1 | /**************************************************************************/ |
2 | /* renderer_canvas_render_rd.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
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25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "renderer_canvas_render_rd.h" |
32 | |
33 | #include "core/config/project_settings.h" |
34 | #include "core/math/geometry_2d.h" |
35 | #include "core/math/math_defs.h" |
36 | #include "core/math/math_funcs.h" |
37 | #include "renderer_compositor_rd.h" |
38 | #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" |
39 | #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h" |
40 | #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" |
41 | #include "servers/rendering/rendering_server_default.h" |
42 | |
43 | void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { |
44 | p_mat4[0] = p_transform.columns[0][0]; |
45 | p_mat4[1] = p_transform.columns[0][1]; |
46 | p_mat4[2] = 0; |
47 | p_mat4[3] = 0; |
48 | p_mat4[4] = p_transform.columns[1][0]; |
49 | p_mat4[5] = p_transform.columns[1][1]; |
50 | p_mat4[6] = 0; |
51 | p_mat4[7] = 0; |
52 | p_mat4[8] = 0; |
53 | p_mat4[9] = 0; |
54 | p_mat4[10] = 1; |
55 | p_mat4[11] = 0; |
56 | p_mat4[12] = p_transform.columns[2][0]; |
57 | p_mat4[13] = p_transform.columns[2][1]; |
58 | p_mat4[14] = 0; |
59 | p_mat4[15] = 1; |
60 | } |
61 | |
62 | void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) { |
63 | p_mat2x4[0] = p_transform.columns[0][0]; |
64 | p_mat2x4[1] = p_transform.columns[1][0]; |
65 | p_mat2x4[2] = 0; |
66 | p_mat2x4[3] = p_transform.columns[2][0]; |
67 | |
68 | p_mat2x4[4] = p_transform.columns[0][1]; |
69 | p_mat2x4[5] = p_transform.columns[1][1]; |
70 | p_mat2x4[6] = 0; |
71 | p_mat2x4[7] = p_transform.columns[2][1]; |
72 | } |
73 | |
74 | void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) { |
75 | p_mat2x3[0] = p_transform.columns[0][0]; |
76 | p_mat2x3[1] = p_transform.columns[0][1]; |
77 | p_mat2x3[2] = p_transform.columns[1][0]; |
78 | p_mat2x3[3] = p_transform.columns[1][1]; |
79 | p_mat2x3[4] = p_transform.columns[2][0]; |
80 | p_mat2x3[5] = p_transform.columns[2][1]; |
81 | } |
82 | |
83 | void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) { |
84 | p_mat4[0] = p_transform.basis.rows[0][0]; |
85 | p_mat4[1] = p_transform.basis.rows[1][0]; |
86 | p_mat4[2] = p_transform.basis.rows[2][0]; |
87 | p_mat4[3] = 0; |
88 | p_mat4[4] = p_transform.basis.rows[0][1]; |
89 | p_mat4[5] = p_transform.basis.rows[1][1]; |
90 | p_mat4[6] = p_transform.basis.rows[2][1]; |
91 | p_mat4[7] = 0; |
92 | p_mat4[8] = p_transform.basis.rows[0][2]; |
93 | p_mat4[9] = p_transform.basis.rows[1][2]; |
94 | p_mat4[10] = p_transform.basis.rows[2][2]; |
95 | p_mat4[11] = 0; |
96 | p_mat4[12] = p_transform.origin.x; |
97 | p_mat4[13] = p_transform.origin.y; |
98 | p_mat4[14] = p_transform.origin.z; |
99 | p_mat4[15] = 1; |
100 | } |
101 | |
102 | RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) { |
103 | // Care must be taken to generate array formats |
104 | // in ways where they could be reused, so we will |
105 | // put single-occuring elements first, and repeated |
106 | // elements later. This way the generated formats are |
107 | // the same no matter the length of the arrays. |
108 | // This dramatically reduces the amount of pipeline objects |
109 | // that need to be created for these formats. |
110 | |
111 | RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); |
112 | |
113 | uint32_t vertex_count = p_points.size(); |
114 | uint32_t stride = 2; //vertices always repeat |
115 | if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) { |
116 | stride += 4; |
117 | } |
118 | if ((uint32_t)p_uvs.size() == vertex_count) { |
119 | stride += 2; |
120 | } |
121 | if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) { |
122 | stride += 4; |
123 | } |
124 | |
125 | uint32_t buffer_size = stride * p_points.size(); |
126 | |
127 | Vector<uint8_t> polygon_buffer; |
128 | polygon_buffer.resize(buffer_size * sizeof(float)); |
129 | Vector<RD::VertexAttribute> descriptions; |
130 | descriptions.resize(5); |
131 | Vector<RID> buffers; |
132 | buffers.resize(5); |
133 | |
134 | { |
135 | uint8_t *r = polygon_buffer.ptrw(); |
136 | float *fptr = reinterpret_cast<float *>(r); |
137 | uint32_t *uptr = reinterpret_cast<uint32_t *>(r); |
138 | uint32_t base_offset = 0; |
139 | { //vertices |
140 | RD::VertexAttribute vd; |
141 | vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; |
142 | vd.offset = base_offset * sizeof(float); |
143 | vd.location = RS::ARRAY_VERTEX; |
144 | vd.stride = stride * sizeof(float); |
145 | |
146 | descriptions.write[0] = vd; |
147 | |
148 | const Vector2 *points_ptr = p_points.ptr(); |
149 | |
150 | for (uint32_t i = 0; i < vertex_count; i++) { |
151 | fptr[base_offset + i * stride + 0] = points_ptr[i].x; |
152 | fptr[base_offset + i * stride + 1] = points_ptr[i].y; |
153 | } |
154 | |
155 | base_offset += 2; |
156 | } |
157 | |
158 | //colors |
159 | if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) { |
160 | RD::VertexAttribute vd; |
161 | vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; |
162 | vd.offset = base_offset * sizeof(float); |
163 | vd.location = RS::ARRAY_COLOR; |
164 | vd.stride = stride * sizeof(float); |
165 | |
166 | descriptions.write[1] = vd; |
167 | |
168 | if (p_colors.size() == 1) { |
169 | Color color = p_colors[0]; |
170 | for (uint32_t i = 0; i < vertex_count; i++) { |
171 | fptr[base_offset + i * stride + 0] = color.r; |
172 | fptr[base_offset + i * stride + 1] = color.g; |
173 | fptr[base_offset + i * stride + 2] = color.b; |
174 | fptr[base_offset + i * stride + 3] = color.a; |
175 | } |
176 | } else { |
177 | const Color *color_ptr = p_colors.ptr(); |
178 | |
179 | for (uint32_t i = 0; i < vertex_count; i++) { |
180 | fptr[base_offset + i * stride + 0] = color_ptr[i].r; |
181 | fptr[base_offset + i * stride + 1] = color_ptr[i].g; |
182 | fptr[base_offset + i * stride + 2] = color_ptr[i].b; |
183 | fptr[base_offset + i * stride + 3] = color_ptr[i].a; |
184 | } |
185 | } |
186 | base_offset += 4; |
187 | } else { |
188 | RD::VertexAttribute vd; |
189 | vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; |
190 | vd.offset = 0; |
191 | vd.location = RS::ARRAY_COLOR; |
192 | vd.stride = 0; |
193 | |
194 | descriptions.write[1] = vd; |
195 | buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR); |
196 | } |
197 | |
198 | //uvs |
199 | if ((uint32_t)p_uvs.size() == vertex_count) { |
200 | RD::VertexAttribute vd; |
201 | vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; |
202 | vd.offset = base_offset * sizeof(float); |
203 | vd.location = RS::ARRAY_TEX_UV; |
204 | vd.stride = stride * sizeof(float); |
205 | |
206 | descriptions.write[2] = vd; |
207 | |
208 | const Vector2 *uv_ptr = p_uvs.ptr(); |
209 | |
210 | for (uint32_t i = 0; i < vertex_count; i++) { |
211 | fptr[base_offset + i * stride + 0] = uv_ptr[i].x; |
212 | fptr[base_offset + i * stride + 1] = uv_ptr[i].y; |
213 | } |
214 | base_offset += 2; |
215 | } else { |
216 | RD::VertexAttribute vd; |
217 | vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; |
218 | vd.offset = 0; |
219 | vd.location = RS::ARRAY_TEX_UV; |
220 | vd.stride = 0; |
221 | |
222 | descriptions.write[2] = vd; |
223 | buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV); |
224 | } |
225 | |
226 | //bones |
227 | if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) { |
228 | RD::VertexAttribute vd; |
229 | vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT; |
230 | vd.offset = base_offset * sizeof(float); |
231 | vd.location = RS::ARRAY_BONES; |
232 | vd.stride = stride * sizeof(float); |
233 | |
234 | descriptions.write[3] = vd; |
235 | |
236 | const int *bone_ptr = p_bones.ptr(); |
237 | |
238 | for (uint32_t i = 0; i < vertex_count; i++) { |
239 | uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride]; |
240 | |
241 | bone16w[0] = bone_ptr[i * 4 + 0]; |
242 | bone16w[1] = bone_ptr[i * 4 + 1]; |
243 | bone16w[2] = bone_ptr[i * 4 + 2]; |
244 | bone16w[3] = bone_ptr[i * 4 + 3]; |
245 | } |
246 | |
247 | base_offset += 2; |
248 | } else { |
249 | RD::VertexAttribute vd; |
250 | vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; |
251 | vd.offset = 0; |
252 | vd.location = RS::ARRAY_BONES; |
253 | vd.stride = 0; |
254 | |
255 | descriptions.write[3] = vd; |
256 | buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES); |
257 | } |
258 | |
259 | //weights |
260 | if ((uint32_t)p_weights.size() == vertex_count * 4) { |
261 | RD::VertexAttribute vd; |
262 | vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM; |
263 | vd.offset = base_offset * sizeof(float); |
264 | vd.location = RS::ARRAY_WEIGHTS; |
265 | vd.stride = stride * sizeof(float); |
266 | |
267 | descriptions.write[4] = vd; |
268 | |
269 | const float *weight_ptr = p_weights.ptr(); |
270 | |
271 | for (uint32_t i = 0; i < vertex_count; i++) { |
272 | uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride]; |
273 | |
274 | weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535); |
275 | weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535); |
276 | weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535); |
277 | weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535); |
278 | } |
279 | |
280 | base_offset += 2; |
281 | } else { |
282 | RD::VertexAttribute vd; |
283 | vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; |
284 | vd.offset = 0; |
285 | vd.location = RS::ARRAY_WEIGHTS; |
286 | vd.stride = 0; |
287 | |
288 | descriptions.write[4] = vd; |
289 | buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS); |
290 | } |
291 | |
292 | //check that everything is as it should be |
293 | ERR_FAIL_COND_V(base_offset != stride, 0); //bug |
294 | } |
295 | |
296 | RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions); |
297 | ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0); |
298 | |
299 | PolygonBuffers pb; |
300 | pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer); |
301 | for (int i = 0; i < descriptions.size(); i++) { |
302 | if (buffers[i] == RID()) { //if put in vertex, use as vertex |
303 | buffers.write[i] = pb.vertex_buffer; |
304 | } |
305 | } |
306 | |
307 | pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers); |
308 | |
309 | if (p_indices.size()) { |
310 | //create indices, as indices were requested |
311 | Vector<uint8_t> index_buffer; |
312 | index_buffer.resize(p_indices.size() * sizeof(int32_t)); |
313 | { |
314 | uint8_t *w = index_buffer.ptrw(); |
315 | memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size()); |
316 | } |
317 | pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer); |
318 | pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size()); |
319 | } |
320 | |
321 | pb.vertex_format_id = vertex_id; |
322 | |
323 | PolygonID id = polygon_buffers.last_id++; |
324 | |
325 | polygon_buffers.polygons[id] = pb; |
326 | |
327 | return id; |
328 | } |
329 | |
330 | void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) { |
331 | PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon); |
332 | ERR_FAIL_COND(!pb_ptr); |
333 | |
334 | PolygonBuffers &pb = *pb_ptr; |
335 | |
336 | if (pb.indices.is_valid()) { |
337 | RD::get_singleton()->free(pb.indices); |
338 | } |
339 | if (pb.index_buffer.is_valid()) { |
340 | RD::get_singleton()->free(pb.index_buffer); |
341 | } |
342 | |
343 | RD::get_singleton()->free(pb.vertex_array); |
344 | RD::get_singleton()->free(pb.vertex_buffer); |
345 | |
346 | polygon_buffers.polygons.erase(p_polygon); |
347 | } |
348 | |
349 | //////////////////// |
350 | |
351 | void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size, bool p_texture_is_data) { |
352 | if (p_texture == RID()) { |
353 | p_texture = default_canvas_texture; |
354 | } |
355 | |
356 | if (r_last_texture == p_texture) { |
357 | return; //nothing to do, its the same |
358 | } |
359 | |
360 | RID uniform_set; |
361 | Color specular_shininess; |
362 | Size2i size; |
363 | bool use_normal; |
364 | bool use_specular; |
365 | |
366 | bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, bool(push_constant.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR), uniform_set, size, specular_shininess, use_normal, use_specular, p_texture_is_data); |
367 | //something odd happened |
368 | if (!success) { |
369 | _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size); |
370 | return; |
371 | } |
372 | |
373 | RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET); |
374 | |
375 | if (specular_shininess.a < 0.999) { |
376 | push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED; |
377 | } else { |
378 | push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED; |
379 | } |
380 | |
381 | if (use_normal) { |
382 | push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED; |
383 | } else { |
384 | push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED; |
385 | } |
386 | |
387 | push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24; |
388 | push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16; |
389 | push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8; |
390 | push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255)); |
391 | |
392 | r_texpixel_size.x = 1.0 / float(size.x); |
393 | r_texpixel_size.y = 1.0 / float(size.y); |
394 | |
395 | push_constant.color_texture_pixel_size[0] = r_texpixel_size.x; |
396 | push_constant.color_texture_pixel_size[1] = r_texpixel_size.y; |
397 | |
398 | r_last_texture = p_texture; |
399 | } |
400 | |
401 | void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used) { |
402 | //create an empty push constant |
403 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
404 | RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); |
405 | RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton(); |
406 | |
407 | RS::CanvasItemTextureFilter current_filter = default_filter; |
408 | RS::CanvasItemTextureRepeat current_repeat = default_repeat; |
409 | |
410 | if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) { |
411 | current_filter = p_item->texture_filter; |
412 | } |
413 | |
414 | if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) { |
415 | current_repeat = p_item->texture_repeat; |
416 | } |
417 | |
418 | PushConstant push_constant; |
419 | Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform; |
420 | Transform2D draw_transform; |
421 | _update_transform_2d_to_mat2x3(base_transform, push_constant.world); |
422 | |
423 | Color base_color = p_item->final_modulate; |
424 | bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_render_target); |
425 | |
426 | for (int i = 0; i < 4; i++) { |
427 | push_constant.modulation[i] = 0; |
428 | push_constant.ninepatch_margins[i] = 0; |
429 | push_constant.src_rect[i] = 0; |
430 | push_constant.dst_rect[i] = 0; |
431 | } |
432 | push_constant.flags = 0; |
433 | push_constant.color_texture_pixel_size[0] = 0; |
434 | push_constant.color_texture_pixel_size[1] = 0; |
435 | |
436 | push_constant.pad[0] = 0; |
437 | push_constant.pad[1] = 0; |
438 | |
439 | push_constant.lights[0] = 0; |
440 | push_constant.lights[1] = 0; |
441 | push_constant.lights[2] = 0; |
442 | push_constant.lights[3] = 0; |
443 | |
444 | uint32_t base_flags = 0; |
445 | base_flags |= use_linear_colors ? FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0; |
446 | |
447 | uint16_t light_count = 0; |
448 | PipelineLightMode light_mode; |
449 | |
450 | { |
451 | Light *light = p_lights; |
452 | |
453 | while (light) { |
454 | if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) { |
455 | uint32_t light_index = light->render_index_cache; |
456 | push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8); |
457 | |
458 | light_count++; |
459 | |
460 | if (light_count == MAX_LIGHTS_PER_ITEM - 1) { |
461 | break; |
462 | } |
463 | } |
464 | light = light->next_ptr; |
465 | } |
466 | |
467 | base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT; |
468 | } |
469 | |
470 | light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED; |
471 | |
472 | PipelineVariants *pipeline_variants = p_pipeline_variants; |
473 | |
474 | bool reclip = false; |
475 | |
476 | RID last_texture; |
477 | Size2 texpixel_size; |
478 | |
479 | bool skipping = false; |
480 | |
481 | const Item::Command *c = p_item->commands; |
482 | while (c) { |
483 | if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) { |
484 | c = c->next; |
485 | continue; |
486 | } |
487 | |
488 | push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config |
489 | |
490 | switch (c->type) { |
491 | case Item::Command::TYPE_RECT: { |
492 | const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c); |
493 | |
494 | if (rect->flags & CANVAS_RECT_TILE) { |
495 | current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED; |
496 | } |
497 | |
498 | //bind pipeline |
499 | if (rect->flags & CANVAS_RECT_LCD) { |
500 | RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); |
501 | RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); |
502 | RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, rect->modulate); |
503 | } else { |
504 | RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); |
505 | RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); |
506 | } |
507 | |
508 | //bind textures |
509 | |
510 | _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size, bool(rect->flags & CANVAS_RECT_MSDF)); |
511 | |
512 | Rect2 src_rect; |
513 | Rect2 dst_rect; |
514 | |
515 | if (rect->texture != RID()) { |
516 | src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); |
517 | dst_rect = Rect2(rect->rect.position, rect->rect.size); |
518 | |
519 | if (dst_rect.size.width < 0) { |
520 | dst_rect.position.x += dst_rect.size.width; |
521 | dst_rect.size.width *= -1; |
522 | } |
523 | if (dst_rect.size.height < 0) { |
524 | dst_rect.position.y += dst_rect.size.height; |
525 | dst_rect.size.height *= -1; |
526 | } |
527 | |
528 | if (rect->flags & CANVAS_RECT_FLIP_H) { |
529 | src_rect.size.x *= -1; |
530 | push_constant.flags |= FLAGS_FLIP_H; |
531 | } |
532 | |
533 | if (rect->flags & CANVAS_RECT_FLIP_V) { |
534 | src_rect.size.y *= -1; |
535 | push_constant.flags |= FLAGS_FLIP_V; |
536 | } |
537 | |
538 | if (rect->flags & CANVAS_RECT_TRANSPOSE) { |
539 | push_constant.flags |= FLAGS_TRANSPOSE_RECT; |
540 | } |
541 | |
542 | if (rect->flags & CANVAS_RECT_CLIP_UV) { |
543 | push_constant.flags |= FLAGS_CLIP_RECT_UV; |
544 | } |
545 | |
546 | } else { |
547 | dst_rect = Rect2(rect->rect.position, rect->rect.size); |
548 | |
549 | if (dst_rect.size.width < 0) { |
550 | dst_rect.position.x += dst_rect.size.width; |
551 | dst_rect.size.width *= -1; |
552 | } |
553 | if (dst_rect.size.height < 0) { |
554 | dst_rect.position.y += dst_rect.size.height; |
555 | dst_rect.size.height *= -1; |
556 | } |
557 | |
558 | src_rect = Rect2(0, 0, 1, 1); |
559 | } |
560 | |
561 | if (rect->flags & CANVAS_RECT_MSDF) { |
562 | push_constant.flags |= FLAGS_USE_MSDF; |
563 | push_constant.msdf[0] = rect->px_range; // Pixel range. |
564 | push_constant.msdf[1] = rect->outline; // Outline size. |
565 | push_constant.msdf[2] = 0.f; // Reserved. |
566 | push_constant.msdf[3] = 0.f; // Reserved. |
567 | } else if (rect->flags & CANVAS_RECT_LCD) { |
568 | push_constant.flags |= FLAGS_USE_LCD; |
569 | } |
570 | |
571 | Color modulated = rect->modulate * base_color; |
572 | if (use_linear_colors) { |
573 | modulated = modulated.srgb_to_linear(); |
574 | } |
575 | |
576 | push_constant.modulation[0] = modulated.r; |
577 | push_constant.modulation[1] = modulated.g; |
578 | push_constant.modulation[2] = modulated.b; |
579 | push_constant.modulation[3] = modulated.a; |
580 | |
581 | push_constant.src_rect[0] = src_rect.position.x; |
582 | push_constant.src_rect[1] = src_rect.position.y; |
583 | push_constant.src_rect[2] = src_rect.size.width; |
584 | push_constant.src_rect[3] = src_rect.size.height; |
585 | |
586 | push_constant.dst_rect[0] = dst_rect.position.x; |
587 | push_constant.dst_rect[1] = dst_rect.position.y; |
588 | push_constant.dst_rect[2] = dst_rect.size.width; |
589 | push_constant.dst_rect[3] = dst_rect.size.height; |
590 | |
591 | RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); |
592 | RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array); |
593 | RD::get_singleton()->draw_list_draw(p_draw_list, true); |
594 | |
595 | } break; |
596 | |
597 | case Item::Command::TYPE_NINEPATCH: { |
598 | const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c); |
599 | |
600 | //bind pipeline |
601 | { |
602 | RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); |
603 | RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); |
604 | } |
605 | |
606 | //bind textures |
607 | |
608 | _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); |
609 | |
610 | Rect2 src_rect; |
611 | Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y); |
612 | |
613 | if (np->texture == RID()) { |
614 | texpixel_size = Size2(1, 1); |
615 | src_rect = Rect2(0, 0, 1, 1); |
616 | |
617 | } else { |
618 | if (np->source != Rect2()) { |
619 | src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height); |
620 | push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width; |
621 | push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height; |
622 | |
623 | } else { |
624 | src_rect = Rect2(0, 0, 1, 1); |
625 | } |
626 | } |
627 | |
628 | Color modulated = np->color * base_color; |
629 | if (use_linear_colors) { |
630 | modulated = modulated.srgb_to_linear(); |
631 | } |
632 | |
633 | push_constant.modulation[0] = modulated.r; |
634 | push_constant.modulation[1] = modulated.g; |
635 | push_constant.modulation[2] = modulated.b; |
636 | push_constant.modulation[3] = modulated.a; |
637 | |
638 | push_constant.src_rect[0] = src_rect.position.x; |
639 | push_constant.src_rect[1] = src_rect.position.y; |
640 | push_constant.src_rect[2] = src_rect.size.width; |
641 | push_constant.src_rect[3] = src_rect.size.height; |
642 | |
643 | push_constant.dst_rect[0] = dst_rect.position.x; |
644 | push_constant.dst_rect[1] = dst_rect.position.y; |
645 | push_constant.dst_rect[2] = dst_rect.size.width; |
646 | push_constant.dst_rect[3] = dst_rect.size.height; |
647 | |
648 | push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT; |
649 | push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT; |
650 | |
651 | if (np->draw_center) { |
652 | push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER; |
653 | } |
654 | |
655 | push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT]; |
656 | push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP]; |
657 | push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT]; |
658 | push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM]; |
659 | |
660 | RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); |
661 | RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array); |
662 | RD::get_singleton()->draw_list_draw(p_draw_list, true); |
663 | |
664 | // Restore if overridden. |
665 | push_constant.color_texture_pixel_size[0] = texpixel_size.x; |
666 | push_constant.color_texture_pixel_size[1] = texpixel_size.y; |
667 | |
668 | } break; |
669 | case Item::Command::TYPE_POLYGON: { |
670 | const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c); |
671 | |
672 | PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id); |
673 | ERR_CONTINUE(!pb); |
674 | //bind pipeline |
675 | { |
676 | static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP }; |
677 | ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX); |
678 | RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format); |
679 | RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); |
680 | } |
681 | |
682 | if (polygon->primitive == RS::PRIMITIVE_LINES) { |
683 | //not supported in most hardware, so pointless |
684 | //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width); |
685 | } |
686 | |
687 | //bind textures |
688 | |
689 | _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); |
690 | |
691 | Color color = base_color; |
692 | if (use_linear_colors) { |
693 | color = color.srgb_to_linear(); |
694 | } |
695 | |
696 | push_constant.modulation[0] = color.r; |
697 | push_constant.modulation[1] = color.g; |
698 | push_constant.modulation[2] = color.b; |
699 | push_constant.modulation[3] = color.a; |
700 | |
701 | for (int j = 0; j < 4; j++) { |
702 | push_constant.src_rect[j] = 0; |
703 | push_constant.dst_rect[j] = 0; |
704 | push_constant.ninepatch_margins[j] = 0; |
705 | } |
706 | |
707 | RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); |
708 | RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array); |
709 | if (pb->indices.is_valid()) { |
710 | RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices); |
711 | } |
712 | RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid()); |
713 | |
714 | } break; |
715 | case Item::Command::TYPE_PRIMITIVE: { |
716 | const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c); |
717 | |
718 | //bind pipeline |
719 | { |
720 | static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES }; |
721 | ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4); |
722 | RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); |
723 | RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); |
724 | } |
725 | |
726 | //bind textures |
727 | |
728 | _bind_canvas_texture(p_draw_list, primitive->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); |
729 | |
730 | RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]); |
731 | |
732 | for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) { |
733 | push_constant.points[j * 2 + 0] = primitive->points[j].x; |
734 | push_constant.points[j * 2 + 1] = primitive->points[j].y; |
735 | push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x; |
736 | push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y; |
737 | Color col = primitive->colors[j] * base_color; |
738 | if (use_linear_colors) { |
739 | col = col.srgb_to_linear(); |
740 | } |
741 | push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r); |
742 | push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b); |
743 | } |
744 | RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); |
745 | RD::get_singleton()->draw_list_draw(p_draw_list, true); |
746 | |
747 | if (primitive->point_count == 4) { |
748 | for (uint32_t j = 1; j < 3; j++) { |
749 | //second half of triangle |
750 | push_constant.points[j * 2 + 0] = primitive->points[j + 1].x; |
751 | push_constant.points[j * 2 + 1] = primitive->points[j + 1].y; |
752 | push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x; |
753 | push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y; |
754 | Color col = primitive->colors[j + 1] * base_color; |
755 | if (use_linear_colors) { |
756 | col = col.srgb_to_linear(); |
757 | } |
758 | push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r); |
759 | push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b); |
760 | } |
761 | |
762 | RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); |
763 | RD::get_singleton()->draw_list_draw(p_draw_list, true); |
764 | } |
765 | |
766 | } break; |
767 | case Item::Command::TYPE_MESH: |
768 | case Item::Command::TYPE_MULTIMESH: |
769 | case Item::Command::TYPE_PARTICLES: { |
770 | RID mesh; |
771 | RID mesh_instance; |
772 | RID texture; |
773 | Color modulate(1, 1, 1, 1); |
774 | float world_backup[6]; |
775 | int instance_count = 1; |
776 | |
777 | for (int j = 0; j < 6; j++) { |
778 | world_backup[j] = push_constant.world[j]; |
779 | } |
780 | |
781 | if (c->type == Item::Command::TYPE_MESH) { |
782 | const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c); |
783 | mesh = m->mesh; |
784 | mesh_instance = m->mesh_instance; |
785 | texture = m->texture; |
786 | modulate = m->modulate; |
787 | _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world); |
788 | } else if (c->type == Item::Command::TYPE_MULTIMESH) { |
789 | const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c); |
790 | RID multimesh = mm->multimesh; |
791 | mesh = mesh_storage->multimesh_get_mesh(multimesh); |
792 | texture = mm->texture; |
793 | |
794 | if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) { |
795 | break; |
796 | } |
797 | |
798 | instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh); |
799 | |
800 | if (instance_count == 0) { |
801 | break; |
802 | } |
803 | |
804 | RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); |
805 | RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET); |
806 | push_constant.flags |= 1; //multimesh, trails disabled |
807 | if (mesh_storage->multimesh_uses_colors(multimesh)) { |
808 | push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS; |
809 | } |
810 | if (mesh_storage->multimesh_uses_custom_data(multimesh)) { |
811 | push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; |
812 | } |
813 | } else if (c->type == Item::Command::TYPE_PARTICLES) { |
814 | const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c); |
815 | ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D); |
816 | particles_storage->particles_request_process(pt->particles); |
817 | |
818 | if (particles_storage->particles_is_inactive(pt->particles) || particles_storage->particles_get_frame_counter(pt->particles) == 0) { |
819 | break; |
820 | } |
821 | |
822 | RenderingServerDefault::redraw_request(); // active particles means redraw request |
823 | |
824 | int dpc = particles_storage->particles_get_draw_passes(pt->particles); |
825 | if (dpc == 0) { |
826 | break; //nothing to draw |
827 | } |
828 | uint32_t divisor = 1; |
829 | instance_count = particles_storage->particles_get_amount(pt->particles, divisor); |
830 | |
831 | RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); |
832 | RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET); |
833 | |
834 | push_constant.flags |= divisor; |
835 | instance_count /= divisor; |
836 | |
837 | push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS; |
838 | push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; |
839 | |
840 | mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored |
841 | texture = pt->texture; |
842 | |
843 | if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) { |
844 | //pass collision information |
845 | Transform2D xform = p_item->final_transform; |
846 | |
847 | RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target); |
848 | |
849 | Rect2 to_screen; |
850 | { |
851 | Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target); |
852 | |
853 | to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height); |
854 | to_screen.position = -sdf_rect.position * to_screen.size; |
855 | } |
856 | |
857 | particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture); |
858 | } else { |
859 | particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID()); |
860 | } |
861 | |
862 | // Signal that SDF texture needs to be updated. |
863 | r_sdf_used |= particles_storage->particles_has_collision(pt->particles); |
864 | } |
865 | |
866 | if (mesh.is_null()) { |
867 | break; |
868 | } |
869 | |
870 | _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); |
871 | |
872 | uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh); |
873 | static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP }; |
874 | |
875 | Color modulated = modulate * base_color; |
876 | if (use_linear_colors) { |
877 | modulated = modulated.srgb_to_linear(); |
878 | } |
879 | |
880 | push_constant.modulation[0] = modulated.r; |
881 | push_constant.modulation[1] = modulated.g; |
882 | push_constant.modulation[2] = modulated.b; |
883 | push_constant.modulation[3] = modulated.a; |
884 | |
885 | for (int j = 0; j < 4; j++) { |
886 | push_constant.src_rect[j] = 0; |
887 | push_constant.dst_rect[j] = 0; |
888 | push_constant.ninepatch_margins[j] = 0; |
889 | } |
890 | |
891 | for (uint32_t j = 0; j < surf_count; j++) { |
892 | void *surface = mesh_storage->mesh_get_surface(mesh, j); |
893 | |
894 | RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface); |
895 | ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX); |
896 | |
897 | uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask(); |
898 | |
899 | RID vertex_array; |
900 | RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID; |
901 | |
902 | if (mesh_instance.is_valid()) { |
903 | mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format); |
904 | } else { |
905 | mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format); |
906 | } |
907 | |
908 | RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format); |
909 | RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); |
910 | |
911 | RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0); |
912 | |
913 | if (index_array.is_valid()) { |
914 | RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array); |
915 | } |
916 | |
917 | RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array); |
918 | RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); |
919 | |
920 | RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count); |
921 | } |
922 | |
923 | for (int j = 0; j < 6; j++) { |
924 | push_constant.world[j] = world_backup[j]; |
925 | } |
926 | } break; |
927 | case Item::Command::TYPE_TRANSFORM: { |
928 | const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c); |
929 | draw_transform = transform->xform; |
930 | _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world); |
931 | |
932 | } break; |
933 | case Item::Command::TYPE_CLIP_IGNORE: { |
934 | const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c); |
935 | if (current_clip) { |
936 | if (ci->ignore != reclip) { |
937 | if (ci->ignore) { |
938 | RD::get_singleton()->draw_list_disable_scissor(p_draw_list); |
939 | reclip = true; |
940 | } else { |
941 | RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect); |
942 | reclip = false; |
943 | } |
944 | } |
945 | } |
946 | |
947 | } break; |
948 | case Item::Command::TYPE_ANIMATION_SLICE: { |
949 | const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c); |
950 | double current_time = RendererCompositorRD::get_singleton()->get_total_time(); |
951 | double local_time = Math::fposmod(current_time - as->offset, as->animation_length); |
952 | skipping = !(local_time >= as->slice_begin && local_time < as->slice_end); |
953 | |
954 | RenderingServerDefault::redraw_request(); // animation visible means redraw request |
955 | } break; |
956 | } |
957 | |
958 | c = c->next; |
959 | } |
960 | |
961 | if (current_clip && reclip) { |
962 | //will make it re-enable clipping if needed afterwards |
963 | current_clip = nullptr; |
964 | } |
965 | } |
966 | |
967 | RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) { |
968 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
969 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
970 | |
971 | //re create canvas state |
972 | Vector<RD::Uniform> uniforms; |
973 | |
974 | { |
975 | RD::Uniform u; |
976 | u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; |
977 | u.binding = 1; |
978 | u.append_id(state.canvas_state_buffer); |
979 | uniforms.push_back(u); |
980 | } |
981 | |
982 | { |
983 | RD::Uniform u; |
984 | u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; |
985 | u.binding = 2; |
986 | u.append_id(state.lights_uniform_buffer); |
987 | uniforms.push_back(u); |
988 | } |
989 | |
990 | { |
991 | RD::Uniform u; |
992 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
993 | u.binding = 3; |
994 | u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture()); |
995 | uniforms.push_back(u); |
996 | } |
997 | |
998 | { |
999 | RD::Uniform u; |
1000 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
1001 | u.binding = 4; |
1002 | u.append_id(state.shadow_texture); |
1003 | uniforms.push_back(u); |
1004 | } |
1005 | |
1006 | { |
1007 | RD::Uniform u; |
1008 | u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; |
1009 | u.binding = 5; |
1010 | u.append_id(state.shadow_sampler); |
1011 | uniforms.push_back(u); |
1012 | } |
1013 | |
1014 | { |
1015 | RD::Uniform u; |
1016 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
1017 | u.binding = 6; |
1018 | RID screen; |
1019 | if (p_backbuffer) { |
1020 | screen = texture_storage->render_target_get_rd_texture(p_to_render_target); |
1021 | } else { |
1022 | screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target); |
1023 | if (screen.is_null()) { //unallocated backbuffer |
1024 | screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); |
1025 | } |
1026 | } |
1027 | u.append_id(screen); |
1028 | uniforms.push_back(u); |
1029 | } |
1030 | |
1031 | { |
1032 | RD::Uniform u; |
1033 | u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; |
1034 | u.binding = 7; |
1035 | RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target); |
1036 | u.append_id(sdf); |
1037 | uniforms.push_back(u); |
1038 | } |
1039 | |
1040 | { |
1041 | RD::Uniform u; |
1042 | u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; |
1043 | u.binding = 9; |
1044 | u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); |
1045 | uniforms.push_back(u); |
1046 | } |
1047 | |
1048 | uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX)); |
1049 | |
1050 | RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET); |
1051 | if (p_backbuffer) { |
1052 | texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set); |
1053 | } else { |
1054 | texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set); |
1055 | } |
1056 | |
1057 | return uniform_set; |
1058 | } |
1059 | |
1060 | void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer) { |
1061 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
1062 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
1063 | |
1064 | Item *current_clip = nullptr; |
1065 | |
1066 | Transform2D canvas_transform_inverse = p_canvas_transform_inverse; |
1067 | |
1068 | RID framebuffer; |
1069 | RID fb_uniform_set; |
1070 | bool clear = false; |
1071 | Vector<Color> clear_colors; |
1072 | |
1073 | if (p_to_backbuffer) { |
1074 | framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target); |
1075 | fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target); |
1076 | } else { |
1077 | framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target); |
1078 | |
1079 | if (texture_storage->render_target_is_clear_requested(p_to_render_target)) { |
1080 | clear = true; |
1081 | clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target)); |
1082 | texture_storage->render_target_disable_clear_request(p_to_render_target); |
1083 | } |
1084 | // TODO: Obtain from framebuffer format eventually when this is implemented. |
1085 | fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target); |
1086 | } |
1087 | |
1088 | if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) { |
1089 | fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer); |
1090 | } |
1091 | |
1092 | RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); |
1093 | |
1094 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors); |
1095 | |
1096 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET); |
1097 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET); |
1098 | |
1099 | RID prev_material; |
1100 | |
1101 | PipelineVariants *pipeline_variants = &shader.pipeline_variants; |
1102 | |
1103 | for (int i = 0; i < p_item_count; i++) { |
1104 | Item *ci = items[i]; |
1105 | |
1106 | if (current_clip != ci->final_clip_owner) { |
1107 | current_clip = ci->final_clip_owner; |
1108 | |
1109 | //setup clip |
1110 | if (current_clip) { |
1111 | RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect); |
1112 | |
1113 | } else { |
1114 | RD::get_singleton()->draw_list_disable_scissor(draw_list); |
1115 | } |
1116 | } |
1117 | |
1118 | RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; |
1119 | |
1120 | if (ci->use_canvas_group) { |
1121 | if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) { |
1122 | material = default_clip_children_material; |
1123 | } else { |
1124 | if (material.is_null()) { |
1125 | if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) { |
1126 | material = default_clip_children_material; |
1127 | } else { |
1128 | material = default_canvas_group_material; |
1129 | } |
1130 | } |
1131 | } |
1132 | } |
1133 | |
1134 | if (material != prev_material) { |
1135 | CanvasMaterialData *material_data = nullptr; |
1136 | if (material.is_valid()) { |
1137 | material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D)); |
1138 | } |
1139 | |
1140 | if (material_data) { |
1141 | if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) { |
1142 | pipeline_variants = &material_data->shader_data->pipeline_variants; |
1143 | // Update uniform set. |
1144 | RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target) ? material_data->uniform_set : material_data->uniform_set_srgb; |
1145 | if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set. |
1146 | RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET); |
1147 | material_data->set_as_used(); |
1148 | } |
1149 | } else { |
1150 | pipeline_variants = &shader.pipeline_variants; |
1151 | } |
1152 | } else { |
1153 | pipeline_variants = &shader.pipeline_variants; |
1154 | } |
1155 | } |
1156 | |
1157 | _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used); |
1158 | |
1159 | prev_material = material; |
1160 | } |
1161 | |
1162 | RD::get_singleton()->draw_list_end(); |
1163 | } |
1164 | |
1165 | void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) { |
1166 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
1167 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
1168 | RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); |
1169 | |
1170 | r_sdf_used = false; |
1171 | int item_count = 0; |
1172 | |
1173 | //setup canvas state uniforms if needed |
1174 | |
1175 | Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse(); |
1176 | |
1177 | //setup directional lights if exist |
1178 | |
1179 | uint32_t light_count = 0; |
1180 | uint32_t directional_light_count = 0; |
1181 | { |
1182 | Light *l = p_directional_light_list; |
1183 | uint32_t index = 0; |
1184 | |
1185 | while (l) { |
1186 | if (index == state.max_lights_per_render) { |
1187 | l->render_index_cache = -1; |
1188 | l = l->next_ptr; |
1189 | continue; |
1190 | } |
1191 | |
1192 | CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal); |
1193 | if (!clight) { //unused or invalid texture |
1194 | l->render_index_cache = -1; |
1195 | l = l->next_ptr; |
1196 | ERR_CONTINUE(!clight); |
1197 | } |
1198 | |
1199 | Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized(); |
1200 | |
1201 | state.light_uniforms[index].position[0] = -canvas_light_dir.x; |
1202 | state.light_uniforms[index].position[1] = -canvas_light_dir.y; |
1203 | |
1204 | _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix); |
1205 | |
1206 | state.light_uniforms[index].height = l->height; //0..1 here |
1207 | |
1208 | for (int i = 0; i < 4; i++) { |
1209 | state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255)); |
1210 | state.light_uniforms[index].color[i] = l->color[i]; |
1211 | } |
1212 | |
1213 | state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate |
1214 | |
1215 | if (state.shadow_fb.is_valid()) { |
1216 | state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); |
1217 | state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far; |
1218 | state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset; |
1219 | } else { |
1220 | state.light_uniforms[index].shadow_pixel_size = 1.0; |
1221 | state.light_uniforms[index].shadow_z_far_inv = 1.0; |
1222 | state.light_uniforms[index].shadow_y_ofs = 0; |
1223 | } |
1224 | |
1225 | state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT; |
1226 | state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT; |
1227 | if (clight->shadow.enabled) { |
1228 | state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW; |
1229 | } |
1230 | |
1231 | l->render_index_cache = index; |
1232 | |
1233 | index++; |
1234 | l = l->next_ptr; |
1235 | } |
1236 | |
1237 | light_count = index; |
1238 | directional_light_count = light_count; |
1239 | using_directional_lights = directional_light_count > 0; |
1240 | } |
1241 | |
1242 | //setup lights if exist |
1243 | |
1244 | { |
1245 | Light *l = p_light_list; |
1246 | uint32_t index = light_count; |
1247 | |
1248 | while (l) { |
1249 | if (index == state.max_lights_per_render) { |
1250 | l->render_index_cache = -1; |
1251 | l = l->next_ptr; |
1252 | continue; |
1253 | } |
1254 | |
1255 | CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal); |
1256 | if (!clight) { //unused or invalid texture |
1257 | l->render_index_cache = -1; |
1258 | l = l->next_ptr; |
1259 | ERR_CONTINUE(!clight); |
1260 | } |
1261 | |
1262 | Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss |
1263 | state.light_uniforms[index].position[0] = canvas_light_pos.x; |
1264 | state.light_uniforms[index].position[1] = canvas_light_pos.y; |
1265 | |
1266 | _update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix); |
1267 | _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix); |
1268 | |
1269 | state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss |
1270 | for (int i = 0; i < 4; i++) { |
1271 | state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255)); |
1272 | state.light_uniforms[index].color[i] = l->color[i]; |
1273 | } |
1274 | |
1275 | state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate |
1276 | |
1277 | if (state.shadow_fb.is_valid()) { |
1278 | state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); |
1279 | state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far; |
1280 | state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset; |
1281 | } else { |
1282 | state.light_uniforms[index].shadow_pixel_size = 1.0; |
1283 | state.light_uniforms[index].shadow_z_far_inv = 1.0; |
1284 | state.light_uniforms[index].shadow_y_ofs = 0; |
1285 | } |
1286 | |
1287 | state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT; |
1288 | state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT; |
1289 | if (clight->shadow.enabled) { |
1290 | state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW; |
1291 | } |
1292 | |
1293 | if (clight->texture.is_valid()) { |
1294 | Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture); |
1295 | state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x; |
1296 | state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y; |
1297 | state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width; |
1298 | state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height; |
1299 | |
1300 | } else { |
1301 | state.light_uniforms[index].atlas_rect[0] = 0; |
1302 | state.light_uniforms[index].atlas_rect[1] = 0; |
1303 | state.light_uniforms[index].atlas_rect[2] = 0; |
1304 | state.light_uniforms[index].atlas_rect[3] = 0; |
1305 | } |
1306 | |
1307 | l->render_index_cache = index; |
1308 | |
1309 | index++; |
1310 | l = l->next_ptr; |
1311 | } |
1312 | |
1313 | light_count = index; |
1314 | } |
1315 | |
1316 | if (light_count > 0) { |
1317 | RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]); |
1318 | } |
1319 | |
1320 | { |
1321 | //update canvas state uniform buffer |
1322 | State::Buffer state_buffer; |
1323 | |
1324 | Size2i ssize = texture_storage->render_target_get_size(p_to_render_target); |
1325 | |
1326 | Transform3D screen_transform; |
1327 | screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); |
1328 | screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f)); |
1329 | _update_transform_to_mat4(screen_transform, state_buffer.screen_transform); |
1330 | _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform); |
1331 | |
1332 | Transform2D normal_transform = p_canvas_transform; |
1333 | normal_transform.columns[0].normalize(); |
1334 | normal_transform.columns[1].normalize(); |
1335 | normal_transform.columns[2] = Vector2(); |
1336 | _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform); |
1337 | |
1338 | state_buffer.canvas_modulate[0] = p_modulate.r; |
1339 | state_buffer.canvas_modulate[1] = p_modulate.g; |
1340 | state_buffer.canvas_modulate[2] = p_modulate.b; |
1341 | state_buffer.canvas_modulate[3] = p_modulate.a; |
1342 | |
1343 | Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target); |
1344 | state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x; |
1345 | state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y; |
1346 | |
1347 | state_buffer.time = state.time; |
1348 | state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel; |
1349 | |
1350 | state_buffer.directional_light_count = directional_light_count; |
1351 | |
1352 | Vector2 canvas_scale = p_canvas_transform.get_scale(); |
1353 | |
1354 | state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x; |
1355 | state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y; |
1356 | |
1357 | state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0]; |
1358 | state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1]; |
1359 | |
1360 | Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target); |
1361 | Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale); |
1362 | |
1363 | state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width; |
1364 | state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height; |
1365 | state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width; |
1366 | state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height; |
1367 | |
1368 | //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale)); |
1369 | state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); |
1370 | |
1371 | RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer); |
1372 | } |
1373 | |
1374 | { //default filter/repeat |
1375 | default_filter = p_default_filter; |
1376 | default_repeat = p_default_repeat; |
1377 | } |
1378 | |
1379 | Item *ci = p_item_list; |
1380 | |
1381 | //fill the list until rendering is possible. |
1382 | bool material_screen_texture_cached = false; |
1383 | bool material_screen_texture_mipmaps_cached = false; |
1384 | |
1385 | Rect2 back_buffer_rect; |
1386 | bool backbuffer_copy = false; |
1387 | bool backbuffer_gen_mipmaps = false; |
1388 | |
1389 | Item *canvas_group_owner = nullptr; |
1390 | bool skip_item = false; |
1391 | |
1392 | bool update_skeletons = false; |
1393 | bool time_used = false; |
1394 | |
1395 | bool backbuffer_cleared = false; |
1396 | |
1397 | while (ci) { |
1398 | if (ci->copy_back_buffer && canvas_group_owner == nullptr) { |
1399 | backbuffer_copy = true; |
1400 | |
1401 | if (ci->copy_back_buffer->full) { |
1402 | back_buffer_rect = Rect2(); |
1403 | } else { |
1404 | back_buffer_rect = ci->copy_back_buffer->rect; |
1405 | } |
1406 | } |
1407 | |
1408 | RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; |
1409 | |
1410 | if (material.is_valid()) { |
1411 | CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D)); |
1412 | if (md && md->shader_data->valid) { |
1413 | if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) { |
1414 | if (!material_screen_texture_cached) { |
1415 | backbuffer_copy = true; |
1416 | back_buffer_rect = Rect2(); |
1417 | backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps; |
1418 | } else if (!material_screen_texture_mipmaps_cached) { |
1419 | backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps; |
1420 | } |
1421 | } |
1422 | |
1423 | if (md->shader_data->uses_sdf) { |
1424 | r_sdf_used = true; |
1425 | } |
1426 | if (md->shader_data->uses_time) { |
1427 | time_used = true; |
1428 | } |
1429 | } |
1430 | } |
1431 | |
1432 | if (ci->skeleton.is_valid()) { |
1433 | const Item::Command *c = ci->commands; |
1434 | |
1435 | while (c) { |
1436 | if (c->type == Item::Command::TYPE_MESH) { |
1437 | const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c); |
1438 | if (cm->mesh_instance.is_valid()) { |
1439 | mesh_storage->mesh_instance_check_for_update(cm->mesh_instance); |
1440 | mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform); |
1441 | update_skeletons = true; |
1442 | } |
1443 | } |
1444 | c = c->next; |
1445 | } |
1446 | } |
1447 | |
1448 | if (ci->canvas_group_owner != nullptr) { |
1449 | if (canvas_group_owner == nullptr) { |
1450 | // Canvas group begins here, render until before this item |
1451 | if (update_skeletons) { |
1452 | mesh_storage->update_mesh_instances(); |
1453 | update_skeletons = false; |
1454 | } |
1455 | |
1456 | _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used); |
1457 | item_count = 0; |
1458 | |
1459 | if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) { |
1460 | Rect2i group_rect = ci->canvas_group_owner->global_rect_cache; |
1461 | texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false); |
1462 | if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) { |
1463 | ci->canvas_group_owner->use_canvas_group = false; |
1464 | items[item_count++] = ci->canvas_group_owner; |
1465 | } |
1466 | } else if (!backbuffer_cleared) { |
1467 | texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0)); |
1468 | backbuffer_cleared = true; |
1469 | } |
1470 | |
1471 | backbuffer_copy = false; |
1472 | canvas_group_owner = ci->canvas_group_owner; //continue until owner found |
1473 | } |
1474 | |
1475 | ci->canvas_group_owner = nullptr; //must be cleared |
1476 | } |
1477 | |
1478 | if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) { |
1479 | skip_item = true; |
1480 | } |
1481 | |
1482 | if (ci == canvas_group_owner) { |
1483 | if (update_skeletons) { |
1484 | mesh_storage->update_mesh_instances(); |
1485 | update_skeletons = false; |
1486 | } |
1487 | |
1488 | _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true); |
1489 | item_count = 0; |
1490 | |
1491 | if (ci->canvas_group->blur_mipmaps) { |
1492 | texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache); |
1493 | } |
1494 | |
1495 | canvas_group_owner = nullptr; |
1496 | // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it. |
1497 | backbuffer_cleared = false; |
1498 | |
1499 | // Tell the renderer to paint this as a canvas group |
1500 | ci->use_canvas_group = true; |
1501 | } else { |
1502 | ci->use_canvas_group = false; |
1503 | } |
1504 | |
1505 | if (backbuffer_copy) { |
1506 | //render anything pending, including clearing if no items |
1507 | if (update_skeletons) { |
1508 | mesh_storage->update_mesh_instances(); |
1509 | update_skeletons = false; |
1510 | } |
1511 | |
1512 | _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used); |
1513 | item_count = 0; |
1514 | |
1515 | texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps); |
1516 | |
1517 | backbuffer_copy = false; |
1518 | material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies. |
1519 | material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps; |
1520 | backbuffer_gen_mipmaps = false; |
1521 | } |
1522 | |
1523 | if (backbuffer_gen_mipmaps) { |
1524 | texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect); |
1525 | |
1526 | backbuffer_gen_mipmaps = false; |
1527 | material_screen_texture_mipmaps_cached = true; |
1528 | } |
1529 | |
1530 | if (skip_item) { |
1531 | skip_item = false; |
1532 | } else { |
1533 | items[item_count++] = ci; |
1534 | } |
1535 | |
1536 | if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) { |
1537 | if (update_skeletons) { |
1538 | mesh_storage->update_mesh_instances(); |
1539 | update_skeletons = false; |
1540 | } |
1541 | |
1542 | _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr); |
1543 | //then reset |
1544 | item_count = 0; |
1545 | } |
1546 | |
1547 | ci = ci->next; |
1548 | } |
1549 | |
1550 | if (time_used) { |
1551 | RenderingServerDefault::redraw_request(); |
1552 | } |
1553 | } |
1554 | |
1555 | RID RendererCanvasRenderRD::light_create() { |
1556 | CanvasLight canvas_light; |
1557 | return canvas_light_owner.make_rid(canvas_light); |
1558 | } |
1559 | |
1560 | void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) { |
1561 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
1562 | |
1563 | CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); |
1564 | ERR_FAIL_COND(!cl); |
1565 | if (cl->texture == p_texture) { |
1566 | return; |
1567 | } |
1568 | |
1569 | ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture)); |
1570 | |
1571 | if (cl->texture.is_valid()) { |
1572 | texture_storage->texture_remove_from_decal_atlas(cl->texture); |
1573 | } |
1574 | cl->texture = p_texture; |
1575 | |
1576 | if (cl->texture.is_valid()) { |
1577 | texture_storage->texture_add_to_decal_atlas(cl->texture); |
1578 | } |
1579 | } |
1580 | |
1581 | void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) { |
1582 | CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); |
1583 | ERR_FAIL_COND(!cl); |
1584 | |
1585 | cl->shadow.enabled = p_enable; |
1586 | } |
1587 | |
1588 | void RendererCanvasRenderRD::_update_shadow_atlas() { |
1589 | if (state.shadow_fb == RID()) { |
1590 | //ah, we lack the shadow texture.. |
1591 | RD::get_singleton()->free(state.shadow_texture); //erase placeholder |
1592 | |
1593 | Vector<RID> fb_textures; |
1594 | |
1595 | { //texture |
1596 | RD::TextureFormat tf; |
1597 | tf.texture_type = RD::TEXTURE_TYPE_2D; |
1598 | tf.width = state.shadow_texture_size; |
1599 | tf.height = state.max_lights_per_render * 2; |
1600 | tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; |
1601 | tf.format = RD::DATA_FORMAT_R32_SFLOAT; |
1602 | |
1603 | state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
1604 | fb_textures.push_back(state.shadow_texture); |
1605 | } |
1606 | { |
1607 | RD::TextureFormat tf; |
1608 | tf.texture_type = RD::TEXTURE_TYPE_2D; |
1609 | tf.width = state.shadow_texture_size; |
1610 | tf.height = state.max_lights_per_render * 2; |
1611 | tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; |
1612 | tf.format = RD::DATA_FORMAT_D32_SFLOAT; |
1613 | //chunks to write |
1614 | state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
1615 | fb_textures.push_back(state.shadow_depth_texture); |
1616 | } |
1617 | |
1618 | state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures); |
1619 | } |
1620 | } |
1621 | void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) { |
1622 | CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); |
1623 | ERR_FAIL_COND(!cl->shadow.enabled); |
1624 | |
1625 | _update_shadow_atlas(); |
1626 | |
1627 | cl->shadow.z_far = p_far; |
1628 | cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2); |
1629 | Vector<Color> cc; |
1630 | cc.push_back(Color(p_far, p_far, p_far, 1.0)); |
1631 | |
1632 | for (int i = 0; i < 4; i++) { |
1633 | //make sure it remains orthogonal, makes easy to read angle later |
1634 | |
1635 | //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); |
1636 | |
1637 | Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); |
1638 | RD::InitialAction initial_action = i == 0 ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE; |
1639 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, initial_action, i != 3 ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, initial_action, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); |
1640 | |
1641 | Projection projection; |
1642 | { |
1643 | real_t fov = 90; |
1644 | real_t nearp = p_near; |
1645 | real_t farp = p_far; |
1646 | real_t aspect = 1.0; |
1647 | |
1648 | real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); |
1649 | real_t ymin = -ymax; |
1650 | real_t xmin = ymin * aspect; |
1651 | real_t xmax = ymax * aspect; |
1652 | |
1653 | projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); |
1654 | } |
1655 | |
1656 | Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); |
1657 | projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); |
1658 | |
1659 | ShadowRenderPushConstant push_constant; |
1660 | for (int y = 0; y < 4; y++) { |
1661 | for (int x = 0; x < 4; x++) { |
1662 | push_constant.projection[y * 4 + x] = projection.columns[y][x]; |
1663 | } |
1664 | } |
1665 | static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; |
1666 | push_constant.direction[0] = directions[i].x; |
1667 | push_constant.direction[1] = directions[i].y; |
1668 | push_constant.z_far = p_far; |
1669 | push_constant.pad = 0; |
1670 | |
1671 | LightOccluderInstance *instance = p_occluders; |
1672 | |
1673 | while (instance) { |
1674 | OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); |
1675 | |
1676 | if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) { |
1677 | instance = instance->next; |
1678 | continue; |
1679 | } |
1680 | |
1681 | _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview); |
1682 | |
1683 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]); |
1684 | RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array); |
1685 | RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array); |
1686 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant)); |
1687 | |
1688 | RD::get_singleton()->draw_list_draw(draw_list, true); |
1689 | |
1690 | instance = instance->next; |
1691 | } |
1692 | |
1693 | RD::get_singleton()->draw_list_end(); |
1694 | } |
1695 | } |
1696 | |
1697 | void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) { |
1698 | CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); |
1699 | ERR_FAIL_COND(!cl->shadow.enabled); |
1700 | |
1701 | _update_shadow_atlas(); |
1702 | |
1703 | Vector2 light_dir = p_light_xform.columns[1].normalized(); |
1704 | |
1705 | Vector2 center = p_clip_rect.get_center(); |
1706 | |
1707 | float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center)); |
1708 | |
1709 | Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance); |
1710 | float distance = to_edge_distance * 2.0 + p_cull_distance; |
1711 | float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle |
1712 | |
1713 | cl->shadow.z_far = distance; |
1714 | cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2); |
1715 | |
1716 | Transform2D to_light_xform; |
1717 | |
1718 | to_light_xform[2] = from_pos; |
1719 | to_light_xform[1] = light_dir; |
1720 | to_light_xform[0] = -light_dir.orthogonal(); |
1721 | |
1722 | to_light_xform.invert(); |
1723 | |
1724 | Vector<Color> cc; |
1725 | cc.push_back(Color(1, 1, 1, 1)); |
1726 | |
1727 | Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2); |
1728 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR_REGION, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); |
1729 | |
1730 | Projection projection; |
1731 | projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance); |
1732 | projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); |
1733 | |
1734 | ShadowRenderPushConstant push_constant; |
1735 | for (int y = 0; y < 4; y++) { |
1736 | for (int x = 0; x < 4; x++) { |
1737 | push_constant.projection[y * 4 + x] = projection.columns[y][x]; |
1738 | } |
1739 | } |
1740 | |
1741 | push_constant.direction[0] = 0.0; |
1742 | push_constant.direction[1] = 1.0; |
1743 | push_constant.z_far = distance; |
1744 | push_constant.pad = 0; |
1745 | |
1746 | LightOccluderInstance *instance = p_occluders; |
1747 | |
1748 | while (instance) { |
1749 | OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); |
1750 | |
1751 | if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) { |
1752 | instance = instance->next; |
1753 | continue; |
1754 | } |
1755 | |
1756 | _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview); |
1757 | |
1758 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]); |
1759 | RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array); |
1760 | RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array); |
1761 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant)); |
1762 | |
1763 | RD::get_singleton()->draw_list_draw(draw_list, true); |
1764 | |
1765 | instance = instance->next; |
1766 | } |
1767 | |
1768 | RD::get_singleton()->draw_list_end(); |
1769 | |
1770 | Transform2D to_shadow; |
1771 | to_shadow.columns[0].x = 1.0 / -(half_size * 2.0); |
1772 | to_shadow.columns[2].x = 0.5; |
1773 | |
1774 | cl->shadow.directional_xform = to_shadow * to_light_xform; |
1775 | } |
1776 | |
1777 | void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) { |
1778 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
1779 | |
1780 | RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target); |
1781 | Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target); |
1782 | |
1783 | Transform2D to_sdf; |
1784 | to_sdf.columns[0] *= rect.size.width; |
1785 | to_sdf.columns[1] *= rect.size.height; |
1786 | to_sdf.columns[2] = rect.position; |
1787 | |
1788 | Transform2D to_clip; |
1789 | to_clip.columns[0] *= 2.0; |
1790 | to_clip.columns[1] *= 2.0; |
1791 | to_clip.columns[2] = -Vector2(1.0, 1.0); |
1792 | |
1793 | to_clip = to_clip * to_sdf.affine_inverse(); |
1794 | |
1795 | Vector<Color> cc; |
1796 | cc.push_back(Color(0, 0, 0, 0)); |
1797 | |
1798 | RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc); |
1799 | |
1800 | Projection projection; |
1801 | |
1802 | ShadowRenderPushConstant push_constant; |
1803 | for (int y = 0; y < 4; y++) { |
1804 | for (int x = 0; x < 4; x++) { |
1805 | push_constant.projection[y * 4 + x] = projection.columns[y][x]; |
1806 | } |
1807 | } |
1808 | |
1809 | push_constant.direction[0] = 0.0; |
1810 | push_constant.direction[1] = 0.0; |
1811 | push_constant.z_far = 0; |
1812 | push_constant.pad = 0; |
1813 | |
1814 | LightOccluderInstance *instance = p_occluders; |
1815 | |
1816 | while (instance) { |
1817 | OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); |
1818 | |
1819 | if (!co || co->sdf_index_array.is_null()) { |
1820 | instance = instance->next; |
1821 | continue; |
1822 | } |
1823 | |
1824 | _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview); |
1825 | |
1826 | RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]); |
1827 | RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array); |
1828 | RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array); |
1829 | RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant)); |
1830 | |
1831 | RD::get_singleton()->draw_list_draw(draw_list, true); |
1832 | |
1833 | instance = instance->next; |
1834 | } |
1835 | |
1836 | RD::get_singleton()->draw_list_end(); |
1837 | |
1838 | texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it |
1839 | } |
1840 | |
1841 | RID RendererCanvasRenderRD::occluder_polygon_create() { |
1842 | OccluderPolygon occluder; |
1843 | occluder.line_point_count = 0; |
1844 | occluder.sdf_point_count = 0; |
1845 | occluder.sdf_index_count = 0; |
1846 | occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; |
1847 | return occluder_polygon_owner.make_rid(occluder); |
1848 | } |
1849 | |
1850 | void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) { |
1851 | OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder); |
1852 | ERR_FAIL_COND(!oc); |
1853 | |
1854 | Vector<Vector2> lines; |
1855 | |
1856 | if (p_points.size()) { |
1857 | int lc = p_points.size() * 2; |
1858 | |
1859 | lines.resize(lc - (p_closed ? 0 : 2)); |
1860 | { |
1861 | Vector2 *w = lines.ptrw(); |
1862 | const Vector2 *r = p_points.ptr(); |
1863 | |
1864 | int max = lc / 2; |
1865 | if (!p_closed) { |
1866 | max--; |
1867 | } |
1868 | for (int i = 0; i < max; i++) { |
1869 | Vector2 a = r[i]; |
1870 | Vector2 b = r[(i + 1) % (lc / 2)]; |
1871 | w[i * 2 + 0] = a; |
1872 | w[i * 2 + 1] = b; |
1873 | } |
1874 | } |
1875 | } |
1876 | |
1877 | if ((oc->line_point_count != lines.size() || lines.size() == 0) && oc->vertex_array.is_valid()) { |
1878 | RD::get_singleton()->free(oc->vertex_array); |
1879 | RD::get_singleton()->free(oc->vertex_buffer); |
1880 | RD::get_singleton()->free(oc->index_array); |
1881 | RD::get_singleton()->free(oc->index_buffer); |
1882 | |
1883 | oc->vertex_array = RID(); |
1884 | oc->vertex_buffer = RID(); |
1885 | oc->index_array = RID(); |
1886 | oc->index_buffer = RID(); |
1887 | |
1888 | oc->line_point_count = lines.size(); |
1889 | } |
1890 | |
1891 | if (lines.size()) { |
1892 | oc->line_point_count = lines.size(); |
1893 | Vector<uint8_t> geometry; |
1894 | Vector<uint8_t> indices; |
1895 | int lc = lines.size(); |
1896 | |
1897 | geometry.resize(lc * 6 * sizeof(float)); |
1898 | indices.resize(lc * 3 * sizeof(uint16_t)); |
1899 | |
1900 | { |
1901 | uint8_t *vw = geometry.ptrw(); |
1902 | float *vwptr = reinterpret_cast<float *>(vw); |
1903 | uint8_t *iw = indices.ptrw(); |
1904 | uint16_t *iwptr = (uint16_t *)iw; |
1905 | |
1906 | const Vector2 *lr = lines.ptr(); |
1907 | |
1908 | const int POLY_HEIGHT = 16384; |
1909 | |
1910 | for (int i = 0; i < lc / 2; i++) { |
1911 | vwptr[i * 12 + 0] = lr[i * 2 + 0].x; |
1912 | vwptr[i * 12 + 1] = lr[i * 2 + 0].y; |
1913 | vwptr[i * 12 + 2] = POLY_HEIGHT; |
1914 | |
1915 | vwptr[i * 12 + 3] = lr[i * 2 + 1].x; |
1916 | vwptr[i * 12 + 4] = lr[i * 2 + 1].y; |
1917 | vwptr[i * 12 + 5] = POLY_HEIGHT; |
1918 | |
1919 | vwptr[i * 12 + 6] = lr[i * 2 + 1].x; |
1920 | vwptr[i * 12 + 7] = lr[i * 2 + 1].y; |
1921 | vwptr[i * 12 + 8] = -POLY_HEIGHT; |
1922 | |
1923 | vwptr[i * 12 + 9] = lr[i * 2 + 0].x; |
1924 | vwptr[i * 12 + 10] = lr[i * 2 + 0].y; |
1925 | vwptr[i * 12 + 11] = -POLY_HEIGHT; |
1926 | |
1927 | iwptr[i * 6 + 0] = i * 4 + 0; |
1928 | iwptr[i * 6 + 1] = i * 4 + 1; |
1929 | iwptr[i * 6 + 2] = i * 4 + 2; |
1930 | |
1931 | iwptr[i * 6 + 3] = i * 4 + 2; |
1932 | iwptr[i * 6 + 4] = i * 4 + 3; |
1933 | iwptr[i * 6 + 5] = i * 4 + 0; |
1934 | } |
1935 | } |
1936 | |
1937 | //if same buffer len is being set, just use buffer_update to avoid a pipeline flush |
1938 | |
1939 | if (oc->vertex_array.is_null()) { |
1940 | //create from scratch |
1941 | //vertices |
1942 | // TODO: geometry is always of length lc * 6 * sizeof(float), so in doubles builds this will receive half the data it needs |
1943 | oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry); |
1944 | |
1945 | Vector<RID> buffer; |
1946 | buffer.push_back(oc->vertex_buffer); |
1947 | oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer); |
1948 | //indices |
1949 | |
1950 | oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices); |
1951 | oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc); |
1952 | |
1953 | } else { |
1954 | //update existing |
1955 | const uint8_t *vr = geometry.ptr(); |
1956 | RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr); |
1957 | const uint8_t *ir = indices.ptr(); |
1958 | RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir); |
1959 | } |
1960 | } |
1961 | |
1962 | // sdf |
1963 | |
1964 | Vector<int> sdf_indices; |
1965 | |
1966 | if (p_points.size()) { |
1967 | if (p_closed) { |
1968 | sdf_indices = Geometry2D::triangulate_polygon(p_points); |
1969 | oc->sdf_is_lines = false; |
1970 | } else { |
1971 | int max = p_points.size(); |
1972 | sdf_indices.resize(max * 2); |
1973 | |
1974 | int *iw = sdf_indices.ptrw(); |
1975 | for (int i = 0; i < max; i++) { |
1976 | iw[i * 2 + 0] = i; |
1977 | iw[i * 2 + 1] = (i + 1) % max; |
1978 | } |
1979 | oc->sdf_is_lines = true; |
1980 | } |
1981 | } |
1982 | |
1983 | if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.size() == 0) && oc->sdf_vertex_array.is_valid()) { |
1984 | RD::get_singleton()->free(oc->sdf_vertex_array); |
1985 | RD::get_singleton()->free(oc->sdf_vertex_buffer); |
1986 | RD::get_singleton()->free(oc->sdf_index_array); |
1987 | RD::get_singleton()->free(oc->sdf_index_buffer); |
1988 | |
1989 | oc->sdf_vertex_array = RID(); |
1990 | oc->sdf_vertex_buffer = RID(); |
1991 | oc->sdf_index_array = RID(); |
1992 | oc->sdf_index_buffer = RID(); |
1993 | |
1994 | oc->sdf_index_count = sdf_indices.size(); |
1995 | oc->sdf_point_count = p_points.size(); |
1996 | |
1997 | oc->sdf_is_lines = false; |
1998 | } |
1999 | |
2000 | if (sdf_indices.size()) { |
2001 | if (oc->sdf_vertex_array.is_null()) { |
2002 | //create from scratch |
2003 | //vertices |
2004 | oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array()); |
2005 | oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array()); |
2006 | oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size()); |
2007 | |
2008 | Vector<RID> buffer; |
2009 | buffer.push_back(oc->sdf_vertex_buffer); |
2010 | oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer); |
2011 | //indices |
2012 | |
2013 | } else { |
2014 | //update existing |
2015 | RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr()); |
2016 | RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr()); |
2017 | } |
2018 | } |
2019 | } |
2020 | |
2021 | void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) { |
2022 | OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder); |
2023 | ERR_FAIL_COND(!oc); |
2024 | oc->cull_mode = p_mode; |
2025 | } |
2026 | |
2027 | void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { |
2028 | //compile |
2029 | |
2030 | code = p_code; |
2031 | valid = false; |
2032 | ubo_size = 0; |
2033 | uniforms.clear(); |
2034 | uses_screen_texture = false; |
2035 | uses_screen_texture_mipmaps = false; |
2036 | uses_sdf = false; |
2037 | uses_time = false; |
2038 | |
2039 | if (code.is_empty()) { |
2040 | return; //just invalid, but no error |
2041 | } |
2042 | |
2043 | ShaderCompiler::GeneratedCode gen_code; |
2044 | |
2045 | int blend_mode = BLEND_MODE_MIX; |
2046 | |
2047 | ShaderCompiler::IdentifierActions actions; |
2048 | actions.entry_point_stages["vertex" ] = ShaderCompiler::STAGE_VERTEX; |
2049 | actions.entry_point_stages["fragment" ] = ShaderCompiler::STAGE_FRAGMENT; |
2050 | actions.entry_point_stages["light" ] = ShaderCompiler::STAGE_FRAGMENT; |
2051 | |
2052 | actions.render_mode_values["blend_add" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); |
2053 | actions.render_mode_values["blend_mix" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); |
2054 | actions.render_mode_values["blend_sub" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB); |
2055 | actions.render_mode_values["blend_mul" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL); |
2056 | actions.render_mode_values["blend_premul_alpha" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA); |
2057 | actions.render_mode_values["blend_disabled" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED); |
2058 | |
2059 | actions.usage_flag_pointers["texture_sdf" ] = &uses_sdf; |
2060 | actions.usage_flag_pointers["TIME" ] = &uses_time; |
2061 | |
2062 | actions.uniforms = &uniforms; |
2063 | |
2064 | RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); |
2065 | |
2066 | Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code); |
2067 | ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed." ); |
2068 | |
2069 | uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; |
2070 | uses_screen_texture = gen_code.uses_screen_texture; |
2071 | |
2072 | if (version.is_null()) { |
2073 | version = canvas_singleton->shader.canvas_shader.version_create(); |
2074 | } |
2075 | |
2076 | #if 0 |
2077 | print_line("**compiling shader:" ); |
2078 | print_line("**defines:\n" ); |
2079 | for (int i = 0; i < gen_code.defines.size(); i++) { |
2080 | print_line(gen_code.defines[i]); |
2081 | } |
2082 | |
2083 | HashMap<String, String>::Iterator el = gen_code.code.begin(); |
2084 | while (el) { |
2085 | print_line("\n**code " + el->key + ":\n" + el->value); |
2086 | ++el; |
2087 | } |
2088 | |
2089 | print_line("\n**uniforms:\n" + gen_code.uniforms); |
2090 | print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); |
2091 | print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); |
2092 | #endif |
2093 | canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); |
2094 | ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version)); |
2095 | |
2096 | ubo_size = gen_code.uniform_total_size; |
2097 | ubo_offsets = gen_code.uniform_offsets; |
2098 | texture_uniforms = gen_code.texture_uniforms; |
2099 | |
2100 | //update them pipelines |
2101 | |
2102 | RD::PipelineColorBlendState::Attachment attachment; |
2103 | |
2104 | switch (blend_mode) { |
2105 | case BLEND_MODE_DISABLED: { |
2106 | // nothing to do here, disabled by default |
2107 | |
2108 | } break; |
2109 | case BLEND_MODE_MIX: { |
2110 | attachment.enable_blend = true; |
2111 | attachment.color_blend_op = RD::BLEND_OP_ADD; |
2112 | attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
2113 | attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2114 | |
2115 | attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
2116 | attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
2117 | attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2118 | |
2119 | } break; |
2120 | case BLEND_MODE_ADD: { |
2121 | attachment.enable_blend = true; |
2122 | attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
2123 | attachment.color_blend_op = RD::BLEND_OP_ADD; |
2124 | attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
2125 | attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; |
2126 | attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
2127 | attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
2128 | |
2129 | } break; |
2130 | case BLEND_MODE_SUB: { |
2131 | attachment.enable_blend = true; |
2132 | attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT; |
2133 | attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT; |
2134 | attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
2135 | attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; |
2136 | attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
2137 | attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
2138 | |
2139 | } break; |
2140 | case BLEND_MODE_MUL: { |
2141 | attachment.enable_blend = true; |
2142 | attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
2143 | attachment.color_blend_op = RD::BLEND_OP_ADD; |
2144 | attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR; |
2145 | attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO; |
2146 | attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA; |
2147 | attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; |
2148 | |
2149 | } break; |
2150 | case BLEND_MODE_PMALPHA: { |
2151 | attachment.enable_blend = true; |
2152 | attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
2153 | attachment.color_blend_op = RD::BLEND_OP_ADD; |
2154 | attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE; |
2155 | attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2156 | attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
2157 | attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2158 | |
2159 | } break; |
2160 | } |
2161 | |
2162 | RD::PipelineColorBlendState blend_state; |
2163 | blend_state.attachments.push_back(attachment); |
2164 | |
2165 | RD::PipelineColorBlendState::Attachment attachment_lcd; |
2166 | attachment_lcd.enable_blend = true; |
2167 | attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD; |
2168 | attachment_lcd.color_blend_op = RD::BLEND_OP_ADD; |
2169 | attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR; |
2170 | attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR; |
2171 | attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
2172 | attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2173 | |
2174 | RD::PipelineColorBlendState blend_state_lcd; |
2175 | blend_state_lcd.attachments.push_back(attachment_lcd); |
2176 | |
2177 | //update pipelines |
2178 | |
2179 | for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) { |
2180 | for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) { |
2181 | RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = { |
2182 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2183 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2184 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2185 | RD::RENDER_PRIMITIVE_LINES, |
2186 | RD::RENDER_PRIMITIVE_POINTS, |
2187 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2188 | RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, |
2189 | RD::RENDER_PRIMITIVE_LINES, |
2190 | RD::RENDER_PRIMITIVE_LINESTRIPS, |
2191 | RD::RENDER_PRIMITIVE_POINTS, |
2192 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2193 | }; |
2194 | |
2195 | ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = { |
2196 | { |
2197 | //non lit |
2198 | SHADER_VARIANT_QUAD, |
2199 | SHADER_VARIANT_NINEPATCH, |
2200 | SHADER_VARIANT_PRIMITIVE, |
2201 | SHADER_VARIANT_PRIMITIVE, |
2202 | SHADER_VARIANT_PRIMITIVE_POINTS, |
2203 | SHADER_VARIANT_ATTRIBUTES, |
2204 | SHADER_VARIANT_ATTRIBUTES, |
2205 | SHADER_VARIANT_ATTRIBUTES, |
2206 | SHADER_VARIANT_ATTRIBUTES, |
2207 | SHADER_VARIANT_ATTRIBUTES_POINTS, |
2208 | SHADER_VARIANT_QUAD, |
2209 | }, |
2210 | { |
2211 | //lit |
2212 | SHADER_VARIANT_QUAD_LIGHT, |
2213 | SHADER_VARIANT_NINEPATCH_LIGHT, |
2214 | SHADER_VARIANT_PRIMITIVE_LIGHT, |
2215 | SHADER_VARIANT_PRIMITIVE_LIGHT, |
2216 | SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT, |
2217 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2218 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2219 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2220 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2221 | SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT, |
2222 | SHADER_VARIANT_QUAD_LIGHT, |
2223 | }, |
2224 | }; |
2225 | |
2226 | RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]); |
2227 | if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) { |
2228 | pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS); |
2229 | } else { |
2230 | pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); |
2231 | } |
2232 | } |
2233 | } |
2234 | |
2235 | valid = true; |
2236 | } |
2237 | |
2238 | bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const { |
2239 | return false; |
2240 | } |
2241 | |
2242 | bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const { |
2243 | return false; |
2244 | } |
2245 | |
2246 | RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const { |
2247 | RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); |
2248 | return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version); |
2249 | } |
2250 | |
2251 | RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() { |
2252 | RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); |
2253 | ERR_FAIL_COND(!canvas_singleton); |
2254 | //pipeline variants will clear themselves if shader is gone |
2255 | if (version.is_valid()) { |
2256 | canvas_singleton->shader.canvas_shader.version_free(version); |
2257 | } |
2258 | } |
2259 | |
2260 | RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() { |
2261 | CanvasShaderData *shader_data = memnew(CanvasShaderData); |
2262 | return shader_data; |
2263 | } |
2264 | |
2265 | bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { |
2266 | RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton); |
2267 | bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, true, false, RD::BARRIER_MASK_ALL_BARRIERS); |
2268 | bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false, false, RD::BARRIER_MASK_ALL_BARRIERS); |
2269 | return uniform_set_changed || uniform_set_srgb_changed; |
2270 | } |
2271 | |
2272 | RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() { |
2273 | free_parameters_uniform_set(uniform_set); |
2274 | free_parameters_uniform_set(uniform_set_srgb); |
2275 | } |
2276 | |
2277 | RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) { |
2278 | CanvasMaterialData *material_data = memnew(CanvasMaterialData); |
2279 | material_data->shader_data = p_shader; |
2280 | //update will happen later anyway so do nothing. |
2281 | return material_data; |
2282 | } |
2283 | |
2284 | void RendererCanvasRenderRD::set_time(double p_time) { |
2285 | state.time = p_time; |
2286 | } |
2287 | |
2288 | void RendererCanvasRenderRD::update() { |
2289 | } |
2290 | |
2291 | RendererCanvasRenderRD::RendererCanvasRenderRD() { |
2292 | RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); |
2293 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
2294 | |
2295 | { //create default samplers |
2296 | |
2297 | default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; |
2298 | default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; |
2299 | } |
2300 | |
2301 | { //shader variants |
2302 | |
2303 | String global_defines; |
2304 | |
2305 | uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE); |
2306 | if (uniform_max_size < 65536) { |
2307 | //Yes, you guessed right, ARM again |
2308 | state.max_lights_per_render = 64; |
2309 | global_defines += "#define MAX_LIGHTS 64\n" ; |
2310 | } else { |
2311 | state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER; |
2312 | global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n" ; |
2313 | } |
2314 | |
2315 | global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n" ; |
2316 | |
2317 | state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render); |
2318 | Vector<String> variants; |
2319 | //non light variants |
2320 | variants.push_back("" ); //none by default is first variant |
2321 | variants.push_back("#define USE_NINEPATCH\n" ); //ninepatch is the second variant |
2322 | variants.push_back("#define USE_PRIMITIVE\n" ); //primitive is the third |
2323 | variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n" ); //points need point size |
2324 | variants.push_back("#define USE_ATTRIBUTES\n" ); // attributes for vertex arrays |
2325 | variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n" ); //attributes with point size |
2326 | //light variants |
2327 | variants.push_back("#define USE_LIGHTING\n" ); //none by default is first variant |
2328 | variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n" ); //ninepatch is the second variant |
2329 | variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n" ); //primitive is the third |
2330 | variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n" ); //points need point size |
2331 | variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n" ); // attributes for vertex arrays |
2332 | variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n" ); //attributes with point size |
2333 | |
2334 | shader.canvas_shader.initialize(variants, global_defines); |
2335 | |
2336 | shader.default_version = shader.canvas_shader.version_create(); |
2337 | shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD); |
2338 | |
2339 | RD::PipelineColorBlendState blend_state; |
2340 | RD::PipelineColorBlendState::Attachment blend_attachment; |
2341 | |
2342 | blend_attachment.enable_blend = true; |
2343 | blend_attachment.color_blend_op = RD::BLEND_OP_ADD; |
2344 | blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
2345 | blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2346 | |
2347 | blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
2348 | blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
2349 | blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2350 | |
2351 | blend_state.attachments.push_back(blend_attachment); |
2352 | |
2353 | RD::PipelineColorBlendState::Attachment attachment_lcd; |
2354 | attachment_lcd.enable_blend = true; |
2355 | attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD; |
2356 | attachment_lcd.color_blend_op = RD::BLEND_OP_ADD; |
2357 | attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR; |
2358 | attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR; |
2359 | attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
2360 | attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
2361 | |
2362 | RD::PipelineColorBlendState blend_state_lcd; |
2363 | blend_state_lcd.attachments.push_back(attachment_lcd); |
2364 | |
2365 | for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) { |
2366 | for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) { |
2367 | RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = { |
2368 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2369 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2370 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2371 | RD::RENDER_PRIMITIVE_LINES, |
2372 | RD::RENDER_PRIMITIVE_POINTS, |
2373 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2374 | RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, |
2375 | RD::RENDER_PRIMITIVE_LINES, |
2376 | RD::RENDER_PRIMITIVE_LINESTRIPS, |
2377 | RD::RENDER_PRIMITIVE_POINTS, |
2378 | RD::RENDER_PRIMITIVE_TRIANGLES, |
2379 | }; |
2380 | |
2381 | ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = { |
2382 | { |
2383 | //non lit |
2384 | SHADER_VARIANT_QUAD, |
2385 | SHADER_VARIANT_NINEPATCH, |
2386 | SHADER_VARIANT_PRIMITIVE, |
2387 | SHADER_VARIANT_PRIMITIVE, |
2388 | SHADER_VARIANT_PRIMITIVE_POINTS, |
2389 | SHADER_VARIANT_ATTRIBUTES, |
2390 | SHADER_VARIANT_ATTRIBUTES, |
2391 | SHADER_VARIANT_ATTRIBUTES, |
2392 | SHADER_VARIANT_ATTRIBUTES, |
2393 | SHADER_VARIANT_ATTRIBUTES_POINTS, |
2394 | SHADER_VARIANT_QUAD, |
2395 | }, |
2396 | { |
2397 | //lit |
2398 | SHADER_VARIANT_QUAD_LIGHT, |
2399 | SHADER_VARIANT_NINEPATCH_LIGHT, |
2400 | SHADER_VARIANT_PRIMITIVE_LIGHT, |
2401 | SHADER_VARIANT_PRIMITIVE_LIGHT, |
2402 | SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT, |
2403 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2404 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2405 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2406 | SHADER_VARIANT_ATTRIBUTES_LIGHT, |
2407 | SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT, |
2408 | SHADER_VARIANT_QUAD_LIGHT, |
2409 | }, |
2410 | }; |
2411 | |
2412 | RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]); |
2413 | if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) { |
2414 | shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS); |
2415 | } else { |
2416 | shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); |
2417 | } |
2418 | } |
2419 | } |
2420 | } |
2421 | |
2422 | { |
2423 | //shader compiler |
2424 | ShaderCompiler::DefaultIdentifierActions actions; |
2425 | |
2426 | actions.renames["VERTEX" ] = "vertex" ; |
2427 | actions.renames["LIGHT_VERTEX" ] = "light_vertex" ; |
2428 | actions.renames["SHADOW_VERTEX" ] = "shadow_vertex" ; |
2429 | actions.renames["UV" ] = "uv" ; |
2430 | actions.renames["POINT_SIZE" ] = "point_size" ; |
2431 | |
2432 | actions.renames["MODEL_MATRIX" ] = "model_matrix" ; |
2433 | actions.renames["CANVAS_MATRIX" ] = "canvas_data.canvas_transform" ; |
2434 | actions.renames["SCREEN_MATRIX" ] = "canvas_data.screen_transform" ; |
2435 | actions.renames["TIME" ] = "canvas_data.time" ; |
2436 | actions.renames["PI" ] = _MKSTR(Math_PI); |
2437 | actions.renames["TAU" ] = _MKSTR(Math_TAU); |
2438 | actions.renames["E" ] = _MKSTR(Math_E); |
2439 | actions.renames["AT_LIGHT_PASS" ] = "false" ; |
2440 | actions.renames["INSTANCE_CUSTOM" ] = "instance_custom" ; |
2441 | |
2442 | actions.renames["COLOR" ] = "color" ; |
2443 | actions.renames["NORMAL" ] = "normal" ; |
2444 | actions.renames["NORMAL_MAP" ] = "normal_map" ; |
2445 | actions.renames["NORMAL_MAP_DEPTH" ] = "normal_map_depth" ; |
2446 | actions.renames["TEXTURE" ] = "color_texture" ; |
2447 | actions.renames["TEXTURE_PIXEL_SIZE" ] = "draw_data.color_texture_pixel_size" ; |
2448 | actions.renames["NORMAL_TEXTURE" ] = "normal_texture" ; |
2449 | actions.renames["SPECULAR_SHININESS_TEXTURE" ] = "specular_texture" ; |
2450 | actions.renames["SPECULAR_SHININESS" ] = "specular_shininess" ; |
2451 | actions.renames["SCREEN_UV" ] = "screen_uv" ; |
2452 | actions.renames["SCREEN_PIXEL_SIZE" ] = "canvas_data.screen_pixel_size" ; |
2453 | actions.renames["FRAGCOORD" ] = "gl_FragCoord" ; |
2454 | actions.renames["POINT_COORD" ] = "gl_PointCoord" ; |
2455 | actions.renames["INSTANCE_ID" ] = "gl_InstanceIndex" ; |
2456 | actions.renames["VERTEX_ID" ] = "gl_VertexIndex" ; |
2457 | |
2458 | actions.renames["LIGHT_POSITION" ] = "light_position" ; |
2459 | actions.renames["LIGHT_DIRECTION" ] = "light_direction" ; |
2460 | actions.renames["LIGHT_IS_DIRECTIONAL" ] = "is_directional" ; |
2461 | actions.renames["LIGHT_COLOR" ] = "light_color" ; |
2462 | actions.renames["LIGHT_ENERGY" ] = "light_energy" ; |
2463 | actions.renames["LIGHT" ] = "light" ; |
2464 | actions.renames["SHADOW_MODULATE" ] = "shadow_modulate" ; |
2465 | |
2466 | actions.renames["texture_sdf" ] = "texture_sdf" ; |
2467 | actions.renames["texture_sdf_normal" ] = "texture_sdf_normal" ; |
2468 | actions.renames["sdf_to_screen_uv" ] = "sdf_to_screen_uv" ; |
2469 | actions.renames["screen_uv_to_sdf" ] = "screen_uv_to_sdf" ; |
2470 | |
2471 | actions.usage_defines["COLOR" ] = "#define COLOR_USED\n" ; |
2472 | actions.usage_defines["SCREEN_UV" ] = "#define SCREEN_UV_USED\n" ; |
2473 | actions.usage_defines["SCREEN_PIXEL_SIZE" ] = "@SCREEN_UV" ; |
2474 | actions.usage_defines["NORMAL" ] = "#define NORMAL_USED\n" ; |
2475 | actions.usage_defines["NORMAL_MAP" ] = "#define NORMAL_MAP_USED\n" ; |
2476 | actions.usage_defines["LIGHT" ] = "#define LIGHT_SHADER_CODE_USED\n" ; |
2477 | actions.usage_defines["SPECULAR_SHININESS" ] = "#define SPECULAR_SHININESS_USED\n" ; |
2478 | actions.usage_defines["POINT_SIZE" ] = "#define USE_POINT_SIZE\n" ; |
2479 | |
2480 | actions.render_mode_defines["skip_vertex_transform" ] = "#define SKIP_TRANSFORM_USED\n" ; |
2481 | actions.render_mode_defines["unshaded" ] = "#define MODE_UNSHADED\n" ; |
2482 | actions.render_mode_defines["light_only" ] = "#define MODE_LIGHT_ONLY\n" ; |
2483 | |
2484 | actions.custom_samplers["TEXTURE" ] = "texture_sampler" ; |
2485 | actions.custom_samplers["NORMAL_TEXTURE" ] = "texture_sampler" ; |
2486 | actions.custom_samplers["SPECULAR_SHININESS_TEXTURE" ] = "texture_sampler" ; |
2487 | actions.base_texture_binding_index = 1; |
2488 | actions.texture_layout_set = MATERIAL_UNIFORM_SET; |
2489 | actions.base_uniform_string = "material." ; |
2490 | actions.default_filter = ShaderLanguage::FILTER_LINEAR; |
2491 | actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; |
2492 | actions.base_varying_index = 4; |
2493 | |
2494 | actions.global_buffer_array_variable = "global_shader_uniforms.data" ; |
2495 | |
2496 | shader.compiler.initialize(actions); |
2497 | } |
2498 | |
2499 | { //shadow rendering |
2500 | Vector<String> versions; |
2501 | versions.push_back("\n#define MODE_SHADOW\n" ); //shadow |
2502 | versions.push_back("\n#define MODE_SDF\n" ); //sdf |
2503 | shadow_render.shader.initialize(versions); |
2504 | |
2505 | { |
2506 | Vector<RD::AttachmentFormat> attachments; |
2507 | |
2508 | RD::AttachmentFormat af_color; |
2509 | af_color.format = RD::DATA_FORMAT_R32_SFLOAT; |
2510 | af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; |
2511 | |
2512 | attachments.push_back(af_color); |
2513 | |
2514 | RD::AttachmentFormat af_depth; |
2515 | af_depth.format = RD::DATA_FORMAT_D32_SFLOAT; |
2516 | af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; |
2517 | |
2518 | attachments.push_back(af_depth); |
2519 | |
2520 | shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments); |
2521 | } |
2522 | |
2523 | { |
2524 | Vector<RD::AttachmentFormat> attachments; |
2525 | |
2526 | RD::AttachmentFormat af_color; |
2527 | af_color.format = RD::DATA_FORMAT_R8_UNORM; |
2528 | af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; |
2529 | |
2530 | attachments.push_back(af_color); |
2531 | |
2532 | shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments); |
2533 | } |
2534 | |
2535 | //pipelines |
2536 | Vector<RD::VertexAttribute> vf; |
2537 | RD::VertexAttribute vd; |
2538 | vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT; |
2539 | vd.location = 0; |
2540 | vd.offset = 0; |
2541 | vd.stride = sizeof(real_t) * 3; |
2542 | vf.push_back(vd); |
2543 | shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf); |
2544 | |
2545 | vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT; |
2546 | vd.stride = sizeof(real_t) * 2; |
2547 | |
2548 | vf.write[0] = vd; |
2549 | shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf); |
2550 | |
2551 | shadow_render.shader_version = shadow_render.shader.version_create(); |
2552 | |
2553 | for (int i = 0; i < 3; i++) { |
2554 | RD::PipelineRasterizationState rs; |
2555 | rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK); |
2556 | RD::PipelineDepthStencilState ds; |
2557 | ds.enable_depth_write = true; |
2558 | ds.enable_depth_test = true; |
2559 | ds.depth_compare_operator = RD::COMPARE_OP_LESS; |
2560 | shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SHADOW), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); |
2561 | } |
2562 | |
2563 | for (int i = 0; i < 2; i++) { |
2564 | shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); |
2565 | } |
2566 | } |
2567 | |
2568 | { //bindings |
2569 | |
2570 | state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer)); |
2571 | state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render); |
2572 | |
2573 | RD::SamplerState shadow_sampler_state; |
2574 | shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; |
2575 | shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; |
2576 | shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around |
2577 | shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER; |
2578 | shadow_sampler_state.enable_compare = true; |
2579 | state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state); |
2580 | } |
2581 | |
2582 | { |
2583 | //polygon buffers |
2584 | polygon_buffers.last_id = 1; |
2585 | } |
2586 | |
2587 | { // default index buffer |
2588 | |
2589 | Vector<uint8_t> pv; |
2590 | pv.resize(6 * 2); |
2591 | { |
2592 | uint8_t *w = pv.ptrw(); |
2593 | uint16_t *p16 = (uint16_t *)w; |
2594 | p16[0] = 0; |
2595 | p16[1] = 1; |
2596 | p16[2] = 2; |
2597 | p16[3] = 0; |
2598 | p16[4] = 2; |
2599 | p16[5] = 3; |
2600 | } |
2601 | shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv); |
2602 | shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6); |
2603 | } |
2604 | |
2605 | { //primitive |
2606 | primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1); |
2607 | primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2); |
2608 | primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3); |
2609 | primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6); |
2610 | } |
2611 | |
2612 | { |
2613 | //default shadow texture to keep uniform set happy |
2614 | RD::TextureFormat tf; |
2615 | tf.texture_type = RD::TEXTURE_TYPE_2D; |
2616 | tf.width = 4; |
2617 | tf.height = 4; |
2618 | tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; |
2619 | tf.format = RD::DATA_FORMAT_R32_SFLOAT; |
2620 | |
2621 | state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
2622 | } |
2623 | |
2624 | { |
2625 | Vector<RD::Uniform> uniforms; |
2626 | |
2627 | { |
2628 | RD::Uniform u; |
2629 | u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; |
2630 | u.binding = 0; |
2631 | u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer()); |
2632 | uniforms.push_back(u); |
2633 | } |
2634 | |
2635 | state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); |
2636 | } |
2637 | |
2638 | default_canvas_texture = texture_storage->canvas_texture_allocate(); |
2639 | texture_storage->canvas_texture_initialize(default_canvas_texture); |
2640 | |
2641 | state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size" ); |
2642 | |
2643 | //create functions for shader and material |
2644 | material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs); |
2645 | material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs); |
2646 | |
2647 | state.time = 0; |
2648 | |
2649 | { |
2650 | default_canvas_group_shader = material_storage->shader_allocate(); |
2651 | material_storage->shader_initialize(default_canvas_group_shader); |
2652 | |
2653 | material_storage->shader_set_code(default_canvas_group_shader, R"( |
2654 | // Default CanvasGroup shader. |
2655 | |
2656 | shader_type canvas_item; |
2657 | render_mode unshaded; |
2658 | |
2659 | uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; |
2660 | |
2661 | void fragment() { |
2662 | vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); |
2663 | |
2664 | if (c.a > 0.0001) { |
2665 | c.rgb /= c.a; |
2666 | } |
2667 | |
2668 | COLOR *= c; |
2669 | } |
2670 | )" ); |
2671 | default_canvas_group_material = material_storage->material_allocate(); |
2672 | material_storage->material_initialize(default_canvas_group_material); |
2673 | |
2674 | material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader); |
2675 | } |
2676 | |
2677 | { |
2678 | default_clip_children_shader = material_storage->shader_allocate(); |
2679 | material_storage->shader_initialize(default_clip_children_shader); |
2680 | |
2681 | material_storage->shader_set_code(default_clip_children_shader, R"( |
2682 | // Default clip children shader. |
2683 | |
2684 | shader_type canvas_item; |
2685 | render_mode unshaded; |
2686 | |
2687 | uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; |
2688 | |
2689 | void fragment() { |
2690 | vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); |
2691 | COLOR.rgb = c.rgb; |
2692 | } |
2693 | )" ); |
2694 | default_clip_children_material = material_storage->material_allocate(); |
2695 | material_storage->material_initialize(default_clip_children_material); |
2696 | |
2697 | material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader); |
2698 | } |
2699 | |
2700 | static_assert(sizeof(PushConstant) == 128); |
2701 | } |
2702 | |
2703 | bool RendererCanvasRenderRD::free(RID p_rid) { |
2704 | if (canvas_light_owner.owns(p_rid)) { |
2705 | CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); |
2706 | ERR_FAIL_COND_V(!cl, false); |
2707 | light_set_use_shadow(p_rid, false); |
2708 | canvas_light_owner.free(p_rid); |
2709 | } else if (occluder_polygon_owner.owns(p_rid)) { |
2710 | occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false); |
2711 | occluder_polygon_owner.free(p_rid); |
2712 | } else { |
2713 | return false; |
2714 | } |
2715 | |
2716 | return true; |
2717 | } |
2718 | |
2719 | void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) { |
2720 | p_size = nearest_power_of_2_templated(p_size); |
2721 | if (p_size == state.shadow_texture_size) { |
2722 | return; |
2723 | } |
2724 | state.shadow_texture_size = p_size; |
2725 | if (state.shadow_fb.is_valid()) { |
2726 | RD::get_singleton()->free(state.shadow_texture); |
2727 | RD::get_singleton()->free(state.shadow_depth_texture); |
2728 | state.shadow_fb = RID(); |
2729 | |
2730 | { |
2731 | //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created) |
2732 | RD::TextureFormat tf; |
2733 | tf.texture_type = RD::TEXTURE_TYPE_2D; |
2734 | tf.width = 4; |
2735 | tf.height = 4; |
2736 | tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; |
2737 | tf.format = RD::DATA_FORMAT_R32_SFLOAT; |
2738 | |
2739 | state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); |
2740 | } |
2741 | } |
2742 | } |
2743 | |
2744 | RendererCanvasRenderRD::~RendererCanvasRenderRD() { |
2745 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
2746 | //canvas state |
2747 | |
2748 | material_storage->material_free(default_canvas_group_material); |
2749 | material_storage->shader_free(default_canvas_group_shader); |
2750 | |
2751 | material_storage->material_free(default_clip_children_material); |
2752 | material_storage->shader_free(default_clip_children_shader); |
2753 | |
2754 | { |
2755 | if (state.canvas_state_buffer.is_valid()) { |
2756 | RD::get_singleton()->free(state.canvas_state_buffer); |
2757 | } |
2758 | |
2759 | memdelete_arr(state.light_uniforms); |
2760 | RD::get_singleton()->free(state.lights_uniform_buffer); |
2761 | } |
2762 | |
2763 | //shadow rendering |
2764 | { |
2765 | shadow_render.shader.version_free(shadow_render.shader_version); |
2766 | //this will also automatically clear all pipelines |
2767 | RD::get_singleton()->free(state.shadow_sampler); |
2768 | } |
2769 | //bindings |
2770 | |
2771 | //shaders |
2772 | |
2773 | shader.canvas_shader.version_free(shader.default_version); |
2774 | |
2775 | //buffers |
2776 | { |
2777 | RD::get_singleton()->free(shader.quad_index_array); |
2778 | RD::get_singleton()->free(shader.quad_index_buffer); |
2779 | //primitives are erase by dependency |
2780 | } |
2781 | |
2782 | if (state.shadow_fb.is_valid()) { |
2783 | RD::get_singleton()->free(state.shadow_depth_texture); |
2784 | } |
2785 | RD::get_singleton()->free(state.shadow_texture); |
2786 | |
2787 | RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture); |
2788 | //pipelines don't need freeing, they are all gone after shaders are gone |
2789 | } |
2790 | |