.y) / half_size.y);
	Vector2 scale(p_rect.size.x / half_size.x, p_rect.size.y / half_size.y);

	float aspect_ratio = p_rect.size.x / p_rect.size.y;

	// setup our lens shader
	state.lens_shader.bind();
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::OFFSET, offset);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::SCALE, scale);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::K1, p_k1);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::K2, p_k2);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::EYE_CENTER, p_eye_center);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::UPSCALE, p_oversample);
	state.lens_shader.set_uniform(LensDistortedShaderGLES2::ASPECT_RATIO, aspect_ratio);

	// bind our quad buffer
	_bind_quad_buffer();

	// and draw
	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);

	// and cleanup
	glBindBuffer(GL_ARRAY_BUFFER, 0);

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		glDisableVertexAttribArray(i);
	}
}

void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) {

	Vector2 window_size = OS::get_singleton()->get_window_size();
	int window_h = window_size.height;
	int window_w = window_size.width;

	glBindFramebuffer(GL_FRAMEBUFFER, storage->system_fbo);
	glViewport(0, 0, window_size.width, window_size.height);
	canvas_begin();

	if (black_image[MARGIN_LEFT].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_LEFT], RID());
		Size2 sz(storage->texture_get_width(black_image[MARGIN_LEFT]), storage->texture_get_height(black_image[MARGIN_LEFT]));
		draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, sz.x, sz.y));
	} else if (black_margin[MARGIN_LEFT]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, 0, black_margin[MARGIN_LEFT], window_h), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_RIGHT].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_RIGHT], RID());
		Size2 sz(storage->texture_get_width(black_image[MARGIN_RIGHT]), storage->texture_get_height(black_image[MARGIN_RIGHT]));
		draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, sz.x, sz.y));
	} else if (black_margin[MARGIN_RIGHT]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(window_w - black_margin[MARGIN_RIGHT], 0, black_margin[MARGIN_RIGHT], window_h), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_TOP].is_valid()) {
		_bind_canvas_texture(black_image[MARGIN_TOP], RID());

		Size2 sz(storage->texture_get_width(black_image[MARGIN_TOP]), storage->texture_get_height(black_image[MARGIN_TOP]));
		draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, sz.x, sz.y));

	} else if (black_margin[MARGIN_TOP]) {
		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, 0, window_w, black_margin[MARGIN_TOP]), Rect2(0, 0, 1, 1));
	}

	if (black_image[MARGIN_BOTTOM].is_valid()) {

		_bind_canvas_texture(black_image[MARGIN_BOTTOM], RID());

		Size2 sz(storage->texture_get_width(black_image[MARGIN_BOTTOM]), storage->texture_get_height(black_image[MARGIN_BOTTOM]));
		draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, sz.x, sz.y));

	} else if (black_margin[MARGIN_BOTTOM]) {

		glActiveTexture(GL_TEXTURE0);
		glBindTexture(GL_TEXTURE_2D, storage->resources.black_tex);

		draw_generic_textured_rect(Rect2(0, window_h - black_margin[MARGIN_BOTTOM], window_w, black_margin[MARGIN_BOTTOM]), Rect2(0, 0, 1, 1));
	}

	canvas_end();
}

void RasterizerCanvasGLES2::initialize() {

	// quad buffer
	{
		glGenBuffers(1, &data.canvas_quad_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices);

		const float qv[8] = {
			0, 0,
			0, 1,
			1, 1,
			1, 0
		};

		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW);

		glBindBuffer(GL_ARRAY_BUFFER, 0);
	}

	// polygon buffer
	{
		uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
		poly_size *= 1024;
		poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float));
		glGenBuffers(1, &data.polygon_buffer);
		glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer);
		glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW);

		data.polygon_buffer_size = poly_size;

		glBindBuffer(GL_ARRAY_BUFFER, 0);

		uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", 128);
		ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PropertyInfo(Variant::INT, "rendering/limits/buffers/canvas_polygon_index_buffer_size_kb", PROPERTY_HINT_RANGE, "0,256,1,or_greater"));
		index_size *= 1024; // kb
		glGenBuffers(1, &data.polygon_index_buffer);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer);
		glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

		data.polygon_index_buffer_size = index_size;
	}

	// ninepatch buffers
	{
		// array buffer
		glGenBuffers(1, &data.ninepatch_vertices);
		glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices);

		glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW);

		glBindBuffer(GL_ARRAY_BUFFER, 0);

		// element buffer
		glGenBuffers(1, &data.ninepatch_elements);
		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements);

#define _EIDX(y, x) (y * 4 + x)
		uint8_t elems[3 * 2 * 9] = {

			// first row

			_EIDX(0, 0), _EIDX(0, 1), _EIDX(1, 1),
			_EIDX(1, 1), _EIDX(1, 0), _EIDX(0, 0),

			_EIDX(0, 1), _EIDX(0, 2), _EIDX(1, 2),
			_EIDX(1, 2), _EIDX(1, 1), _EIDX(0, 1),

			_EIDX(0, 2), _EIDX(0, 3), _EIDX(1, 3),
			_EIDX(1, 3), _EIDX(1, 2), _EIDX(0, 2),

			// second row

			_EIDX(1, 0), _EIDX(1, 1), _EIDX(2, 1),
			_EIDX(2, 1), _EIDX(2, 0), _EIDX(1, 0),

			// the center one would be here, but we'll put it at the end
			// so it's easier to disable the center and be able to use
			// one draw call for both

			_EIDX(1, 2), _EIDX(1, 3), _EIDX(2, 3),
			_EIDX(2, 3), _EIDX(2, 2), _EIDX(1, 2),

			// third row

			_EIDX(2, 0), _EIDX(2, 1), _EIDX(3, 1),
			_EIDX(3, 1), _EIDX(3, 0), _EIDX(2, 0),

			_EIDX(2, 1), _EIDX(2, 2), _EIDX(3, 2),
			_EIDX(3, 2), _EIDX(3, 1), _EIDX(2, 1),

			_EIDX(2, 2), _EIDX(2, 3), _EIDX(3, 3),
			_EIDX(3, 3), _EIDX(3, 2), _EIDX(2, 2),

			// center field

			_EIDX(1, 1), _EIDX(1, 2), _EIDX(2, 2),
			_EIDX(2, 2), _EIDX(2, 1), _EIDX(1, 1)
		};
#undef _EIDX

		glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW);

		glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
	}

	state.canvas_shadow_shader.init();

	state.canvas_shader.init();

	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true);
	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);

	state.canvas_shader.bind();

	state.lens_shader.init();

	state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP, GLOBAL_DEF("rendering/quality/2d/use_pixel_snap", false));

	state.using_light = NULL;
	state.using_transparent_rt = false;
	state.using_skeleton = false;
}

void RasterizerCanvasGLES2::finalize() {
}

RasterizerCanvasGLES2::RasterizerCanvasGLES2() {
#ifdef GLES_OVER_GL
	use_nvidia_rect_workaround = GLOBAL_GET("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround");
#else
	// Not needed (a priori) on GLES devices
	use_nvidia_rect_workaround = false;
#endif
}
