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/*************************************************************************/
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/* renderer_canvas_render_rd.cpp */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/*************************************************************************/
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# include "renderer_canvas_render_rd.h"
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# include "core/config/project_settings.h"
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# include "core/math/geometry_2d.h"
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# include "core/math/math_defs.h"
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# include "core/math/math_funcs.h"
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# include "renderer_compositor_rd.h"
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# include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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# include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
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# include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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# include "servers/rendering/rendering_server_default.h"
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void RendererCanvasRenderRD : : _update_transform_2d_to_mat4 ( const Transform2D & p_transform , float * p_mat4 ) {
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p_mat4 [ 0 ] = p_transform . columns [ 0 ] [ 0 ] ;
p_mat4 [ 1 ] = p_transform . columns [ 0 ] [ 1 ] ;
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p_mat4 [ 2 ] = 0 ;
p_mat4 [ 3 ] = 0 ;
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p_mat4 [ 4 ] = p_transform . columns [ 1 ] [ 0 ] ;
p_mat4 [ 5 ] = p_transform . columns [ 1 ] [ 1 ] ;
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p_mat4 [ 6 ] = 0 ;
p_mat4 [ 7 ] = 0 ;
p_mat4 [ 8 ] = 0 ;
p_mat4 [ 9 ] = 0 ;
p_mat4 [ 10 ] = 1 ;
p_mat4 [ 11 ] = 0 ;
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p_mat4 [ 12 ] = p_transform . columns [ 2 ] [ 0 ] ;
p_mat4 [ 13 ] = p_transform . columns [ 2 ] [ 1 ] ;
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p_mat4 [ 14 ] = 0 ;
p_mat4 [ 15 ] = 1 ;
}
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void RendererCanvasRenderRD : : _update_transform_2d_to_mat2x4 ( const Transform2D & p_transform , float * p_mat2x4 ) {
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p_mat2x4 [ 0 ] = p_transform . columns [ 0 ] [ 0 ] ;
p_mat2x4 [ 1 ] = p_transform . columns [ 1 ] [ 0 ] ;
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p_mat2x4 [ 2 ] = 0 ;
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p_mat2x4 [ 3 ] = p_transform . columns [ 2 ] [ 0 ] ;
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p_mat2x4 [ 4 ] = p_transform . columns [ 0 ] [ 1 ] ;
p_mat2x4 [ 5 ] = p_transform . columns [ 1 ] [ 1 ] ;
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p_mat2x4 [ 6 ] = 0 ;
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p_mat2x4 [ 7 ] = p_transform . columns [ 2 ] [ 1 ] ;
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}
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void RendererCanvasRenderRD : : _update_transform_2d_to_mat2x3 ( const Transform2D & p_transform , float * p_mat2x3 ) {
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p_mat2x3 [ 0 ] = p_transform . columns [ 0 ] [ 0 ] ;
p_mat2x3 [ 1 ] = p_transform . columns [ 0 ] [ 1 ] ;
p_mat2x3 [ 2 ] = p_transform . columns [ 1 ] [ 0 ] ;
p_mat2x3 [ 3 ] = p_transform . columns [ 1 ] [ 1 ] ;
p_mat2x3 [ 4 ] = p_transform . columns [ 2 ] [ 0 ] ;
p_mat2x3 [ 5 ] = p_transform . columns [ 2 ] [ 1 ] ;
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}
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void RendererCanvasRenderRD : : _update_transform_to_mat4 ( const Transform3D & p_transform , float * p_mat4 ) {
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p_mat4 [ 0 ] = p_transform . basis . rows [ 0 ] [ 0 ] ;
p_mat4 [ 1 ] = p_transform . basis . rows [ 1 ] [ 0 ] ;
p_mat4 [ 2 ] = p_transform . basis . rows [ 2 ] [ 0 ] ;
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p_mat4 [ 3 ] = 0 ;
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p_mat4 [ 4 ] = p_transform . basis . rows [ 0 ] [ 1 ] ;
p_mat4 [ 5 ] = p_transform . basis . rows [ 1 ] [ 1 ] ;
p_mat4 [ 6 ] = p_transform . basis . rows [ 2 ] [ 1 ] ;
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p_mat4 [ 7 ] = 0 ;
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p_mat4 [ 8 ] = p_transform . basis . rows [ 0 ] [ 2 ] ;
p_mat4 [ 9 ] = p_transform . basis . rows [ 1 ] [ 2 ] ;
p_mat4 [ 10 ] = p_transform . basis . rows [ 2 ] [ 2 ] ;
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p_mat4 [ 11 ] = 0 ;
p_mat4 [ 12 ] = p_transform . origin . x ;
p_mat4 [ 13 ] = p_transform . origin . y ;
p_mat4 [ 14 ] = p_transform . origin . z ;
p_mat4 [ 15 ] = 1 ;
}
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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 ) {
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// Care must be taken to generate array formats
// in ways where they could be reused, so we will
// put single-occuring elements first, and repeated
// elements later. This way the generated formats are
// the same no matter the length of the arrays.
// This dramatically reduces the amount of pipeline objects
// that need to be created for these formats.
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RendererRD : : MeshStorage * mesh_storage = RendererRD : : MeshStorage : : get_singleton ( ) ;
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uint32_t vertex_count = p_points . size ( ) ;
uint32_t stride = 2 ; //vertices always repeat
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if ( ( uint32_t ) p_colors . size ( ) = = vertex_count | | p_colors . size ( ) = = 1 ) {
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stride + = 4 ;
}
if ( ( uint32_t ) p_uvs . size ( ) = = vertex_count ) {
stride + = 2 ;
}
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if ( ( uint32_t ) p_bones . size ( ) = = vertex_count * 4 & & ( uint32_t ) p_weights . size ( ) = = vertex_count * 4 ) {
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stride + = 4 ;
}
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uint32_t buffer_size = stride * p_points . size ( ) ;
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Vector < uint8_t > polygon_buffer ;
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polygon_buffer . resize ( buffer_size * sizeof ( float ) ) ;
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Vector < RD : : VertexAttribute > descriptions ;
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descriptions . resize ( 5 ) ;
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Vector < RID > buffers ;
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buffers . resize ( 5 ) ;
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{
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uint8_t * r = polygon_buffer . ptrw ( ) ;
float * fptr = reinterpret_cast < float * > ( r ) ;
uint32_t * uptr = reinterpret_cast < uint32_t * > ( r ) ;
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uint32_t base_offset = 0 ;
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{ //vertices
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RD : : VertexAttribute vd ;
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vd . format = RD : : DATA_FORMAT_R32G32_SFLOAT ;
vd . offset = base_offset * sizeof ( float ) ;
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vd . location = RS : : ARRAY_VERTEX ;
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vd . stride = stride * sizeof ( float ) ;
descriptions . write [ 0 ] = vd ;
const Vector2 * points_ptr = p_points . ptr ( ) ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
fptr [ base_offset + i * stride + 0 ] = points_ptr [ i ] . x ;
fptr [ base_offset + i * stride + 1 ] = points_ptr [ i ] . y ;
}
base_offset + = 2 ;
}
//colors
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if ( ( uint32_t ) p_colors . size ( ) = = vertex_count | | p_colors . size ( ) = = 1 ) {
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RD : : VertexAttribute vd ;
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vd . format = RD : : DATA_FORMAT_R32G32B32A32_SFLOAT ;
vd . offset = base_offset * sizeof ( float ) ;
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vd . location = RS : : ARRAY_COLOR ;
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vd . stride = stride * sizeof ( float ) ;
descriptions . write [ 1 ] = vd ;
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if ( p_colors . size ( ) = = 1 ) {
Color color = p_colors [ 0 ] ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
fptr [ base_offset + i * stride + 0 ] = color . r ;
fptr [ base_offset + i * stride + 1 ] = color . g ;
fptr [ base_offset + i * stride + 2 ] = color . b ;
fptr [ base_offset + i * stride + 3 ] = color . a ;
}
} else {
const Color * color_ptr = p_colors . ptr ( ) ;
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for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
fptr [ base_offset + i * stride + 0 ] = color_ptr [ i ] . r ;
fptr [ base_offset + i * stride + 1 ] = color_ptr [ i ] . g ;
fptr [ base_offset + i * stride + 2 ] = color_ptr [ i ] . b ;
fptr [ base_offset + i * stride + 3 ] = color_ptr [ i ] . a ;
}
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}
base_offset + = 4 ;
} else {
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RD : : VertexAttribute vd ;
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vd . format = RD : : DATA_FORMAT_R32G32B32A32_SFLOAT ;
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vd . offset = 0 ;
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vd . location = RS : : ARRAY_COLOR ;
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vd . stride = 0 ;
descriptions . write [ 1 ] = vd ;
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buffers . write [ 1 ] = mesh_storage - > mesh_get_default_rd_buffer ( RendererRD : : MeshStorage : : DEFAULT_RD_BUFFER_COLOR ) ;
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}
//uvs
if ( ( uint32_t ) p_uvs . size ( ) = = vertex_count ) {
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RD : : VertexAttribute vd ;
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vd . format = RD : : DATA_FORMAT_R32G32_SFLOAT ;
vd . offset = base_offset * sizeof ( float ) ;
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vd . location = RS : : ARRAY_TEX_UV ;
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vd . stride = stride * sizeof ( float ) ;
descriptions . write [ 2 ] = vd ;
const Vector2 * uv_ptr = p_uvs . ptr ( ) ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
fptr [ base_offset + i * stride + 0 ] = uv_ptr [ i ] . x ;
fptr [ base_offset + i * stride + 1 ] = uv_ptr [ i ] . y ;
}
base_offset + = 2 ;
} else {
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RD : : VertexAttribute vd ;
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vd . format = RD : : DATA_FORMAT_R32G32_SFLOAT ;
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vd . offset = 0 ;
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vd . location = RS : : ARRAY_TEX_UV ;
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vd . stride = 0 ;
descriptions . write [ 2 ] = vd ;
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buffers . write [ 2 ] = mesh_storage - > mesh_get_default_rd_buffer ( RendererRD : : MeshStorage : : DEFAULT_RD_BUFFER_TEX_UV ) ;
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}
//bones
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if ( ( uint32_t ) p_indices . size ( ) = = vertex_count * 4 & & ( uint32_t ) p_weights . size ( ) = = vertex_count * 4 ) {
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RD : : VertexAttribute vd ;
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vd . format = RD : : DATA_FORMAT_R16G16B16A16_UINT ;
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vd . offset = base_offset * sizeof ( float ) ;
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vd . location = RS : : ARRAY_BONES ;
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vd . stride = stride * sizeof ( float ) ;
descriptions . write [ 3 ] = vd ;
const int * bone_ptr = p_bones . ptr ( ) ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
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uint16_t * bone16w = ( uint16_t * ) & uptr [ base_offset + i * stride ] ;
bone16w [ 0 ] = bone_ptr [ i * 4 + 0 ] ;
bone16w [ 1 ] = bone_ptr [ i * 4 + 1 ] ;
bone16w [ 2 ] = bone_ptr [ i * 4 + 2 ] ;
bone16w [ 3 ] = bone_ptr [ i * 4 + 3 ] ;
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}
base_offset + = 2 ;
} else {
RD : : VertexAttribute vd ;
vd . format = RD : : DATA_FORMAT_R32G32B32A32_UINT ;
vd . offset = 0 ;
vd . location = RS : : ARRAY_BONES ;
vd . stride = 0 ;
descriptions . write [ 3 ] = vd ;
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buffers . write [ 3 ] = mesh_storage - > mesh_get_default_rd_buffer ( RendererRD : : MeshStorage : : DEFAULT_RD_BUFFER_BONES ) ;
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}
//weights
if ( ( uint32_t ) p_weights . size ( ) = = vertex_count * 4 ) {
RD : : VertexAttribute vd ;
vd . format = RD : : DATA_FORMAT_R16G16B16A16_UNORM ;
vd . offset = base_offset * sizeof ( float ) ;
vd . location = RS : : ARRAY_WEIGHTS ;
vd . stride = stride * sizeof ( float ) ;
descriptions . write [ 4 ] = vd ;
const float * weight_ptr = p_weights . ptr ( ) ;
for ( uint32_t i = 0 ; i < vertex_count ; i + + ) {
uint16_t * weight16w = ( uint16_t * ) & uptr [ base_offset + i * stride ] ;
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weight16w [ 0 ] = CLAMP ( weight_ptr [ i * 4 + 0 ] * 65535 , 0 , 65535 ) ;
weight16w [ 1 ] = CLAMP ( weight_ptr [ i * 4 + 1 ] * 65535 , 0 , 65535 ) ;
weight16w [ 2 ] = CLAMP ( weight_ptr [ i * 4 + 2 ] * 65535 , 0 , 65535 ) ;
weight16w [ 3 ] = CLAMP ( weight_ptr [ i * 4 + 3 ] * 65535 , 0 , 65535 ) ;
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}
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base_offset + = 2 ;
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} else {
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RD : : VertexAttribute vd ;
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vd . format = RD : : DATA_FORMAT_R32G32B32A32_SFLOAT ;
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vd . offset = 0 ;
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vd . location = RS : : ARRAY_WEIGHTS ;
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vd . stride = 0 ;
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descriptions . write [ 4 ] = vd ;
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buffers . write [ 4 ] = mesh_storage - > mesh_get_default_rd_buffer ( RendererRD : : MeshStorage : : DEFAULT_RD_BUFFER_WEIGHTS ) ;
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}
//check that everything is as it should be
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ERR_FAIL_COND_V ( base_offset ! = stride , 0 ) ; //bug
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}
RD : : VertexFormatID vertex_id = RD : : get_singleton ( ) - > vertex_format_create ( descriptions ) ;
ERR_FAIL_COND_V ( vertex_id = = RD : : INVALID_ID , 0 ) ;
PolygonBuffers pb ;
pb . vertex_buffer = RD : : get_singleton ( ) - > vertex_buffer_create ( polygon_buffer . size ( ) , polygon_buffer ) ;
for ( int i = 0 ; i < descriptions . size ( ) ; i + + ) {
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if ( buffers [ i ] = = RID ( ) ) { //if put in vertex, use as vertex
buffers . write [ i ] = pb . vertex_buffer ;
}
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}
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pb . vertex_array = RD : : get_singleton ( ) - > vertex_array_create ( p_points . size ( ) , vertex_id , buffers ) ;
if ( p_indices . size ( ) ) {
//create indices, as indices were requested
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Vector < uint8_t > index_buffer ;
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index_buffer . resize ( p_indices . size ( ) * sizeof ( int32_t ) ) ;
{
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uint8_t * w = index_buffer . ptrw ( ) ;
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memcpy ( w , p_indices . ptr ( ) , sizeof ( int32_t ) * p_indices . size ( ) ) ;
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}
pb . index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( p_indices . size ( ) , RD : : INDEX_BUFFER_FORMAT_UINT32 , index_buffer ) ;
pb . indices = RD : : get_singleton ( ) - > index_array_create ( pb . index_buffer , 0 , p_indices . size ( ) ) ;
}
pb . vertex_format_id = vertex_id ;
PolygonID id = polygon_buffers . last_id + + ;
polygon_buffers . polygons [ id ] = pb ;
return id ;
}
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void RendererCanvasRenderRD : : free_polygon ( PolygonID p_polygon ) {
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PolygonBuffers * pb_ptr = polygon_buffers . polygons . getptr ( p_polygon ) ;
ERR_FAIL_COND ( ! pb_ptr ) ;
PolygonBuffers & pb = * pb_ptr ;
if ( pb . indices . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( pb . indices ) ;
}
if ( pb . index_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( pb . index_buffer ) ;
}
RD : : get_singleton ( ) - > free ( pb . vertex_array ) ;
RD : : get_singleton ( ) - > free ( pb . vertex_buffer ) ;
polygon_buffers . polygons . erase ( p_polygon ) ;
}
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////////////////////
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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 ) {
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if ( p_texture = = RID ( ) ) {
p_texture = default_canvas_texture ;
}
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if ( r_last_texture = = p_texture ) {
return ; //nothing to do, its the same
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}
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RID uniform_set ;
Color specular_shininess ;
Size2i size ;
bool use_normal ;
bool use_specular ;
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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 , uniform_set , size , specular_shininess , use_normal , use_specular ) ;
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//something odd happened
if ( ! success ) {
_bind_canvas_texture ( p_draw_list , default_canvas_texture , p_base_filter , p_base_repeat , r_last_texture , push_constant , r_texpixel_size ) ;
return ;
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}
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( p_draw_list , uniform_set , CANVAS_TEXTURE_UNIFORM_SET ) ;
if ( specular_shininess . a < 0.999 ) {
push_constant . flags | = FLAGS_DEFAULT_SPECULAR_MAP_USED ;
} else {
push_constant . flags & = ~ FLAGS_DEFAULT_SPECULAR_MAP_USED ;
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}
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if ( use_normal ) {
push_constant . flags | = FLAGS_DEFAULT_NORMAL_MAP_USED ;
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} else {
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push_constant . flags & = ~ FLAGS_DEFAULT_NORMAL_MAP_USED ;
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}
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push_constant . specular_shininess = uint32_t ( CLAMP ( specular_shininess . a * 255.0 , 0 , 255 ) ) < < 24 ;
push_constant . specular_shininess | = uint32_t ( CLAMP ( specular_shininess . b * 255.0 , 0 , 255 ) ) < < 16 ;
push_constant . specular_shininess | = uint32_t ( CLAMP ( specular_shininess . g * 255.0 , 0 , 255 ) ) < < 8 ;
push_constant . specular_shininess | = uint32_t ( CLAMP ( specular_shininess . r * 255.0 , 0 , 255 ) ) ;
r_texpixel_size . x = 1.0 / float ( size . x ) ;
r_texpixel_size . y = 1.0 / float ( size . y ) ;
push_constant . color_texture_pixel_size [ 0 ] = r_texpixel_size . x ;
push_constant . color_texture_pixel_size [ 1 ] = r_texpixel_size . y ;
r_last_texture = p_texture ;
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}
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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 * & current_clip , Light * p_lights , PipelineVariants * p_pipeline_variants ) {
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//create an empty push constant
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MeshStorage * mesh_storage = RendererRD : : MeshStorage : : get_singleton ( ) ;
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RendererRD : : ParticlesStorage * particles_storage = RendererRD : : ParticlesStorage : : get_singleton ( ) ;
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RS : : CanvasItemTextureFilter current_filter = default_filter ;
RS : : CanvasItemTextureRepeat current_repeat = default_repeat ;
if ( p_item - > texture_filter ! = RS : : CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ) {
current_filter = p_item - > texture_filter ;
}
if ( p_item - > texture_repeat ! = RS : : CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ) {
current_repeat = p_item - > texture_repeat ;
}
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PushConstant push_constant ;
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Transform2D base_transform = p_canvas_transform_inverse * p_item - > final_transform ;
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Transform2D draw_transform ;
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_update_transform_2d_to_mat2x3 ( base_transform , push_constant . world ) ;
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Color base_color = p_item - > final_modulate ;
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for ( int i = 0 ; i < 4 ; i + + ) {
push_constant . modulation [ i ] = 0 ;
push_constant . ninepatch_margins [ i ] = 0 ;
push_constant . src_rect [ i ] = 0 ;
push_constant . dst_rect [ i ] = 0 ;
}
push_constant . flags = 0 ;
push_constant . color_texture_pixel_size [ 0 ] = 0 ;
push_constant . color_texture_pixel_size [ 1 ] = 0 ;
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push_constant . pad [ 0 ] = 0 ;
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push_constant . pad [ 1 ] = 0 ;
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push_constant . lights [ 0 ] = 0 ;
push_constant . lights [ 1 ] = 0 ;
push_constant . lights [ 2 ] = 0 ;
push_constant . lights [ 3 ] = 0 ;
uint32_t base_flags = 0 ;
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uint16_t light_count = 0 ;
PipelineLightMode light_mode ;
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{
Light * light = p_lights ;
while ( light ) {
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 ) ) {
uint32_t light_index = light - > render_index_cache ;
push_constant . lights [ light_count > > 2 ] | = light_index < < ( ( light_count & 3 ) * 8 ) ;
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light_count + + ;
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if ( light_count = = MAX_LIGHTS_PER_ITEM ) {
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break ;
}
}
light = light - > next_ptr ;
}
base_flags | = light_count < < FLAGS_LIGHT_COUNT_SHIFT ;
}
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light_mode = ( light_count > 0 | | using_directional_lights ) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED ;
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PipelineVariants * pipeline_variants = p_pipeline_variants ;
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bool reclip = false ;
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RID last_texture ;
Size2 texpixel_size ;
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bool skipping = false ;
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const Item : : Command * c = p_item - > commands ;
while ( c ) {
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if ( skipping & & c - > type ! = Item : : Command : : TYPE_ANIMATION_SLICE ) {
c = c - > next ;
continue ;
}
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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
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switch ( c - > type ) {
case Item : : Command : : TYPE_RECT : {
const Item : : CommandRect * rect = static_cast < const Item : : CommandRect * > ( c ) ;
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if ( rect - > flags & CANVAS_RECT_TILE ) {
current_repeat = RenderingServer : : CanvasItemTextureRepeat : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ;
}
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//bind pipeline
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if ( rect - > flags & CANVAS_RECT_LCD ) {
RID pipeline = pipeline_variants - > variants [ light_mode ] [ PIPELINE_VARIANT_QUAD_LCD_BLEND ] . get_render_pipeline ( RD : : INVALID_ID , p_framebuffer_format ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
RD : : get_singleton ( ) - > draw_list_set_blend_constants ( p_draw_list , rect - > modulate ) ;
} else {
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RID pipeline = pipeline_variants - > variants [ light_mode ] [ PIPELINE_VARIANT_QUAD ] . get_render_pipeline ( RD : : INVALID_ID , p_framebuffer_format ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
}
//bind textures
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_bind_canvas_texture ( p_draw_list , rect - > texture , current_filter , current_repeat , last_texture , push_constant , texpixel_size ) ;
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Rect2 src_rect ;
Rect2 dst_rect ;
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if ( rect - > texture ! = RID ( ) ) {
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src_rect = ( rect - > flags & CANVAS_RECT_REGION ) ? Rect2 ( rect - > source . position * texpixel_size , rect - > source . size * texpixel_size ) : Rect2 ( 0 , 0 , 1 , 1 ) ;
dst_rect = Rect2 ( rect - > rect . position , rect - > rect . size ) ;
if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
if ( rect - > flags & CANVAS_RECT_FLIP_H ) {
src_rect . size . x * = - 1 ;
}
if ( rect - > flags & CANVAS_RECT_FLIP_V ) {
src_rect . size . y * = - 1 ;
}
if ( rect - > flags & CANVAS_RECT_TRANSPOSE ) {
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push_constant . flags | = FLAGS_TRANSPOSE_RECT ;
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}
if ( rect - > flags & CANVAS_RECT_CLIP_UV ) {
push_constant . flags | = FLAGS_CLIP_RECT_UV ;
}
} else {
dst_rect = Rect2 ( rect - > rect . position , rect - > rect . size ) ;
if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
}
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if ( rect - > flags & CANVAS_RECT_MSDF ) {
push_constant . flags | = FLAGS_USE_MSDF ;
push_constant . msdf [ 0 ] = rect - > px_range ; // Pixel range.
push_constant . msdf [ 1 ] = rect - > outline ; // Outline size.
push_constant . msdf [ 2 ] = 0.f ; // Reserved.
push_constant . msdf [ 3 ] = 0.f ; // Reserved.
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} else if ( rect - > flags & CANVAS_RECT_LCD ) {
push_constant . flags | = FLAGS_USE_LCD ;
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}
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push_constant . modulation [ 0 ] = rect - > modulate . r * base_color . r ;
push_constant . modulation [ 1 ] = rect - > modulate . g * base_color . g ;
push_constant . modulation [ 2 ] = rect - > modulate . b * base_color . b ;
push_constant . modulation [ 3 ] = rect - > modulate . a * base_color . a ;
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push_constant . src_rect [ 0 ] = src_rect . position . x ;
push_constant . src_rect [ 1 ] = src_rect . position . y ;
push_constant . src_rect [ 2 ] = src_rect . size . width ;
push_constant . src_rect [ 3 ] = src_rect . size . height ;
push_constant . dst_rect [ 0 ] = dst_rect . position . x ;
push_constant . dst_rect [ 1 ] = dst_rect . position . y ;
push_constant . dst_rect [ 2 ] = dst_rect . size . width ;
push_constant . dst_rect [ 3 ] = dst_rect . size . height ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , shader . quad_index_array ) ;
RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , true ) ;
} break ;
case Item : : Command : : TYPE_NINEPATCH : {
const Item : : CommandNinePatch * np = static_cast < const Item : : CommandNinePatch * > ( c ) ;
//bind pipeline
{
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RID pipeline = pipeline_variants - > variants [ light_mode ] [ PIPELINE_VARIANT_NINEPATCH ] . get_render_pipeline ( RD : : INVALID_ID , p_framebuffer_format ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
}
//bind textures
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_bind_canvas_texture ( p_draw_list , np - > texture , current_filter , current_repeat , last_texture , push_constant , texpixel_size ) ;
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Rect2 src_rect ;
Rect2 dst_rect ( np - > rect . position . x , np - > rect . position . y , np - > rect . size . x , np - > rect . size . y ) ;
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if ( np - > texture = = RID ( ) ) {
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texpixel_size = Size2 ( 1 , 1 ) ;
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
} else {
if ( np - > source ! = Rect2 ( ) ) {
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 ) ;
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push_constant . color_texture_pixel_size [ 0 ] = 1.0 / np - > source . size . width ;
push_constant . color_texture_pixel_size [ 1 ] = 1.0 / np - > source . size . height ;
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} else {
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
}
}
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push_constant . modulation [ 0 ] = np - > color . r * base_color . r ;
push_constant . modulation [ 1 ] = np - > color . g * base_color . g ;
push_constant . modulation [ 2 ] = np - > color . b * base_color . b ;
push_constant . modulation [ 3 ] = np - > color . a * base_color . a ;
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push_constant . src_rect [ 0 ] = src_rect . position . x ;
push_constant . src_rect [ 1 ] = src_rect . position . y ;
push_constant . src_rect [ 2 ] = src_rect . size . width ;
push_constant . src_rect [ 3 ] = src_rect . size . height ;
push_constant . dst_rect [ 0 ] = dst_rect . position . x ;
push_constant . dst_rect [ 1 ] = dst_rect . position . y ;
push_constant . dst_rect [ 2 ] = dst_rect . size . width ;
push_constant . dst_rect [ 3 ] = dst_rect . size . height ;
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push_constant . flags | = int ( np - > axis_x ) < < FLAGS_NINEPATCH_H_MODE_SHIFT ;
push_constant . flags | = int ( np - > axis_y ) < < FLAGS_NINEPATCH_V_MODE_SHIFT ;
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if ( np - > draw_center ) {
push_constant . flags | = FLAGS_NINEPACH_DRAW_CENTER ;
}
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push_constant . ninepatch_margins [ 0 ] = np - > margin [ SIDE_LEFT ] ;
push_constant . ninepatch_margins [ 1 ] = np - > margin [ SIDE_TOP ] ;
push_constant . ninepatch_margins [ 2 ] = np - > margin [ SIDE_RIGHT ] ;
push_constant . ninepatch_margins [ 3 ] = np - > margin [ SIDE_BOTTOM ] ;
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RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , shader . quad_index_array ) ;
RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , true ) ;
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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// Restore if overridden.
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push_constant . color_texture_pixel_size [ 0 ] = texpixel_size . x ;
push_constant . color_texture_pixel_size [ 1 ] = texpixel_size . y ;
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} break ;
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case Item : : Command : : TYPE_POLYGON : {
const Item : : CommandPolygon * polygon = static_cast < const Item : : CommandPolygon * > ( c ) ;
PolygonBuffers * pb = polygon_buffers . polygons . getptr ( polygon - > polygon . polygon_id ) ;
ERR_CONTINUE ( ! pb ) ;
//bind pipeline
{
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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 } ;
ERR_CONTINUE ( polygon - > primitive < 0 | | polygon - > primitive > = RS : : PRIMITIVE_MAX ) ;
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RID pipeline = pipeline_variants - > variants [ light_mode ] [ variant [ polygon - > primitive ] ] . get_render_pipeline ( pb - > vertex_format_id , p_framebuffer_format ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
}
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if ( polygon - > primitive = = RS : : PRIMITIVE_LINES ) {
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//not supported in most hardware, so pointless
//RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
}
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//bind textures
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_bind_canvas_texture ( p_draw_list , polygon - > texture , current_filter , current_repeat , last_texture , push_constant , texpixel_size ) ;
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push_constant . modulation [ 0 ] = base_color . r ;
push_constant . modulation [ 1 ] = base_color . g ;
push_constant . modulation [ 2 ] = base_color . b ;
push_constant . modulation [ 3 ] = base_color . a ;
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for ( int j = 0 ; j < 4 ; j + + ) {
push_constant . src_rect [ j ] = 0 ;
push_constant . dst_rect [ j ] = 0 ;
push_constant . ninepatch_margins [ j ] = 0 ;
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}
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RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( p_draw_list , pb - > vertex_array ) ;
if ( pb - > indices . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , pb - > indices ) ;
}
RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , pb - > indices . is_valid ( ) ) ;
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} break ;
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case Item : : Command : : TYPE_PRIMITIVE : {
const Item : : CommandPrimitive * primitive = static_cast < const Item : : CommandPrimitive * > ( c ) ;
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//bind pipeline
{
static const PipelineVariant variant [ 4 ] = { PIPELINE_VARIANT_PRIMITIVE_POINTS , PIPELINE_VARIANT_PRIMITIVE_LINES , PIPELINE_VARIANT_PRIMITIVE_TRIANGLES , PIPELINE_VARIANT_PRIMITIVE_TRIANGLES } ;
ERR_CONTINUE ( primitive - > point_count = = 0 | | primitive - > point_count > 4 ) ;
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RID pipeline = pipeline_variants - > variants [ light_mode ] [ variant [ primitive - > point_count - 1 ] ] . get_render_pipeline ( RD : : INVALID_ID , p_framebuffer_format ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
}
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//bind textures
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_bind_canvas_texture ( p_draw_list , RID ( ) , current_filter , current_repeat , last_texture , push_constant , texpixel_size ) ;
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RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , primitive_arrays . index_array [ MIN ( 3u , primitive - > point_count ) - 1 ] ) ;
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for ( uint32_t j = 0 ; j < MIN ( 3u , primitive - > point_count ) ; j + + ) {
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push_constant . points [ j * 2 + 0 ] = primitive - > points [ j ] . x ;
push_constant . points [ j * 2 + 1 ] = primitive - > points [ j ] . y ;
push_constant . uvs [ j * 2 + 0 ] = primitive - > uvs [ j ] . x ;
push_constant . uvs [ j * 2 + 1 ] = primitive - > uvs [ j ] . y ;
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Color col = primitive - > colors [ j ] * base_color ;
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push_constant . colors [ j * 2 + 0 ] = ( uint32_t ( Math : : make_half_float ( col . g ) ) < < 16 ) | Math : : make_half_float ( col . r ) ;
push_constant . colors [ j * 2 + 1 ] = ( uint32_t ( Math : : make_half_float ( col . a ) ) < < 16 ) | Math : : make_half_float ( col . b ) ;
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}
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RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
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RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , true ) ;
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if ( primitive - > point_count = = 4 ) {
for ( uint32_t j = 1 ; j < 3 ; j + + ) {
//second half of triangle
push_constant . points [ j * 2 + 0 ] = primitive - > points [ j + 1 ] . x ;
push_constant . points [ j * 2 + 1 ] = primitive - > points [ j + 1 ] . y ;
push_constant . uvs [ j * 2 + 0 ] = primitive - > uvs [ j + 1 ] . x ;
push_constant . uvs [ j * 2 + 1 ] = primitive - > uvs [ j + 1 ] . y ;
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Color col = primitive - > colors [ j + 1 ] * base_color ;
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push_constant . colors [ j * 2 + 0 ] = ( uint32_t ( Math : : make_half_float ( col . g ) ) < < 16 ) | Math : : make_half_float ( col . r ) ;
push_constant . colors [ j * 2 + 1 ] = ( uint32_t ( Math : : make_half_float ( col . a ) ) < < 16 ) | Math : : make_half_float ( col . b ) ;
}
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RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , true ) ;
}
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} break ;
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case Item : : Command : : TYPE_MESH :
case Item : : Command : : TYPE_MULTIMESH :
case Item : : Command : : TYPE_PARTICLES : {
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RID mesh ;
RID mesh_instance ;
RID texture ;
Color modulate ( 1 , 1 , 1 , 1 ) ;
float world_backup [ 6 ] ;
int instance_count = 1 ;
for ( int j = 0 ; j < 6 ; j + + ) {
world_backup [ j ] = push_constant . world [ j ] ;
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}
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if ( c - > type = = Item : : Command : : TYPE_MESH ) {
const Item : : CommandMesh * m = static_cast < const Item : : CommandMesh * > ( c ) ;
mesh = m - > mesh ;
mesh_instance = m - > mesh_instance ;
texture = m - > texture ;
modulate = m - > modulate ;
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_update_transform_2d_to_mat2x3 ( base_transform * draw_transform * m - > transform , push_constant . world ) ;
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} else if ( c - > type = = Item : : Command : : TYPE_MULTIMESH ) {
const Item : : CommandMultiMesh * mm = static_cast < const Item : : CommandMultiMesh * > ( c ) ;
RID multimesh = mm - > multimesh ;
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mesh = mesh_storage - > multimesh_get_mesh ( multimesh ) ;
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texture = mm - > texture ;
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if ( mesh_storage - > multimesh_get_transform_format ( multimesh ) ! = RS : : MULTIMESH_TRANSFORM_2D ) {
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break ;
}
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instance_count = mesh_storage - > multimesh_get_instances_to_draw ( multimesh ) ;
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if ( instance_count = = 0 ) {
break ;
}
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RID uniform_set = mesh_storage - > multimesh_get_2d_uniform_set ( multimesh , shader . default_version_rd_shader , TRANSFORMS_UNIFORM_SET ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( p_draw_list , uniform_set , TRANSFORMS_UNIFORM_SET ) ;
push_constant . flags | = 1 ; //multimesh, trails disabled
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if ( mesh_storage - > multimesh_uses_colors ( multimesh ) ) {
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push_constant . flags | = FLAGS_INSTANCING_HAS_COLORS ;
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}
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if ( mesh_storage - > multimesh_uses_custom_data ( multimesh ) ) {
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push_constant . flags | = FLAGS_INSTANCING_HAS_CUSTOM_DATA ;
}
} else if ( c - > type = = Item : : Command : : TYPE_PARTICLES ) {
const Item : : CommandParticles * pt = static_cast < const Item : : CommandParticles * > ( c ) ;
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ERR_BREAK ( particles_storage - > particles_get_mode ( pt - > particles ) ! = RS : : PARTICLES_MODE_2D ) ;
particles_storage - > particles_request_process ( pt - > particles ) ;
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if ( particles_storage - > particles_is_inactive ( pt - > particles ) ) {
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break ;
}
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RenderingServerDefault : : redraw_request ( ) ; // active particles means redraw request
bool local_coords = true ;
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int dpc = particles_storage - > particles_get_draw_passes ( pt - > particles ) ;
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if ( dpc = = 0 ) {
break ; //nothing to draw
}
uint32_t divisor = 1 ;
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instance_count = particles_storage - > particles_get_amount ( pt - > particles , divisor ) ;
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RID uniform_set = particles_storage - > particles_get_instance_buffer_uniform_set ( pt - > particles , shader . default_version_rd_shader , TRANSFORMS_UNIFORM_SET ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( p_draw_list , uniform_set , TRANSFORMS_UNIFORM_SET ) ;
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push_constant . flags | = divisor ;
instance_count / = divisor ;
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push_constant . flags | = FLAGS_INSTANCING_HAS_COLORS ;
push_constant . flags | = FLAGS_INSTANCING_HAS_CUSTOM_DATA ;
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mesh = particles_storage - > particles_get_draw_pass_mesh ( pt - > particles , 0 ) ; //higher ones are ignored
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texture = pt - > texture ;
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if ( particles_storage - > particles_has_collision ( pt - > particles ) & & texture_storage - > render_target_is_sdf_enabled ( p_render_target ) ) {
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//pass collision information
Transform2D xform ;
if ( local_coords ) {
xform = p_item - > final_transform ;
} else {
xform = p_canvas_transform_inverse ;
}
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RID sdf_texture = texture_storage - > render_target_get_sdf_texture ( p_render_target ) ;
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Rect2 to_screen ;
{
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Rect2 sdf_rect = texture_storage - > render_target_get_sdf_rect ( p_render_target ) ;
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to_screen . size = Vector2 ( 1.0 / sdf_rect . size . width , 1.0 / sdf_rect . size . height ) ;
to_screen . position = - sdf_rect . position * to_screen . size ;
}
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particles_storage - > particles_set_canvas_sdf_collision ( pt - > particles , true , xform , to_screen , sdf_texture ) ;
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} else {
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particles_storage - > particles_set_canvas_sdf_collision ( pt - > particles , false , Transform2D ( ) , Rect2 ( ) , RID ( ) ) ;
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}
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}
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if ( mesh . is_null ( ) ) {
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break ;
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}
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_bind_canvas_texture ( p_draw_list , texture , current_filter , current_repeat , last_texture , push_constant , texpixel_size ) ;
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uint32_t surf_count = mesh_storage - > mesh_get_surface_count ( mesh ) ;
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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 } ;
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push_constant . modulation [ 0 ] = base_color . r * modulate . r ;
push_constant . modulation [ 1 ] = base_color . g * modulate . g ;
push_constant . modulation [ 2 ] = base_color . b * modulate . b ;
push_constant . modulation [ 3 ] = base_color . a * modulate . a ;
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for ( int j = 0 ; j < 4 ; j + + ) {
push_constant . src_rect [ j ] = 0 ;
push_constant . dst_rect [ j ] = 0 ;
push_constant . ninepatch_margins [ j ] = 0 ;
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}
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for ( uint32_t j = 0 ; j < surf_count ; j + + ) {
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void * surface = mesh_storage - > mesh_get_surface ( mesh , j ) ;
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RS : : PrimitiveType primitive = mesh_storage - > mesh_surface_get_primitive ( surface ) ;
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ERR_CONTINUE ( primitive < 0 | | primitive > = RS : : PRIMITIVE_MAX ) ;
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uint32_t input_mask = pipeline_variants - > variants [ light_mode ] [ variant [ primitive ] ] . get_vertex_input_mask ( ) ;
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RID vertex_array ;
RD : : VertexFormatID vertex_format = RD : : INVALID_FORMAT_ID ;
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if ( mesh_instance . is_valid ( ) ) {
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mesh_storage - > mesh_instance_surface_get_vertex_arrays_and_format ( mesh_instance , j , input_mask , vertex_array , vertex_format ) ;
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} else {
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mesh_storage - > mesh_surface_get_vertex_arrays_and_format ( surface , input_mask , vertex_array , vertex_format ) ;
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}
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RID pipeline = pipeline_variants - > variants [ light_mode ] [ variant [ primitive ] ] . get_render_pipeline ( vertex_format , p_framebuffer_format ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
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RID index_array = mesh_storage - > mesh_surface_get_index_array ( surface , 0 ) ;
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if ( index_array . is_valid ( ) ) {
RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , index_array ) ;
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}
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RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( p_draw_list , vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
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RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , index_array . is_valid ( ) , instance_count ) ;
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}
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for ( int j = 0 ; j < 6 ; j + + ) {
push_constant . world [ j ] = world_backup [ j ] ;
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}
} break ;
case Item : : Command : : TYPE_TRANSFORM : {
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const Item : : CommandTransform * transform = static_cast < const Item : : CommandTransform * > ( c ) ;
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draw_transform = transform - > xform ;
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_update_transform_2d_to_mat2x3 ( base_transform * transform - > xform , push_constant . world ) ;
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} break ;
case Item : : Command : : TYPE_CLIP_IGNORE : {
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const Item : : CommandClipIgnore * ci = static_cast < const Item : : CommandClipIgnore * > ( c ) ;
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if ( current_clip ) {
if ( ci - > ignore ! = reclip ) {
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if ( ci - > ignore ) {
RD : : get_singleton ( ) - > draw_list_disable_scissor ( p_draw_list ) ;
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reclip = true ;
} else {
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RD : : get_singleton ( ) - > draw_list_enable_scissor ( p_draw_list , current_clip - > final_clip_rect ) ;
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reclip = false ;
}
}
}
} break ;
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case Item : : Command : : TYPE_ANIMATION_SLICE : {
const Item : : CommandAnimationSlice * as = static_cast < const Item : : CommandAnimationSlice * > ( c ) ;
double current_time = RendererCompositorRD : : singleton - > get_total_time ( ) ;
double local_time = Math : : fposmod ( current_time - as - > offset , as - > animation_length ) ;
skipping = ! ( local_time > = as - > slice_begin & & local_time < as - > slice_end ) ;
RenderingServerDefault : : redraw_request ( ) ; // animation visible means redraw request
} break ;
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}
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c = c - > next ;
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}
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if ( current_clip & & reclip ) {
//will make it re-enable clipping if needed afterwards
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current_clip = nullptr ;
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}
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}
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RID RendererCanvasRenderRD : : _create_base_uniform_set ( RID p_to_render_target , bool p_backbuffer ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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//re create canvas state
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 1 ;
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u . append_id ( state . canvas_state_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
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u . binding = 2 ;
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u . append_id ( state . lights_uniform_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 3 ;
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u . append_id ( RendererRD : : TextureStorage : : get_singleton ( ) - > decal_atlas_get_texture ( ) ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 4 ;
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u . append_id ( state . shadow_texture ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
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u . binding = 5 ;
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u . append_id ( state . shadow_sampler ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 6 ;
RID screen ;
if ( p_backbuffer ) {
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screen = texture_storage - > render_target_get_rd_texture ( p_to_render_target ) ;
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} else {
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screen = texture_storage - > render_target_get_rd_backbuffer ( p_to_render_target ) ;
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if ( screen . is_null ( ) ) { //unallocated backbuffer
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screen = RendererRD : : TextureStorage : : get_singleton ( ) - > texture_rd_get_default ( RendererRD : : TextureStorage : : DEFAULT_RD_TEXTURE_WHITE ) ;
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}
}
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u . append_id ( screen ) ;
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uniforms . push_back ( u ) ;
}
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{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
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u . binding = 7 ;
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RID sdf = texture_storage - > render_target_get_sdf_texture ( p_to_render_target ) ;
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u . append_id ( sdf ) ;
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uniforms . push_back ( u ) ;
}
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{
//needs samplers for the material (uses custom textures) create them
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Vector < RID > ids ;
ids . resize ( 12 ) ;
RID * ids_ptr = ids . ptrw ( ) ;
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ids_ptr [ 0 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 1 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 2 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 3 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 4 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 5 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ) ;
ids_ptr [ 6 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 7 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 8 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 9 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 10 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
ids_ptr [ 11 ] = material_storage - > sampler_rd_get_default ( RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC , RS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED ) ;
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RD : : Uniform u ( RD : : UNIFORM_TYPE_SAMPLER , 8 , ids ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 9 ;
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u . append_id ( RendererRD : : MaterialStorage : : get_singleton ( ) - > global_shader_uniforms_get_storage_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
}
RID uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , shader . default_version_rd_shader , BASE_UNIFORM_SET ) ;
if ( p_backbuffer ) {
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texture_storage - > render_target_set_backbuffer_uniform_set ( p_to_render_target , uniform_set ) ;
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} else {
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texture_storage - > render_target_set_framebuffer_uniform_set ( p_to_render_target , uniform_set ) ;
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}
return uniform_set ;
}
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void RendererCanvasRenderRD : : _render_items ( RID p_to_render_target , int p_item_count , const Transform2D & p_canvas_transform_inverse , Light * p_lights , bool p_to_backbuffer ) {
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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Item * current_clip = nullptr ;
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Transform2D canvas_transform_inverse = p_canvas_transform_inverse ;
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RID framebuffer ;
RID fb_uniform_set ;
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bool clear = false ;
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Vector < Color > clear_colors ;
if ( p_to_backbuffer ) {
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framebuffer = texture_storage - > render_target_get_rd_backbuffer_framebuffer ( p_to_render_target ) ;
fb_uniform_set = texture_storage - > render_target_get_backbuffer_uniform_set ( p_to_render_target ) ;
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} else {
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framebuffer = texture_storage - > render_target_get_rd_framebuffer ( p_to_render_target ) ;
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if ( texture_storage - > render_target_is_clear_requested ( p_to_render_target ) ) {
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clear = true ;
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clear_colors . push_back ( texture_storage - > render_target_get_clear_request_color ( p_to_render_target ) ) ;
texture_storage - > render_target_disable_clear_request ( p_to_render_target ) ;
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}
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# ifndef _MSC_VER
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# warning TODO obtain from framebuffer format eventually when this is implemented
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# endif
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fb_uniform_set = texture_storage - > render_target_get_framebuffer_uniform_set ( p_to_render_target ) ;
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}
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if ( fb_uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( fb_uniform_set ) ) {
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fb_uniform_set = _create_base_uniform_set ( p_to_render_target , p_to_backbuffer ) ;
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}
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RD : : FramebufferFormatID fb_format = RD : : get_singleton ( ) - > framebuffer_get_format ( framebuffer ) ;
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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 ) ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , fb_uniform_set , BASE_UNIFORM_SET ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , state . default_transforms_uniform_set , TRANSFORMS_UNIFORM_SET ) ;
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RID prev_material ;
PipelineVariants * pipeline_variants = & shader . pipeline_variants ;
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for ( int i = 0 ; i < p_item_count ; i + + ) {
Item * ci = items [ i ] ;
if ( current_clip ! = ci - > final_clip_owner ) {
current_clip = ci - > final_clip_owner ;
//setup clip
if ( current_clip ) {
RD : : get_singleton ( ) - > draw_list_enable_scissor ( draw_list , current_clip - > final_clip_rect ) ;
} else {
RD : : get_singleton ( ) - > draw_list_disable_scissor ( draw_list ) ;
}
}
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RID material = ci - > material_owner = = nullptr ? ci - > material : ci - > material_owner - > material ;
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if ( material . is_null ( ) & & ci - > canvas_group ! = nullptr ) {
material = default_canvas_group_material ;
}
if ( material ! = prev_material ) {
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CanvasMaterialData * material_data = nullptr ;
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if ( material . is_valid ( ) ) {
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material_data = static_cast < CanvasMaterialData * > ( material_storage - > material_get_data ( material , RendererRD : : MaterialStorage : : SHADER_TYPE_2D ) ) ;
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}
if ( material_data ) {
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if ( material_data - > shader_data - > version . is_valid ( ) & & material_data - > shader_data - > valid ) {
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pipeline_variants = & material_data - > shader_data - > pipeline_variants ;
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// Update uniform set.
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if ( material_data - > uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( material_data - > uniform_set ) ) { // Material may not have a uniform set.
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , material_data - > uniform_set , MATERIAL_UNIFORM_SET ) ;
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}
} else {
pipeline_variants = & shader . pipeline_variants ;
}
} else {
pipeline_variants = & shader . pipeline_variants ;
}
}
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_render_item ( draw_list , p_to_render_target , ci , fb_format , canvas_transform_inverse , current_clip , p_lights , pipeline_variants ) ;
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prev_material = material ;
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}
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
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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 ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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RendererRD : : MeshStorage * mesh_storage = RendererRD : : MeshStorage : : get_singleton ( ) ;
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r_sdf_used = false ;
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int item_count = 0 ;
//setup canvas state uniforms if needed
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Transform2D canvas_transform_inverse = p_canvas_transform . affine_inverse ( ) ;
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//setup directional lights if exist
uint32_t light_count = 0 ;
uint32_t directional_light_count = 0 ;
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{
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Light * l = p_directional_light_list ;
uint32_t index = 0 ;
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while ( l ) {
if ( index = = state . max_lights_per_render ) {
l - > render_index_cache = - 1 ;
l = l - > next_ptr ;
continue ;
}
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CanvasLight * clight = canvas_light_owner . get_or_null ( l - > light_internal ) ;
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if ( ! clight ) { //unused or invalid texture
l - > render_index_cache = - 1 ;
l = l - > next_ptr ;
ERR_CONTINUE ( ! clight ) ;
}
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Vector2 canvas_light_dir = l - > xform_cache . columns [ 1 ] . normalized ( ) ;
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state . light_uniforms [ index ] . position [ 0 ] = - canvas_light_dir . x ;
state . light_uniforms [ index ] . position [ 1 ] = - canvas_light_dir . y ;
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_update_transform_2d_to_mat2x4 ( clight - > shadow . directional_xform , state . light_uniforms [ index ] . shadow_matrix ) ;
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state . light_uniforms [ index ] . height = l - > height ; //0..1 here
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for ( int i = 0 ; i < 4 ; i + + ) {
state . light_uniforms [ index ] . shadow_color [ i ] = uint8_t ( CLAMP ( int32_t ( l - > shadow_color [ i ] * 255.0 ) , 0 , 255 ) ) ;
state . light_uniforms [ index ] . color [ i ] = l - > color [ i ] ;
}
state . light_uniforms [ index ] . color [ 3 ] = l - > energy ; //use alpha for energy, so base color can go separate
if ( state . shadow_fb . is_valid ( ) ) {
state . light_uniforms [ index ] . shadow_pixel_size = ( 1.0 / state . shadow_texture_size ) * ( 1.0 + l - > shadow_smooth ) ;
state . light_uniforms [ index ] . shadow_z_far_inv = 1.0 / clight - > shadow . z_far ;
state . light_uniforms [ index ] . shadow_y_ofs = clight - > shadow . y_offset ;
} else {
state . light_uniforms [ index ] . shadow_pixel_size = 1.0 ;
state . light_uniforms [ index ] . shadow_z_far_inv = 1.0 ;
state . light_uniforms [ index ] . shadow_y_ofs = 0 ;
}
state . light_uniforms [ index ] . flags = l - > blend_mode < < LIGHT_FLAGS_BLEND_SHIFT ;
state . light_uniforms [ index ] . flags | = l - > shadow_filter < < LIGHT_FLAGS_FILTER_SHIFT ;
if ( clight - > shadow . enabled ) {
state . light_uniforms [ index ] . flags | = LIGHT_FLAGS_HAS_SHADOW ;
}
l - > render_index_cache = index ;
index + + ;
l = l - > next_ptr ;
}
light_count = index ;
directional_light_count = light_count ;
using_directional_lights = directional_light_count > 0 ;
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}
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//setup lights if exist
{
Light * l = p_light_list ;
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uint32_t index = light_count ;
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while ( l ) {
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if ( index = = state . max_lights_per_render ) {
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l - > render_index_cache = - 1 ;
l = l - > next_ptr ;
continue ;
}
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CanvasLight * clight = canvas_light_owner . get_or_null ( l - > light_internal ) ;
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if ( ! clight ) { //unused or invalid texture
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l - > render_index_cache = - 1 ;
l = l - > next_ptr ;
ERR_CONTINUE ( ! clight ) ;
}
Transform2D to_light_xform = ( p_canvas_transform * l - > light_shader_xform ) . affine_inverse ( ) ;
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
state . light_uniforms [ index ] . position [ 0 ] = canvas_light_pos . x ;
state . light_uniforms [ index ] . position [ 1 ] = canvas_light_pos . y ;
_update_transform_2d_to_mat2x4 ( to_light_xform , state . light_uniforms [ index ] . matrix ) ;
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_update_transform_2d_to_mat2x4 ( l - > xform_cache . affine_inverse ( ) , state . light_uniforms [ index ] . shadow_matrix ) ;
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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
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for ( int i = 0 ; i < 4 ; i + + ) {
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state . light_uniforms [ index ] . shadow_color [ i ] = uint8_t ( CLAMP ( int32_t ( l - > shadow_color [ i ] * 255.0 ) , 0 , 255 ) ) ;
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state . light_uniforms [ index ] . color [ i ] = l - > color [ i ] ;
}
state . light_uniforms [ index ] . color [ 3 ] = l - > energy ; //use alpha for energy, so base color can go separate
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if ( state . shadow_fb . is_valid ( ) ) {
state . light_uniforms [ index ] . shadow_pixel_size = ( 1.0 / state . shadow_texture_size ) * ( 1.0 + l - > shadow_smooth ) ;
state . light_uniforms [ index ] . shadow_z_far_inv = 1.0 / clight - > shadow . z_far ;
state . light_uniforms [ index ] . shadow_y_ofs = clight - > shadow . y_offset ;
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} else {
state . light_uniforms [ index ] . shadow_pixel_size = 1.0 ;
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state . light_uniforms [ index ] . shadow_z_far_inv = 1.0 ;
state . light_uniforms [ index ] . shadow_y_ofs = 0 ;
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}
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state . light_uniforms [ index ] . flags = l - > blend_mode < < LIGHT_FLAGS_BLEND_SHIFT ;
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state . light_uniforms [ index ] . flags | = l - > shadow_filter < < LIGHT_FLAGS_FILTER_SHIFT ;
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if ( clight - > shadow . enabled ) {
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state . light_uniforms [ index ] . flags | = LIGHT_FLAGS_HAS_SHADOW ;
}
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if ( clight - > texture . is_valid ( ) ) {
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Rect2 atlas_rect = RendererRD : : TextureStorage : : get_singleton ( ) - > decal_atlas_get_texture_rect ( clight - > texture ) ;
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state . light_uniforms [ index ] . atlas_rect [ 0 ] = atlas_rect . position . x ;
state . light_uniforms [ index ] . atlas_rect [ 1 ] = atlas_rect . position . y ;
state . light_uniforms [ index ] . atlas_rect [ 2 ] = atlas_rect . size . width ;
state . light_uniforms [ index ] . atlas_rect [ 3 ] = atlas_rect . size . height ;
} else {
state . light_uniforms [ index ] . atlas_rect [ 0 ] = 0 ;
state . light_uniforms [ index ] . atlas_rect [ 1 ] = 0 ;
state . light_uniforms [ index ] . atlas_rect [ 2 ] = 0 ;
state . light_uniforms [ index ] . atlas_rect [ 3 ] = 0 ;
}
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l - > render_index_cache = index ;
index + + ;
l = l - > next_ptr ;
}
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light_count = index ;
}
if ( light_count > 0 ) {
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RD : : get_singleton ( ) - > buffer_update ( state . lights_uniform_buffer , 0 , sizeof ( LightUniform ) * light_count , & state . light_uniforms [ 0 ] ) ;
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}
{
//update canvas state uniform buffer
State : : Buffer state_buffer ;
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Size2i ssize = texture_storage - > render_target_get_size ( p_to_render_target ) ;
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Transform3D screen_transform ;
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screen_transform . translate_local ( - ( ssize . width / 2.0f ) , - ( ssize . height / 2.0f ) , 0.0f ) ;
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screen_transform . scale ( Vector3 ( 2.0f / ssize . width , 2.0f / ssize . height , 1.0f ) ) ;
_update_transform_to_mat4 ( screen_transform , state_buffer . screen_transform ) ;
_update_transform_2d_to_mat4 ( p_canvas_transform , state_buffer . canvas_transform ) ;
Transform2D normal_transform = p_canvas_transform ;
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normal_transform . columns [ 0 ] . normalize ( ) ;
normal_transform . columns [ 1 ] . normalize ( ) ;
normal_transform . columns [ 2 ] = Vector2 ( ) ;
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_update_transform_2d_to_mat4 ( normal_transform , state_buffer . canvas_normal_transform ) ;
state_buffer . canvas_modulate [ 0 ] = p_modulate . r ;
state_buffer . canvas_modulate [ 1 ] = p_modulate . g ;
state_buffer . canvas_modulate [ 2 ] = p_modulate . b ;
state_buffer . canvas_modulate [ 3 ] = p_modulate . a ;
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Size2 render_target_size = texture_storage - > render_target_get_size ( p_to_render_target ) ;
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state_buffer . screen_pixel_size [ 0 ] = 1.0 / render_target_size . x ;
state_buffer . screen_pixel_size [ 1 ] = 1.0 / render_target_size . y ;
state_buffer . time = state . time ;
state_buffer . use_pixel_snap = p_snap_2d_vertices_to_pixel ;
state_buffer . directional_light_count = directional_light_count ;
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Vector2 canvas_scale = p_canvas_transform . get_scale ( ) ;
state_buffer . sdf_to_screen [ 0 ] = render_target_size . width / canvas_scale . x ;
state_buffer . sdf_to_screen [ 1 ] = render_target_size . height / canvas_scale . y ;
state_buffer . screen_to_sdf [ 0 ] = 1.0 / state_buffer . sdf_to_screen [ 0 ] ;
state_buffer . screen_to_sdf [ 1 ] = 1.0 / state_buffer . sdf_to_screen [ 1 ] ;
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Rect2 sdf_rect = texture_storage - > render_target_get_sdf_rect ( p_to_render_target ) ;
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Rect2 sdf_tex_rect ( sdf_rect . position / canvas_scale , sdf_rect . size / canvas_scale ) ;
state_buffer . sdf_to_tex [ 0 ] = 1.0 / sdf_tex_rect . size . width ;
state_buffer . sdf_to_tex [ 1 ] = 1.0 / sdf_tex_rect . size . height ;
state_buffer . sdf_to_tex [ 2 ] = - sdf_tex_rect . position . x / sdf_tex_rect . size . width ;
state_buffer . sdf_to_tex [ 3 ] = - sdf_tex_rect . position . y / sdf_tex_rect . size . height ;
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
state_buffer . tex_to_sdf = 1.0 / ( ( canvas_scale . x + canvas_scale . y ) * 0.5 ) ;
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RD : : get_singleton ( ) - > buffer_update ( state . canvas_state_buffer , 0 , sizeof ( State : : Buffer ) , & state_buffer ) ;
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}
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{ //default filter/repeat
default_filter = p_default_filter ;
default_repeat = p_default_repeat ;
}
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Item * ci = p_item_list ;
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//fill the list until rendering is possible.
bool material_screen_texture_cached = false ;
bool material_screen_texture_mipmaps_cached = false ;
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Rect2 back_buffer_rect ;
bool backbuffer_copy = false ;
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bool backbuffer_gen_mipmaps = false ;
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Item * canvas_group_owner = nullptr ;
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bool update_skeletons = false ;
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bool time_used = false ;
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bool backbuffer_cleared = false ;
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while ( ci ) {
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if ( ci - > copy_back_buffer & & canvas_group_owner = = nullptr ) {
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backbuffer_copy = true ;
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if ( ci - > copy_back_buffer - > full ) {
back_buffer_rect = Rect2 ( ) ;
} else {
back_buffer_rect = ci - > copy_back_buffer - > rect ;
}
}
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RID material = ci - > material_owner = = nullptr ? ci - > material : ci - > material_owner - > material ;
if ( material . is_valid ( ) ) {
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CanvasMaterialData * md = static_cast < CanvasMaterialData * > ( material_storage - > material_get_data ( material , RendererRD : : MaterialStorage : : SHADER_TYPE_2D ) ) ;
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if ( md & & md - > shader_data - > valid ) {
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if ( md - > shader_data - > uses_screen_texture & & canvas_group_owner = = nullptr ) {
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if ( ! material_screen_texture_cached ) {
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backbuffer_copy = true ;
back_buffer_rect = Rect2 ( ) ;
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backbuffer_gen_mipmaps = md - > shader_data - > uses_screen_texture_mipmaps ;
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} else if ( ! material_screen_texture_mipmaps_cached ) {
backbuffer_gen_mipmaps = md - > shader_data - > uses_screen_texture_mipmaps ;
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}
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}
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if ( md - > shader_data - > uses_sdf ) {
r_sdf_used = true ;
}
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if ( md - > shader_data - > uses_time ) {
time_used = true ;
}
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}
}
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if ( ci - > skeleton . is_valid ( ) ) {
const Item : : Command * c = ci - > commands ;
while ( c ) {
if ( c - > type = = Item : : Command : : TYPE_MESH ) {
const Item : : CommandMesh * cm = static_cast < const Item : : CommandMesh * > ( c ) ;
if ( cm - > mesh_instance . is_valid ( ) ) {
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mesh_storage - > mesh_instance_check_for_update ( cm - > mesh_instance ) ;
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update_skeletons = true ;
}
}
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c = c - > next ;
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}
}
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if ( ci - > canvas_group_owner ! = nullptr ) {
if ( canvas_group_owner = = nullptr ) {
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// Canvas group begins here, render until before this item
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if ( update_skeletons ) {
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mesh_storage - > update_mesh_instances ( ) ;
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update_skeletons = false ;
}
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_render_items ( p_to_render_target , item_count , canvas_transform_inverse , p_light_list ) ;
item_count = 0 ;
Rect2i group_rect = ci - > canvas_group_owner - > global_rect_cache ;
if ( ci - > canvas_group_owner - > canvas_group - > mode = = RS : : CANVAS_GROUP_MODE_OPAQUE ) {
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texture_storage - > render_target_copy_to_back_buffer ( p_to_render_target , group_rect , false ) ;
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} else if ( ! backbuffer_cleared ) {
texture_storage - > render_target_clear_back_buffer ( p_to_render_target , Rect2i ( ) , Color ( 0 , 0 , 0 , 0 ) ) ;
backbuffer_cleared = true ;
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}
backbuffer_copy = false ;
canvas_group_owner = ci - > canvas_group_owner ; //continue until owner found
}
ci - > canvas_group_owner = nullptr ; //must be cleared
}
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if ( ! backbuffer_cleared & & canvas_group_owner = = nullptr & & ci - > canvas_group ! = nullptr & & ! backbuffer_copy ) {
texture_storage - > render_target_clear_back_buffer ( p_to_render_target , Rect2i ( ) , Color ( 0 , 0 , 0 , 0 ) ) ;
backbuffer_cleared = true ;
}
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if ( ci = = canvas_group_owner ) {
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if ( update_skeletons ) {
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mesh_storage - > update_mesh_instances ( ) ;
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update_skeletons = false ;
}
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_render_items ( p_to_render_target , item_count , canvas_transform_inverse , p_light_list , true ) ;
item_count = 0 ;
if ( ci - > canvas_group - > blur_mipmaps ) {
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texture_storage - > render_target_gen_back_buffer_mipmaps ( p_to_render_target , ci - > global_rect_cache ) ;
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}
canvas_group_owner = nullptr ;
}
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if ( backbuffer_copy ) {
//render anything pending, including clearing if no items
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if ( update_skeletons ) {
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mesh_storage - > update_mesh_instances ( ) ;
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update_skeletons = false ;
}
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_render_items ( p_to_render_target , item_count , canvas_transform_inverse , p_light_list ) ;
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item_count = 0 ;
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texture_storage - > render_target_copy_to_back_buffer ( p_to_render_target , back_buffer_rect , backbuffer_gen_mipmaps ) ;
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backbuffer_copy = false ;
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backbuffer_gen_mipmaps = false ;
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material_screen_texture_cached = true ; // After a backbuffer copy, screen texture makes no further copies.
material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps ;
}
if ( backbuffer_gen_mipmaps ) {
texture_storage - > render_target_gen_back_buffer_mipmaps ( p_to_render_target , back_buffer_rect ) ;
backbuffer_gen_mipmaps = false ;
material_screen_texture_mipmaps_cached = true ;
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}
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items [ item_count + + ] = ci ;
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if ( ! ci - > next | | item_count = = MAX_RENDER_ITEMS - 1 ) {
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if ( update_skeletons ) {
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mesh_storage - > update_mesh_instances ( ) ;
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update_skeletons = false ;
}
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_render_items ( p_to_render_target , item_count , canvas_transform_inverse , p_light_list ) ;
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//then reset
item_count = 0 ;
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}
ci = ci - > next ;
}
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if ( time_used ) {
RenderingServerDefault : : redraw_request ( ) ;
}
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}
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RID RendererCanvasRenderRD : : light_create ( ) {
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CanvasLight canvas_light ;
return canvas_light_owner . make_rid ( canvas_light ) ;
}
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void RendererCanvasRenderRD : : light_set_texture ( RID p_rid , RID p_texture ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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CanvasLight * cl = canvas_light_owner . get_or_null ( p_rid ) ;
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ERR_FAIL_COND ( ! cl ) ;
if ( cl - > texture = = p_texture ) {
return ;
}
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if ( cl - > texture . is_valid ( ) ) {
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texture_storage - > texture_remove_from_decal_atlas ( cl - > texture ) ;
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}
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cl - > texture = p_texture ;
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if ( cl - > texture . is_valid ( ) ) {
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texture_storage - > texture_add_to_decal_atlas ( cl - > texture ) ;
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}
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}
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void RendererCanvasRenderRD : : light_set_use_shadow ( RID p_rid , bool p_enable ) {
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CanvasLight * cl = canvas_light_owner . get_or_null ( p_rid ) ;
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ERR_FAIL_COND ( ! cl ) ;
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cl - > shadow . enabled = p_enable ;
}
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void RendererCanvasRenderRD : : _update_shadow_atlas ( ) {
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if ( state . shadow_fb = = RID ( ) ) {
//ah, we lack the shadow texture..
RD : : get_singleton ( ) - > free ( state . shadow_texture ) ; //erase placeholder
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Vector < RID > fb_textures ;
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{ //texture
RD : : TextureFormat tf ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . width = state . shadow_texture_size ;
tf . height = state . max_lights_per_render * 2 ;
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tf . usage_bits = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
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state . shadow_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
fb_textures . push_back ( state . shadow_texture ) ;
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}
{
RD : : TextureFormat tf ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . width = state . shadow_texture_size ;
tf . height = state . max_lights_per_render * 2 ;
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tf . usage_bits = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
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tf . format = RD : : DATA_FORMAT_D32_SFLOAT ;
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//chunks to write
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state . shadow_depth_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
fb_textures . push_back ( state . shadow_depth_texture ) ;
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}
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state . shadow_fb = RD : : get_singleton ( ) - > framebuffer_create ( fb_textures ) ;
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}
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}
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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 ) {
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CanvasLight * cl = canvas_light_owner . get_or_null ( p_rid ) ;
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ERR_FAIL_COND ( ! cl - > shadow . enabled ) ;
_update_shadow_atlas ( ) ;
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cl - > shadow . z_far = p_far ;
cl - > shadow . y_offset = float ( p_shadow_index * 2 + 1 ) / float ( state . max_lights_per_render * 2 ) ;
Vector < Color > cc ;
cc . push_back ( Color ( p_far , p_far , p_far , 1.0 ) ) ;
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for ( int i = 0 ; i < 4 ; i + + ) {
//make sure it remains orthogonal, makes easy to read angle later
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
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Rect2i rect ( ( state . shadow_texture_size / 4 ) * i , p_shadow_index * 2 , ( state . shadow_texture_size / 4 ) , 2 ) ;
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RD : : InitialAction initial_action = i = = 0 ? RD : : INITIAL_ACTION_CLEAR_REGION : RD : : INITIAL_ACTION_CLEAR_REGION_CONTINUE ;
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 ) ;
2019-07-05 01:54:32 +00:00
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Projection projection ;
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{
real_t fov = 90 ;
real_t nearp = p_near ;
real_t farp = p_far ;
real_t aspect = 1.0 ;
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real_t ymax = nearp * Math : : tan ( Math : : deg_to_rad ( fov * 0.5 ) ) ;
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real_t ymin = - ymax ;
real_t xmin = ymin * aspect ;
real_t xmax = ymax * aspect ;
projection . set_frustum ( xmin , xmax , ymin , ymax , nearp , farp ) ;
}
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Vector3 cam_target = Basis ( Vector3 ( 0 , 0 , Math_TAU * ( ( i + 3 ) / 4.0 ) ) ) . xform ( Vector3 ( 0 , 1 , 0 ) ) ;
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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projection = projection * Projection ( Transform3D ( ) . looking_at ( cam_target , Vector3 ( 0 , 0 , - 1 ) ) . affine_inverse ( ) ) ;
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ShadowRenderPushConstant push_constant ;
for ( int y = 0 ; y < 4 ; y + + ) {
for ( int x = 0 ; x < 4 ; x + + ) {
push_constant . projection [ y * 4 + x ] = projection . matrix [ y ] [ x ] ;
}
}
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static const Vector2 directions [ 4 ] = { Vector2 ( 1 , 0 ) , Vector2 ( 0 , 1 ) , Vector2 ( - 1 , 0 ) , Vector2 ( 0 , - 1 ) } ;
push_constant . direction [ 0 ] = directions [ i ] . x ;
push_constant . direction [ 1 ] = directions [ i ] . y ;
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push_constant . z_far = p_far ;
push_constant . pad = 0 ;
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LightOccluderInstance * instance = p_occluders ;
while ( instance ) {
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OccluderPolygon * co = occluder_polygon_owner . get_or_null ( instance - > occluder ) ;
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if ( ! co | | co - > index_array . is_null ( ) | | ! ( p_light_mask & instance - > light_mask ) ) {
instance = instance - > next ;
continue ;
}
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_update_transform_2d_to_mat2x4 ( p_light_xform * instance - > xform_cache , push_constant . modelview ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , shadow_render . render_pipelines [ co - > cull_mode ] ) ;
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , co - > vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , co - > index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( ShadowRenderPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
instance = instance - > next ;
}
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
}
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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 ) {
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CanvasLight * cl = canvas_light_owner . get_or_null ( p_rid ) ;
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ERR_FAIL_COND ( ! cl - > shadow . enabled ) ;
_update_shadow_atlas ( ) ;
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Vector2 light_dir = p_light_xform . columns [ 1 ] . normalized ( ) ;
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Vector2 center = p_clip_rect . get_center ( ) ;
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float to_edge_distance = ABS ( light_dir . dot ( p_clip_rect . get_support ( light_dir ) ) - light_dir . dot ( center ) ) ;
Vector2 from_pos = center - light_dir * ( to_edge_distance + p_cull_distance ) ;
float distance = to_edge_distance * 2.0 + p_cull_distance ;
float half_size = p_clip_rect . size . length ( ) * 0.5 ; //shadow length, must keep this no matter the angle
cl - > shadow . z_far = distance ;
cl - > shadow . y_offset = float ( p_shadow_index * 2 + 1 ) / float ( state . max_lights_per_render * 2 ) ;
Transform2D to_light_xform ;
to_light_xform [ 2 ] = from_pos ;
to_light_xform [ 1 ] = light_dir ;
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to_light_xform [ 0 ] = - light_dir . orthogonal ( ) ;
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to_light_xform . invert ( ) ;
Vector < Color > cc ;
cc . push_back ( Color ( 1 , 1 , 1 , 1 ) ) ;
Rect2i rect ( 0 , p_shadow_index * 2 , state . shadow_texture_size , 2 ) ;
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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 ) ;
2020-11-03 19:51:53 +00:00
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Projection projection ;
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projection . set_orthogonal ( - half_size , half_size , - 0.5 , 0.5 , 0.0 , distance ) ;
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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projection = projection * Projection ( Transform3D ( ) . looking_at ( Vector3 ( 0 , 1 , 0 ) , Vector3 ( 0 , 0 , - 1 ) ) . affine_inverse ( ) ) ;
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ShadowRenderPushConstant push_constant ;
for ( int y = 0 ; y < 4 ; y + + ) {
for ( int x = 0 ; x < 4 ; x + + ) {
push_constant . projection [ y * 4 + x ] = projection . matrix [ y ] [ x ] ;
}
}
push_constant . direction [ 0 ] = 0.0 ;
push_constant . direction [ 1 ] = 1.0 ;
push_constant . z_far = distance ;
push_constant . pad = 0 ;
LightOccluderInstance * instance = p_occluders ;
while ( instance ) {
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OccluderPolygon * co = occluder_polygon_owner . get_or_null ( instance - > occluder ) ;
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if ( ! co | | co - > index_array . is_null ( ) | | ! ( p_light_mask & instance - > light_mask ) ) {
instance = instance - > next ;
continue ;
}
_update_transform_2d_to_mat2x4 ( to_light_xform * instance - > xform_cache , push_constant . modelview ) ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , shadow_render . render_pipelines [ co - > cull_mode ] ) ;
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , co - > vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , co - > index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( ShadowRenderPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
instance = instance - > next ;
}
RD : : get_singleton ( ) - > draw_list_end ( ) ;
Transform2D to_shadow ;
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to_shadow . columns [ 0 ] . x = 1.0 / - ( half_size * 2.0 ) ;
to_shadow . columns [ 2 ] . x = 0.5 ;
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cl - > shadow . directional_xform = to_shadow * to_light_xform ;
}
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void RendererCanvasRenderRD : : render_sdf ( RID p_render_target , LightOccluderInstance * p_occluders ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
RID fb = texture_storage - > render_target_get_sdf_framebuffer ( p_render_target ) ;
Rect2i rect = texture_storage - > render_target_get_sdf_rect ( p_render_target ) ;
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Transform2D to_sdf ;
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to_sdf . columns [ 0 ] * = rect . size . width ;
to_sdf . columns [ 1 ] * = rect . size . height ;
to_sdf . columns [ 2 ] = rect . position ;
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Transform2D to_clip ;
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to_clip . columns [ 0 ] * = 2.0 ;
to_clip . columns [ 1 ] * = 2.0 ;
to_clip . columns [ 2 ] = - Vector2 ( 1.0 , 1.0 ) ;
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to_clip = to_clip * to_sdf . affine_inverse ( ) ;
Vector < Color > cc ;
cc . push_back ( Color ( 0 , 0 , 0 , 0 ) ) ;
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 ) ;
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-19 23:11:13 +00:00
Projection projection ;
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ShadowRenderPushConstant push_constant ;
for ( int y = 0 ; y < 4 ; y + + ) {
for ( int x = 0 ; x < 4 ; x + + ) {
push_constant . projection [ y * 4 + x ] = projection . matrix [ y ] [ x ] ;
}
}
push_constant . direction [ 0 ] = 0.0 ;
push_constant . direction [ 1 ] = 0.0 ;
push_constant . z_far = 0 ;
push_constant . pad = 0 ;
LightOccluderInstance * instance = p_occluders ;
while ( instance ) {
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OccluderPolygon * co = occluder_polygon_owner . get_or_null ( instance - > occluder ) ;
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if ( ! co | | co - > sdf_index_array . is_null ( ) ) {
instance = instance - > next ;
continue ;
}
_update_transform_2d_to_mat2x4 ( to_clip * instance - > xform_cache , push_constant . modelview ) ;
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 ] ) ;
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , co - > sdf_vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , co - > sdf_index_array ) ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( ShadowRenderPushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true ) ;
instance = instance - > next ;
}
RD : : get_singleton ( ) - > draw_list_end ( ) ;
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texture_storage - > render_target_sdf_process ( p_render_target ) ; //done rendering, process it
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}
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RID RendererCanvasRenderRD : : occluder_polygon_create ( ) {
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OccluderPolygon occluder ;
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occluder . line_point_count = 0 ;
occluder . sdf_point_count = 0 ;
occluder . sdf_index_count = 0 ;
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occluder . cull_mode = RS : : CANVAS_OCCLUDER_POLYGON_CULL_DISABLED ;
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return occluder_polygon_owner . make_rid ( occluder ) ;
}
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void RendererCanvasRenderRD : : occluder_polygon_set_shape ( RID p_occluder , const Vector < Vector2 > & p_points , bool p_closed ) {
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OccluderPolygon * oc = occluder_polygon_owner . get_or_null ( p_occluder ) ;
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ERR_FAIL_COND ( ! oc ) ;
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Vector < Vector2 > lines ;
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if ( p_points . size ( ) ) {
int lc = p_points . size ( ) * 2 ;
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lines . resize ( lc - ( p_closed ? 0 : 2 ) ) ;
{
Vector2 * w = lines . ptrw ( ) ;
const Vector2 * r = p_points . ptr ( ) ;
int max = lc / 2 ;
if ( ! p_closed ) {
max - - ;
}
for ( int i = 0 ; i < max ; i + + ) {
Vector2 a = r [ i ] ;
Vector2 b = r [ ( i + 1 ) % ( lc / 2 ) ] ;
w [ i * 2 + 0 ] = a ;
w [ i * 2 + 1 ] = b ;
}
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}
}
if ( oc - > line_point_count ! = lines . size ( ) & & oc - > vertex_array . is_valid ( ) ) {
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RD : : get_singleton ( ) - > free ( oc - > vertex_array ) ;
RD : : get_singleton ( ) - > free ( oc - > vertex_buffer ) ;
RD : : get_singleton ( ) - > free ( oc - > index_array ) ;
RD : : get_singleton ( ) - > free ( oc - > index_buffer ) ;
oc - > vertex_array = RID ( ) ;
oc - > vertex_buffer = RID ( ) ;
oc - > index_array = RID ( ) ;
oc - > index_buffer = RID ( ) ;
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oc - > line_point_count = lines . size ( ) ;
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}
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if ( lines . size ( ) ) {
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Vector < uint8_t > geometry ;
Vector < uint8_t > indices ;
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int lc = lines . size ( ) ;
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geometry . resize ( lc * 6 * sizeof ( float ) ) ;
indices . resize ( lc * 3 * sizeof ( uint16_t ) ) ;
{
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uint8_t * vw = geometry . ptrw ( ) ;
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float * vwptr = reinterpret_cast < float * > ( vw ) ;
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uint8_t * iw = indices . ptrw ( ) ;
uint16_t * iwptr = ( uint16_t * ) iw ;
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const Vector2 * lr = lines . ptr ( ) ;
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const int POLY_HEIGHT = 16384 ;
for ( int i = 0 ; i < lc / 2 ; i + + ) {
vwptr [ i * 12 + 0 ] = lr [ i * 2 + 0 ] . x ;
vwptr [ i * 12 + 1 ] = lr [ i * 2 + 0 ] . y ;
vwptr [ i * 12 + 2 ] = POLY_HEIGHT ;
vwptr [ i * 12 + 3 ] = lr [ i * 2 + 1 ] . x ;
vwptr [ i * 12 + 4 ] = lr [ i * 2 + 1 ] . y ;
vwptr [ i * 12 + 5 ] = POLY_HEIGHT ;
vwptr [ i * 12 + 6 ] = lr [ i * 2 + 1 ] . x ;
vwptr [ i * 12 + 7 ] = lr [ i * 2 + 1 ] . y ;
vwptr [ i * 12 + 8 ] = - POLY_HEIGHT ;
vwptr [ i * 12 + 9 ] = lr [ i * 2 + 0 ] . x ;
vwptr [ i * 12 + 10 ] = lr [ i * 2 + 0 ] . y ;
vwptr [ i * 12 + 11 ] = - POLY_HEIGHT ;
iwptr [ i * 6 + 0 ] = i * 4 + 0 ;
iwptr [ i * 6 + 1 ] = i * 4 + 1 ;
iwptr [ i * 6 + 2 ] = i * 4 + 2 ;
iwptr [ i * 6 + 3 ] = i * 4 + 2 ;
iwptr [ i * 6 + 4 ] = i * 4 + 3 ;
iwptr [ i * 6 + 5 ] = i * 4 + 0 ;
}
}
//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
if ( oc - > vertex_array . is_null ( ) ) {
//create from scratch
//vertices
oc - > vertex_buffer = RD : : get_singleton ( ) - > vertex_buffer_create ( lc * 6 * sizeof ( real_t ) , geometry ) ;
Vector < RID > buffer ;
buffer . push_back ( oc - > vertex_buffer ) ;
oc - > vertex_array = RD : : get_singleton ( ) - > vertex_array_create ( 4 * lc / 2 , shadow_render . vertex_format , buffer ) ;
//indices
oc - > index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( 3 * lc , RD : : INDEX_BUFFER_FORMAT_UINT16 , indices ) ;
oc - > index_array = RD : : get_singleton ( ) - > index_array_create ( oc - > index_buffer , 0 , 3 * lc ) ;
} else {
//update existing
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const uint8_t * vr = geometry . ptr ( ) ;
RD : : get_singleton ( ) - > buffer_update ( oc - > vertex_buffer , 0 , geometry . size ( ) , vr ) ;
const uint8_t * ir = indices . ptr ( ) ;
RD : : get_singleton ( ) - > buffer_update ( oc - > index_buffer , 0 , indices . size ( ) , ir ) ;
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}
}
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// sdf
Vector < int > sdf_indices ;
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if ( p_points . size ( ) ) {
if ( p_closed ) {
sdf_indices = Geometry2D : : triangulate_polygon ( p_points ) ;
oc - > sdf_is_lines = false ;
} else {
int max = p_points . size ( ) ;
sdf_indices . resize ( max * 2 ) ;
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int * iw = sdf_indices . ptrw ( ) ;
for ( int i = 0 ; i < max ; i + + ) {
iw [ i * 2 + 0 ] = i ;
iw [ i * 2 + 1 ] = ( i + 1 ) % max ;
}
oc - > sdf_is_lines = true ;
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}
}
if ( oc - > sdf_index_count ! = sdf_indices . size ( ) & & oc - > sdf_point_count ! = p_points . size ( ) & & oc - > sdf_vertex_array . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( oc - > sdf_vertex_array ) ;
RD : : get_singleton ( ) - > free ( oc - > sdf_vertex_buffer ) ;
RD : : get_singleton ( ) - > free ( oc - > sdf_index_array ) ;
RD : : get_singleton ( ) - > free ( oc - > sdf_index_buffer ) ;
oc - > sdf_vertex_array = RID ( ) ;
oc - > sdf_vertex_buffer = RID ( ) ;
oc - > sdf_index_array = RID ( ) ;
oc - > sdf_index_buffer = RID ( ) ;
oc - > sdf_index_count = sdf_indices . size ( ) ;
oc - > sdf_point_count = p_points . size ( ) ;
oc - > sdf_is_lines = false ;
}
if ( sdf_indices . size ( ) ) {
if ( oc - > sdf_vertex_array . is_null ( ) ) {
//create from scratch
//vertices
oc - > sdf_vertex_buffer = RD : : get_singleton ( ) - > vertex_buffer_create ( p_points . size ( ) * 2 * sizeof ( real_t ) , p_points . to_byte_array ( ) ) ;
oc - > sdf_index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( sdf_indices . size ( ) , RD : : INDEX_BUFFER_FORMAT_UINT32 , sdf_indices . to_byte_array ( ) ) ;
oc - > sdf_index_array = RD : : get_singleton ( ) - > index_array_create ( oc - > sdf_index_buffer , 0 , sdf_indices . size ( ) ) ;
Vector < RID > buffer ;
buffer . push_back ( oc - > sdf_vertex_buffer ) ;
oc - > sdf_vertex_array = RD : : get_singleton ( ) - > vertex_array_create ( p_points . size ( ) , shadow_render . sdf_vertex_format , buffer ) ;
//indices
} else {
//update existing
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RD : : get_singleton ( ) - > buffer_update ( oc - > sdf_vertex_buffer , 0 , sizeof ( real_t ) * 2 * p_points . size ( ) , p_points . ptr ( ) ) ;
RD : : get_singleton ( ) - > buffer_update ( oc - > sdf_index_buffer , 0 , sdf_indices . size ( ) * sizeof ( int32_t ) , sdf_indices . ptr ( ) ) ;
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}
}
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}
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void RendererCanvasRenderRD : : occluder_polygon_set_cull_mode ( RID p_occluder , RS : : CanvasOccluderPolygonCullMode p_mode ) {
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OccluderPolygon * oc = occluder_polygon_owner . get_or_null ( p_occluder ) ;
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ERR_FAIL_COND ( ! oc ) ;
oc - > cull_mode = p_mode ;
}
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void RendererCanvasRenderRD : : CanvasShaderData : : set_path_hint ( const String & p_path ) {
path = p_path ;
}
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void RendererCanvasRenderRD : : CanvasShaderData : : set_code ( const String & p_code ) {
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//compile
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code = p_code ;
valid = false ;
ubo_size = 0 ;
uniforms . clear ( ) ;
uses_screen_texture = false ;
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uses_screen_texture_mipmaps = false ;
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uses_sdf = false ;
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uses_time = false ;
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if ( code . is_empty ( ) ) {
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return ; //just invalid, but no error
}
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ShaderCompiler : : GeneratedCode gen_code ;
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int blend_mode = BLEND_MODE_MIX ;
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ShaderCompiler : : IdentifierActions actions ;
actions . entry_point_stages [ " vertex " ] = ShaderCompiler : : STAGE_VERTEX ;
actions . entry_point_stages [ " fragment " ] = ShaderCompiler : : STAGE_FRAGMENT ;
actions . entry_point_stages [ " light " ] = ShaderCompiler : : STAGE_FRAGMENT ;
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actions . render_mode_values [ " blend_add " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_ADD ) ;
actions . render_mode_values [ " blend_mix " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_MIX ) ;
actions . render_mode_values [ " blend_sub " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_SUB ) ;
actions . render_mode_values [ " blend_mul " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_MUL ) ;
actions . render_mode_values [ " blend_premul_alpha " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_PMALPHA ) ;
actions . render_mode_values [ " blend_disabled " ] = Pair < int * , int > ( & blend_mode , BLEND_MODE_DISABLED ) ;
actions . usage_flag_pointers [ " SCREEN_TEXTURE " ] = & uses_screen_texture ;
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actions . usage_flag_pointers [ " texture_sdf " ] = & uses_sdf ;
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actions . usage_flag_pointers [ " TIME " ] = & uses_time ;
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actions . uniforms = & uniforms ;
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RendererCanvasRenderRD * canvas_singleton = static_cast < RendererCanvasRenderRD * > ( RendererCanvasRender : : singleton ) ;
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Error err = canvas_singleton - > shader . compiler . compile ( RS : : SHADER_CANVAS_ITEM , code , & actions , path , gen_code ) ;
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ERR_FAIL_COND_MSG ( err ! = OK , " Shader compilation failed. " ) ;
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uses_screen_texture_mipmaps = gen_code . uses_screen_texture_mipmaps ;
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if ( version . is_null ( ) ) {
version = canvas_singleton - > shader . canvas_shader . version_create ( ) ;
}
#if 0
print_line ( " **compiling shader: " ) ;
print_line ( " **defines: \n " ) ;
for ( int i = 0 ; i < gen_code . defines . size ( ) ; i + + ) {
print_line ( gen_code . defines [ i ] ) ;
}
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HashMap < String , String > : : Iterator el = gen_code . code . begin ( ) ;
while ( el ) {
print_line ( " \n **code " + el - > key + " : \n " + el - > value ) ;
+ + el ;
}
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print_line ( " \n **uniforms: \n " + gen_code . uniforms ) ;
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print_line ( " \n **vertex_globals: \n " + gen_code . stage_globals [ ShaderCompiler : : STAGE_VERTEX ] ) ;
print_line ( " \n **fragment_globals: \n " + gen_code . stage_globals [ ShaderCompiler : : STAGE_FRAGMENT ] ) ;
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# endif
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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 ) ;
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ERR_FAIL_COND ( ! canvas_singleton - > shader . canvas_shader . version_is_valid ( version ) ) ;
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ubo_size = gen_code . uniform_total_size ;
ubo_offsets = gen_code . uniform_offsets ;
texture_uniforms = gen_code . texture_uniforms ;
//update them pipelines
RD : : PipelineColorBlendState : : Attachment attachment ;
switch ( blend_mode ) {
case BLEND_MODE_DISABLED : {
// nothing to do here, disabled by default
} break ;
case BLEND_MODE_MIX : {
attachment . enable_blend = true ;
attachment . color_blend_op = RD : : BLEND_OP_ADD ;
attachment . src_color_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
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attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
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attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
} break ;
case BLEND_MODE_ADD : {
attachment . enable_blend = true ;
attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
attachment . color_blend_op = RD : : BLEND_OP_ADD ;
attachment . src_color_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE ;
attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
} break ;
case BLEND_MODE_SUB : {
attachment . enable_blend = true ;
attachment . alpha_blend_op = RD : : BLEND_OP_SUBTRACT ;
attachment . color_blend_op = RD : : BLEND_OP_SUBTRACT ;
attachment . src_color_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE ;
attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
} break ;
case BLEND_MODE_MUL : {
attachment . enable_blend = true ;
attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
attachment . color_blend_op = RD : : BLEND_OP_ADD ;
attachment . src_color_blend_factor = RD : : BLEND_FACTOR_DST_COLOR ;
attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ZERO ;
attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_DST_ALPHA ;
attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ZERO ;
} break ;
case BLEND_MODE_PMALPHA : {
attachment . enable_blend = true ;
attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
attachment . color_blend_op = RD : : BLEND_OP_ADD ;
attachment . src_color_blend_factor = RD : : BLEND_FACTOR_ONE ;
attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
} break ;
}
RD : : PipelineColorBlendState blend_state ;
blend_state . attachments . push_back ( attachment ) ;
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RD : : PipelineColorBlendState : : Attachment attachment_lcd ;
attachment_lcd . enable_blend = true ;
attachment_lcd . alpha_blend_op = RD : : BLEND_OP_ADD ;
attachment_lcd . color_blend_op = RD : : BLEND_OP_ADD ;
attachment_lcd . src_color_blend_factor = RD : : BLEND_FACTOR_CONSTANT_COLOR ;
attachment_lcd . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_COLOR ;
attachment_lcd . src_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
attachment_lcd . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
RD : : PipelineColorBlendState blend_state_lcd ;
blend_state_lcd . attachments . push_back ( attachment_lcd ) ;
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//update pipelines
for ( int i = 0 ; i < PIPELINE_LIGHT_MODE_MAX ; i + + ) {
for ( int j = 0 ; j < PIPELINE_VARIANT_MAX ; j + + ) {
RD : : RenderPrimitive primitive [ PIPELINE_VARIANT_MAX ] = {
RD : : RENDER_PRIMITIVE_TRIANGLES ,
RD : : RENDER_PRIMITIVE_TRIANGLES ,
RD : : RENDER_PRIMITIVE_TRIANGLES ,
RD : : RENDER_PRIMITIVE_LINES ,
RD : : RENDER_PRIMITIVE_POINTS ,
RD : : RENDER_PRIMITIVE_TRIANGLES ,
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RD : : RENDER_PRIMITIVE_TRIANGLE_STRIPS ,
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RD : : RENDER_PRIMITIVE_LINES ,
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RD : : RENDER_PRIMITIVE_LINESTRIPS ,
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RD : : RENDER_PRIMITIVE_POINTS ,
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RD : : RENDER_PRIMITIVE_TRIANGLES ,
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} ;
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ShaderVariant shader_variants [ PIPELINE_LIGHT_MODE_MAX ] [ PIPELINE_VARIANT_MAX ] = {
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{
//non lit
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SHADER_VARIANT_QUAD ,
SHADER_VARIANT_NINEPATCH ,
SHADER_VARIANT_PRIMITIVE ,
SHADER_VARIANT_PRIMITIVE ,
SHADER_VARIANT_PRIMITIVE_POINTS ,
SHADER_VARIANT_ATTRIBUTES ,
SHADER_VARIANT_ATTRIBUTES ,
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SHADER_VARIANT_ATTRIBUTES ,
SHADER_VARIANT_ATTRIBUTES ,
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SHADER_VARIANT_ATTRIBUTES_POINTS ,
SHADER_VARIANT_QUAD ,
} ,
{
//lit
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SHADER_VARIANT_QUAD_LIGHT ,
SHADER_VARIANT_NINEPATCH_LIGHT ,
SHADER_VARIANT_PRIMITIVE_LIGHT ,
SHADER_VARIANT_PRIMITIVE_LIGHT ,
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT ,
SHADER_VARIANT_ATTRIBUTES_LIGHT ,
SHADER_VARIANT_ATTRIBUTES_LIGHT ,
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SHADER_VARIANT_ATTRIBUTES_LIGHT ,
SHADER_VARIANT_ATTRIBUTES_LIGHT ,
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SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT ,
SHADER_VARIANT_QUAD_LIGHT ,
} ,
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} ;
RID shader_variant = canvas_singleton - > shader . canvas_shader . version_get_shader ( version , shader_variants [ i ] [ j ] ) ;
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if ( j = = PIPELINE_VARIANT_QUAD_LCD_BLEND ) {
pipeline_variants . variants [ i ] [ j ] . setup ( shader_variant , primitive [ j ] , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , blend_state_lcd , RD : : DYNAMIC_STATE_BLEND_CONSTANTS ) ;
} else {
pipeline_variants . variants [ i ] [ j ] . setup ( shader_variant , primitive [ j ] , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , blend_state , 0 ) ;
}
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}
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}
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valid = true ;
}
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void RendererCanvasRenderRD : : CanvasShaderData : : set_default_texture_parameter ( const StringName & p_name , RID p_texture , int p_index ) {
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if ( ! p_texture . is_valid ( ) ) {
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if ( default_texture_params . has ( p_name ) & & default_texture_params [ p_name ] . has ( p_index ) ) {
default_texture_params [ p_name ] . erase ( p_index ) ;
if ( default_texture_params [ p_name ] . is_empty ( ) ) {
default_texture_params . erase ( p_name ) ;
}
}
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} else {
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if ( ! default_texture_params . has ( p_name ) ) {
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default_texture_params [ p_name ] = HashMap < int , RID > ( ) ;
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}
default_texture_params [ p_name ] [ p_index ] = p_texture ;
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}
}
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void RendererCanvasRenderRD : : CanvasShaderData : : get_shader_uniform_list ( List < PropertyInfo > * p_param_list ) const {
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HashMap < int , StringName > order ;
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for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
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if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_LOCAL | |
E . value . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_SCREEN_TEXTURE | |
E . value . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_NORMAL_ROUGHNESS_TEXTURE | |
E . value . hint = = ShaderLanguage : : ShaderNode : : Uniform : : HINT_DEPTH_TEXTURE ) {
// Don't expose any of these.
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continue ;
}
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if ( E . value . texture_order > = 0 ) {
order [ E . value . texture_order + 100000 ] = E . key ;
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} else {
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order [ E . value . order ] = E . key ;
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}
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}
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String last_group ;
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for ( const KeyValue < int , StringName > & E : order ) {
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String group = uniforms [ E . value ] . group ;
if ( ! uniforms [ E . value ] . subgroup . is_empty ( ) ) {
group + = " :: " + uniforms [ E . value ] . subgroup ;
}
if ( group ! = last_group ) {
PropertyInfo pi ;
pi . usage = PROPERTY_USAGE_GROUP ;
pi . name = group ;
p_param_list - > push_back ( pi ) ;
last_group = group ;
}
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PropertyInfo pi = ShaderLanguage : : uniform_to_property_info ( uniforms [ E . value ] ) ;
pi . name = E . value ;
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p_param_list - > push_back ( pi ) ;
}
}
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void RendererCanvasRenderRD : : CanvasShaderData : : get_instance_param_list ( List < RendererMaterialStorage : : InstanceShaderParam > * p_param_list ) const {
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for ( const KeyValue < StringName , ShaderLanguage : : ShaderNode : : Uniform > & E : uniforms ) {
if ( E . value . scope ! = ShaderLanguage : : ShaderNode : : Uniform : : SCOPE_INSTANCE ) {
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continue ;
}
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RendererMaterialStorage : : InstanceShaderParam p ;
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p . info = ShaderLanguage : : uniform_to_property_info ( E . value ) ;
p . info . name = E . key ; //supply name
p . index = E . value . instance_index ;
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p . default_value = ShaderLanguage : : constant_value_to_variant ( E . value . default_value , E . value . type , E . value . array_size , E . value . hint ) ;
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p_param_list - > push_back ( p ) ;
}
}
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bool RendererCanvasRenderRD : : CanvasShaderData : : is_parameter_texture ( const StringName & p_param ) const {
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if ( ! uniforms . has ( p_param ) ) {
return false ;
}
return uniforms [ p_param ] . texture_order > = 0 ;
}
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bool RendererCanvasRenderRD : : CanvasShaderData : : is_animated ( ) const {
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return false ;
}
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bool RendererCanvasRenderRD : : CanvasShaderData : : casts_shadows ( ) const {
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return false ;
}
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Variant RendererCanvasRenderRD : : CanvasShaderData : : get_default_parameter ( const StringName & p_parameter ) const {
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if ( uniforms . has ( p_parameter ) ) {
ShaderLanguage : : ShaderNode : : Uniform uniform = uniforms [ p_parameter ] ;
Vector < ShaderLanguage : : ConstantNode : : Value > default_value = uniform . default_value ;
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return ShaderLanguage : : constant_value_to_variant ( default_value , uniform . type , uniform . array_size , uniform . hint ) ;
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}
return Variant ( ) ;
}
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RS : : ShaderNativeSourceCode RendererCanvasRenderRD : : CanvasShaderData : : get_native_source_code ( ) const {
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RendererCanvasRenderRD * canvas_singleton = static_cast < RendererCanvasRenderRD * > ( RendererCanvasRender : : singleton ) ;
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return canvas_singleton - > shader . canvas_shader . version_get_native_source_code ( version ) ;
}
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RendererCanvasRenderRD : : CanvasShaderData : : ~ CanvasShaderData ( ) {
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RendererCanvasRenderRD * canvas_singleton = static_cast < RendererCanvasRenderRD * > ( RendererCanvasRender : : singleton ) ;
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ERR_FAIL_COND ( ! canvas_singleton ) ;
//pipeline variants will clear themselves if shader is gone
if ( version . is_valid ( ) ) {
canvas_singleton - > shader . canvas_shader . version_free ( version ) ;
}
}
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RendererRD : : MaterialStorage : : ShaderData * RendererCanvasRenderRD : : _create_shader_func ( ) {
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CanvasShaderData * shader_data = memnew ( CanvasShaderData ) ;
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return shader_data ;
}
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bool RendererCanvasRenderRD : : CanvasMaterialData : : update_parameters ( const HashMap < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) {
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RendererCanvasRenderRD * canvas_singleton = static_cast < RendererCanvasRenderRD * > ( RendererCanvasRender : : singleton ) ;
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return 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 ) ;
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}
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RendererCanvasRenderRD : : CanvasMaterialData : : ~ CanvasMaterialData ( ) {
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free_parameters_uniform_set ( uniform_set ) ;
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}
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RendererRD : : MaterialStorage : : MaterialData * RendererCanvasRenderRD : : _create_material_func ( CanvasShaderData * p_shader ) {
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CanvasMaterialData * material_data = memnew ( CanvasMaterialData ) ;
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material_data - > shader_data = p_shader ;
//update will happen later anyway so do nothing.
return material_data ;
}
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void RendererCanvasRenderRD : : set_time ( double p_time ) {
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state . time = p_time ;
}
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void RendererCanvasRenderRD : : update ( ) {
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}
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RendererCanvasRenderRD : : RendererCanvasRenderRD ( ) {
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RendererRD : : TextureStorage * texture_storage = RendererRD : : TextureStorage : : get_singleton ( ) ;
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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{ //create default samplers
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default_samplers . default_filter = RS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR ;
default_samplers . default_repeat = RS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ;
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}
{ //shader variants
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String global_defines ;
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uint64_t uniform_max_size = RD : : get_singleton ( ) - > limit_get ( RD : : LIMIT_MAX_UNIFORM_BUFFER_SIZE ) ;
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if ( uniform_max_size < 65536 ) {
//Yes, you guessed right, ARM again
state . max_lights_per_render = 64 ;
global_defines + = " #define MAX_LIGHTS 64 \n " ;
} else {
state . max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER ;
global_defines + = " #define MAX_LIGHTS " + itos ( DEFAULT_MAX_LIGHTS_PER_RENDER ) + " \n " ;
}
state . light_uniforms = memnew_arr ( LightUniform , state . max_lights_per_render ) ;
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Vector < String > variants ;
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//non light variants
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variants . push_back ( " " ) ; //none by default is first variant
variants . push_back ( " #define USE_NINEPATCH \n " ) ; //ninepatch is the second variant
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variants . push_back ( " #define USE_PRIMITIVE \n " ) ; //primitive is the third
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variants . push_back ( " #define USE_PRIMITIVE \n #define USE_POINT_SIZE \n " ) ; //points need point size
variants . push_back ( " #define USE_ATTRIBUTES \n " ) ; // attributes for vertex arrays
variants . push_back ( " #define USE_ATTRIBUTES \n #define USE_POINT_SIZE \n " ) ; //attributes with point size
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//light variants
variants . push_back ( " #define USE_LIGHTING \n " ) ; //none by default is first variant
variants . push_back ( " #define USE_LIGHTING \n #define USE_NINEPATCH \n " ) ; //ninepatch is the second variant
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variants . push_back ( " #define USE_LIGHTING \n #define USE_PRIMITIVE \n " ) ; //primitive is the third
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variants . push_back ( " #define USE_LIGHTING \n #define USE_PRIMITIVE \n #define USE_POINT_SIZE \n " ) ; //points need point size
variants . push_back ( " #define USE_LIGHTING \n #define USE_ATTRIBUTES \n " ) ; // attributes for vertex arrays
variants . push_back ( " #define USE_LIGHTING \n #define USE_ATTRIBUTES \n #define USE_POINT_SIZE \n " ) ; //attributes with point size
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shader . canvas_shader . initialize ( variants , global_defines ) ;
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shader . default_version = shader . canvas_shader . version_create ( ) ;
shader . default_version_rd_shader = shader . canvas_shader . version_get_shader ( shader . default_version , SHADER_VARIANT_QUAD ) ;
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RD : : PipelineColorBlendState blend_state ;
RD : : PipelineColorBlendState : : Attachment blend_attachment ;
blend_attachment . enable_blend = true ;
blend_attachment . color_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . src_color_blend_factor = RD : : BLEND_FACTOR_SRC_ALPHA ;
blend_attachment . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
blend_attachment . alpha_blend_op = RD : : BLEND_OP_ADD ;
blend_attachment . src_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
blend_attachment . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
blend_state . attachments . push_back ( blend_attachment ) ;
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RD : : PipelineColorBlendState : : Attachment attachment_lcd ;
attachment_lcd . enable_blend = true ;
attachment_lcd . alpha_blend_op = RD : : BLEND_OP_ADD ;
attachment_lcd . color_blend_op = RD : : BLEND_OP_ADD ;
attachment_lcd . src_color_blend_factor = RD : : BLEND_FACTOR_CONSTANT_COLOR ;
attachment_lcd . dst_color_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_COLOR ;
attachment_lcd . src_alpha_blend_factor = RD : : BLEND_FACTOR_ONE ;
attachment_lcd . dst_alpha_blend_factor = RD : : BLEND_FACTOR_ONE_MINUS_SRC_ALPHA ;
RD : : PipelineColorBlendState blend_state_lcd ;
blend_state_lcd . attachments . push_back ( attachment_lcd ) ;
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for ( int i = 0 ; i < PIPELINE_LIGHT_MODE_MAX ; i + + ) {
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for ( int j = 0 ; j < PIPELINE_VARIANT_MAX ; j + + ) {
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RD : : RenderPrimitive primitive [ PIPELINE_VARIANT_MAX ] = {
RD : : RENDER_PRIMITIVE_TRIANGLES ,
RD : : RENDER_PRIMITIVE_TRIANGLES ,
RD : : RENDER_PRIMITIVE_TRIANGLES ,
RD : : RENDER_PRIMITIVE_LINES ,
RD : : RENDER_PRIMITIVE_POINTS ,
RD : : RENDER_PRIMITIVE_TRIANGLES ,
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RD : : RENDER_PRIMITIVE_TRIANGLE_STRIPS ,
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RD : : RENDER_PRIMITIVE_LINES ,
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RD : : RENDER_PRIMITIVE_LINESTRIPS ,
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RD : : RENDER_PRIMITIVE_POINTS ,
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RD : : RENDER_PRIMITIVE_TRIANGLES ,
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} ;
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ShaderVariant shader_variants [ PIPELINE_LIGHT_MODE_MAX ] [ PIPELINE_VARIANT_MAX ] = {
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{
//non lit
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SHADER_VARIANT_QUAD ,
SHADER_VARIANT_NINEPATCH ,
SHADER_VARIANT_PRIMITIVE ,
SHADER_VARIANT_PRIMITIVE ,
SHADER_VARIANT_PRIMITIVE_POINTS ,
SHADER_VARIANT_ATTRIBUTES ,
SHADER_VARIANT_ATTRIBUTES ,
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SHADER_VARIANT_ATTRIBUTES ,
SHADER_VARIANT_ATTRIBUTES ,
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SHADER_VARIANT_ATTRIBUTES_POINTS ,
SHADER_VARIANT_QUAD ,
} ,
{
//lit
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SHADER_VARIANT_QUAD_LIGHT ,
SHADER_VARIANT_NINEPATCH_LIGHT ,
SHADER_VARIANT_PRIMITIVE_LIGHT ,
SHADER_VARIANT_PRIMITIVE_LIGHT ,
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT ,
SHADER_VARIANT_ATTRIBUTES_LIGHT ,
SHADER_VARIANT_ATTRIBUTES_LIGHT ,
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SHADER_VARIANT_ATTRIBUTES_LIGHT ,
SHADER_VARIANT_ATTRIBUTES_LIGHT ,
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SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT ,
SHADER_VARIANT_QUAD_LIGHT ,
} ,
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} ;
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RID shader_variant = shader . canvas_shader . version_get_shader ( shader . default_version , shader_variants [ i ] [ j ] ) ;
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if ( j = = PIPELINE_VARIANT_QUAD_LCD_BLEND ) {
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 ) ;
} else {
shader . pipeline_variants . variants [ i ] [ j ] . setup ( shader_variant , primitive [ j ] , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , blend_state , 0 ) ;
}
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}
}
}
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{
//shader compiler
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ShaderCompiler : : DefaultIdentifierActions actions ;
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actions . renames [ " VERTEX " ] = " vertex " ;
actions . renames [ " LIGHT_VERTEX " ] = " light_vertex " ;
actions . renames [ " SHADOW_VERTEX " ] = " shadow_vertex " ;
actions . renames [ " UV " ] = " uv " ;
actions . renames [ " POINT_SIZE " ] = " gl_PointSize " ;
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actions . renames [ " MODEL_MATRIX " ] = " model_matrix " ;
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actions . renames [ " CANVAS_MATRIX " ] = " canvas_data.canvas_transform " ;
actions . renames [ " SCREEN_MATRIX " ] = " canvas_data.screen_transform " ;
actions . renames [ " TIME " ] = " canvas_data.time " ;
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actions . renames [ " PI " ] = _MKSTR ( Math_PI ) ;
actions . renames [ " TAU " ] = _MKSTR ( Math_TAU ) ;
actions . renames [ " E " ] = _MKSTR ( Math_E ) ;
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actions . renames [ " AT_LIGHT_PASS " ] = " false " ;
actions . renames [ " INSTANCE_CUSTOM " ] = " instance_custom " ;
actions . renames [ " COLOR " ] = " color " ;
actions . renames [ " NORMAL " ] = " normal " ;
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actions . renames [ " NORMAL_MAP " ] = " normal_map " ;
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actions . renames [ " NORMAL_MAP_DEPTH " ] = " normal_map_depth " ;
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actions . renames [ " TEXTURE " ] = " color_texture " ;
actions . renames [ " TEXTURE_PIXEL_SIZE " ] = " draw_data.color_texture_pixel_size " ;
actions . renames [ " NORMAL_TEXTURE " ] = " normal_texture " ;
actions . renames [ " SPECULAR_SHININESS_TEXTURE " ] = " specular_texture " ;
actions . renames [ " SPECULAR_SHININESS " ] = " specular_shininess " ;
actions . renames [ " SCREEN_UV " ] = " screen_uv " ;
actions . renames [ " SCREEN_TEXTURE " ] = " screen_texture " ;
actions . renames [ " SCREEN_PIXEL_SIZE " ] = " canvas_data.screen_pixel_size " ;
actions . renames [ " FRAGCOORD " ] = " gl_FragCoord " ;
actions . renames [ " POINT_COORD " ] = " gl_PointCoord " ;
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actions . renames [ " INSTANCE_ID " ] = " gl_InstanceIndex " ;
actions . renames [ " VERTEX_ID " ] = " gl_VertexIndex " ;
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actions . renames [ " LIGHT_POSITION " ] = " light_position " ;
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actions . renames [ " LIGHT_DIRECTION " ] = " light_direction " ;
actions . renames [ " LIGHT_IS_DIRECTIONAL " ] = " is_directional " ;
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actions . renames [ " LIGHT_COLOR " ] = " light_color " ;
actions . renames [ " LIGHT_ENERGY " ] = " light_energy " ;
actions . renames [ " LIGHT " ] = " light " ;
actions . renames [ " SHADOW_MODULATE " ] = " shadow_modulate " ;
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actions . renames [ " texture_sdf " ] = " texture_sdf " ;
actions . renames [ " texture_sdf_normal " ] = " texture_sdf_normal " ;
actions . renames [ " sdf_to_screen_uv " ] = " sdf_to_screen_uv " ;
actions . renames [ " screen_uv_to_sdf " ] = " screen_uv_to_sdf " ;
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actions . usage_defines [ " COLOR " ] = " #define COLOR_USED \n " ;
actions . usage_defines [ " SCREEN_TEXTURE " ] = " #define SCREEN_TEXTURE_USED \n " ;
actions . usage_defines [ " SCREEN_UV " ] = " #define SCREEN_UV_USED \n " ;
actions . usage_defines [ " SCREEN_PIXEL_SIZE " ] = " @SCREEN_UV " ;
actions . usage_defines [ " NORMAL " ] = " #define NORMAL_USED \n " ;
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actions . usage_defines [ " NORMAL_MAP " ] = " #define NORMAL_MAP_USED \n " ;
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actions . usage_defines [ " LIGHT " ] = " #define LIGHT_SHADER_CODE_USED \n " ;
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actions . usage_defines [ " SPECULAR_SHININESS " ] = " #define SPECULAR_SHININESS_USED \n " ;
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actions . render_mode_defines [ " skip_vertex_transform " ] = " #define SKIP_TRANSFORM_USED \n " ;
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actions . render_mode_defines [ " unshaded " ] = " #define MODE_UNSHADED \n " ;
actions . render_mode_defines [ " light_only " ] = " #define MODE_LIGHT_ONLY \n " ;
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actions . custom_samplers [ " TEXTURE " ] = " texture_sampler " ;
actions . custom_samplers [ " NORMAL_TEXTURE " ] = " texture_sampler " ;
actions . custom_samplers [ " SPECULAR_SHININESS_TEXTURE " ] = " texture_sampler " ;
actions . custom_samplers [ " SCREEN_TEXTURE " ] = " material_samplers[3] " ; //mipmap and filter for screen texture
actions . sampler_array_name = " material_samplers " ;
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actions . base_texture_binding_index = 1 ;
actions . texture_layout_set = MATERIAL_UNIFORM_SET ;
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actions . base_uniform_string = " material. " ;
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actions . default_filter = ShaderLanguage : : FILTER_LINEAR ;
actions . default_repeat = ShaderLanguage : : REPEAT_DISABLE ;
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actions . base_varying_index = 4 ;
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actions . global_buffer_array_variable = " global_shader_uniforms.data " ;
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shader . compiler . initialize ( actions ) ;
}
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{ //shadow rendering
Vector < String > versions ;
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versions . push_back ( " \n #define MODE_SHADOW \n " ) ; //shadow
versions . push_back ( " \n #define MODE_SDF \n " ) ; //sdf
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shadow_render . shader . initialize ( versions ) ;
{
Vector < RD : : AttachmentFormat > attachments ;
RD : : AttachmentFormat af_color ;
af_color . format = RD : : DATA_FORMAT_R32_SFLOAT ;
af_color . usage_flags = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
attachments . push_back ( af_color ) ;
RD : : AttachmentFormat af_depth ;
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af_depth . format = RD : : DATA_FORMAT_D32_SFLOAT ;
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af_depth . usage_flags = RD : : TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT ;
attachments . push_back ( af_depth ) ;
shadow_render . framebuffer_format = RD : : get_singleton ( ) - > framebuffer_format_create ( attachments ) ;
}
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{
Vector < RD : : AttachmentFormat > attachments ;
RD : : AttachmentFormat af_color ;
af_color . format = RD : : DATA_FORMAT_R8_UNORM ;
af_color . usage_flags = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_STORAGE_BIT | RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
attachments . push_back ( af_color ) ;
shadow_render . sdf_framebuffer_format = RD : : get_singleton ( ) - > framebuffer_format_create ( attachments ) ;
}
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//pipelines
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Vector < RD : : VertexAttribute > vf ;
RD : : VertexAttribute vd ;
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vd . format = sizeof ( real_t ) = = sizeof ( float ) ? RD : : DATA_FORMAT_R32G32B32_SFLOAT : RD : : DATA_FORMAT_R64G64B64_SFLOAT ;
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vd . location = 0 ;
vd . offset = 0 ;
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vd . stride = sizeof ( real_t ) * 3 ;
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vf . push_back ( vd ) ;
shadow_render . vertex_format = RD : : get_singleton ( ) - > vertex_format_create ( vf ) ;
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vd . format = sizeof ( real_t ) = = sizeof ( float ) ? RD : : DATA_FORMAT_R32G32_SFLOAT : RD : : DATA_FORMAT_R64G64_SFLOAT ;
vd . stride = sizeof ( real_t ) * 2 ;
vf . write [ 0 ] = vd ;
shadow_render . sdf_vertex_format = RD : : get_singleton ( ) - > vertex_format_create ( vf ) ;
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shadow_render . shader_version = shadow_render . shader . version_create ( ) ;
for ( int i = 0 ; i < 3 ; i + + ) {
RD : : PipelineRasterizationState rs ;
rs . cull_mode = i = = 0 ? RD : : POLYGON_CULL_DISABLED : ( i = = 1 ? RD : : POLYGON_CULL_FRONT : RD : : POLYGON_CULL_BACK ) ;
RD : : PipelineDepthStencilState ds ;
ds . enable_depth_write = true ;
ds . enable_depth_test = true ;
ds . depth_compare_operator = RD : : COMPARE_OP_LESS ;
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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 ) ;
}
for ( int i = 0 ; i < 2 ; i + + ) {
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 ) ;
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}
}
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{ //bindings
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state . canvas_state_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( State : : Buffer ) ) ;
state . lights_uniform_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( LightUniform ) * state . max_lights_per_render ) ;
RD : : SamplerState shadow_sampler_state ;
shadow_sampler_state . mag_filter = RD : : SAMPLER_FILTER_LINEAR ;
shadow_sampler_state . min_filter = RD : : SAMPLER_FILTER_LINEAR ;
shadow_sampler_state . repeat_u = RD : : SAMPLER_REPEAT_MODE_REPEAT ; //shadow wrap around
shadow_sampler_state . compare_op = RD : : COMPARE_OP_GREATER ;
shadow_sampler_state . enable_compare = true ;
state . shadow_sampler = RD : : get_singleton ( ) - > sampler_create ( shadow_sampler_state ) ;
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}
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{
//polygon buffers
polygon_buffers . last_id = 1 ;
}
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{ // default index buffer
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Vector < uint8_t > pv ;
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pv . resize ( 6 * 4 ) ;
{
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uint8_t * w = pv . ptrw ( ) ;
int * p32 = ( int * ) w ;
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p32 [ 0 ] = 0 ;
p32 [ 1 ] = 1 ;
p32 [ 2 ] = 2 ;
p32 [ 3 ] = 0 ;
p32 [ 4 ] = 2 ;
p32 [ 5 ] = 3 ;
}
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shader . quad_index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( 6 , RenderingDevice : : INDEX_BUFFER_FORMAT_UINT32 , pv ) ;
shader . quad_index_array = RD : : get_singleton ( ) - > index_array_create ( shader . quad_index_buffer , 0 , 6 ) ;
}
{ //primitive
primitive_arrays . index_array [ 0 ] = shader . quad_index_array = RD : : get_singleton ( ) - > index_array_create ( shader . quad_index_buffer , 0 , 1 ) ;
primitive_arrays . index_array [ 1 ] = shader . quad_index_array = RD : : get_singleton ( ) - > index_array_create ( shader . quad_index_buffer , 0 , 2 ) ;
primitive_arrays . index_array [ 2 ] = shader . quad_index_array = RD : : get_singleton ( ) - > index_array_create ( shader . quad_index_buffer , 0 , 3 ) ;
primitive_arrays . index_array [ 3 ] = shader . quad_index_array = RD : : get_singleton ( ) - > index_array_create ( shader . quad_index_buffer , 0 , 6 ) ;
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}
{ //default skeleton buffer
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shader . default_skeleton_uniform_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SkeletonUniform ) ) ;
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SkeletonUniform su ;
_update_transform_2d_to_mat4 ( Transform2D ( ) , su . skeleton_inverse ) ;
_update_transform_2d_to_mat4 ( Transform2D ( ) , su . skeleton_transform ) ;
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RD : : get_singleton ( ) - > buffer_update ( shader . default_skeleton_uniform_buffer , 0 , sizeof ( SkeletonUniform ) , & su ) ;
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shader . default_skeleton_texture_buffer = RD : : get_singleton ( ) - > texture_buffer_create ( 32 , RD : : DATA_FORMAT_R32G32B32A32_SFLOAT ) ;
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}
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{
//default shadow texture to keep uniform set happy
RD : : TextureFormat tf ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . width = 4 ;
tf . height = 4 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
state . shadow_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 0 ;
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u . append_id ( RendererRD : : MeshStorage : : get_singleton ( ) - > get_default_rd_storage_buffer ( ) ) ;
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uniforms . push_back ( u ) ;
}
state . default_transforms_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , shader . default_version_rd_shader , TRANSFORMS_UNIFORM_SET ) ;
}
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default_canvas_texture = texture_storage - > canvas_texture_allocate ( ) ;
texture_storage - > canvas_texture_initialize ( default_canvas_texture ) ;
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state . shadow_texture_size = GLOBAL_GET ( " rendering/2d/shadow_atlas/size " ) ;
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//create functions for shader and material
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material_storage - > shader_set_data_request_function ( RendererRD : : MaterialStorage : : SHADER_TYPE_2D , _create_shader_funcs ) ;
material_storage - > material_set_data_request_function ( RendererRD : : MaterialStorage : : SHADER_TYPE_2D , _create_material_funcs ) ;
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state . time = 0 ;
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{
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default_canvas_group_shader = material_storage - > shader_allocate ( ) ;
material_storage - > shader_initialize ( default_canvas_group_shader ) ;
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material_storage - > shader_set_code ( default_canvas_group_shader , R " (
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// Default CanvasGroup shader.
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shader_type canvas_item ;
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void fragment ( ) {
vec4 c = textureLod ( SCREEN_TEXTURE , SCREEN_UV , 0.0 ) ;
if ( c . a > 0.0001 ) {
c . rgb / = c . a ;
}
COLOR * = c ;
}
) " );
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default_canvas_group_material = material_storage - > material_allocate ( ) ;
material_storage - > material_initialize ( default_canvas_group_material ) ;
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material_storage - > material_set_shader ( default_canvas_group_material , default_canvas_group_shader ) ;
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}
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static_assert ( sizeof ( PushConstant ) = = 128 ) ;
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}
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bool RendererCanvasRenderRD : : free ( RID p_rid ) {
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if ( canvas_light_owner . owns ( p_rid ) ) {
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CanvasLight * cl = canvas_light_owner . get_or_null ( p_rid ) ;
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ERR_FAIL_COND_V ( ! cl , false ) ;
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light_set_use_shadow ( p_rid , false ) ;
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canvas_light_owner . free ( p_rid ) ;
} else if ( occluder_polygon_owner . owns ( p_rid ) ) {
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occluder_polygon_set_shape ( p_rid , Vector < Vector2 > ( ) , false ) ;
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occluder_polygon_owner . free ( p_rid ) ;
} else {
return false ;
}
return true ;
}
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void RendererCanvasRenderRD : : set_shadow_texture_size ( int p_size ) {
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p_size = nearest_power_of_2_templated ( p_size ) ;
if ( p_size = = state . shadow_texture_size ) {
return ;
}
state . shadow_texture_size = p_size ;
if ( state . shadow_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( state . shadow_texture ) ;
RD : : get_singleton ( ) - > free ( state . shadow_depth_texture ) ;
state . shadow_fb = RID ( ) ;
{
//create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
RD : : TextureFormat tf ;
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tf . texture_type = RD : : TEXTURE_TYPE_2D ;
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tf . width = 4 ;
tf . height = 4 ;
tf . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT ;
tf . format = RD : : DATA_FORMAT_R32_SFLOAT ;
state . shadow_texture = RD : : get_singleton ( ) - > texture_create ( tf , RD : : TextureView ( ) ) ;
}
}
}
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RendererCanvasRenderRD : : ~ RendererCanvasRenderRD ( ) {
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RendererRD : : MaterialStorage * material_storage = RendererRD : : MaterialStorage : : get_singleton ( ) ;
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//canvas state
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material_storage - > material_free ( default_canvas_group_material ) ;
material_storage - > shader_free ( default_canvas_group_shader ) ;
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{
if ( state . canvas_state_buffer . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( state . canvas_state_buffer ) ;
}
memdelete_arr ( state . light_uniforms ) ;
RD : : get_singleton ( ) - > free ( state . lights_uniform_buffer ) ;
RD : : get_singleton ( ) - > free ( shader . default_skeleton_uniform_buffer ) ;
RD : : get_singleton ( ) - > free ( shader . default_skeleton_texture_buffer ) ;
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}
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//shadow rendering
{
shadow_render . shader . version_free ( shadow_render . shader_version ) ;
//this will also automatically clear all pipelines
RD : : get_singleton ( ) - > free ( state . shadow_sampler ) ;
}
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//bindings
//shaders
shader . canvas_shader . version_free ( shader . default_version ) ;
//buffers
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{
RD : : get_singleton ( ) - > free ( shader . quad_index_array ) ;
RD : : get_singleton ( ) - > free ( shader . quad_index_buffer ) ;
//primitives are erase by dependency
}
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if ( state . shadow_fb . is_valid ( ) ) {
RD : : get_singleton ( ) - > free ( state . shadow_depth_texture ) ;
}
RD : : get_singleton ( ) - > free ( state . shadow_texture ) ;
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RendererRD : : TextureStorage : : get_singleton ( ) - > canvas_texture_free ( default_canvas_texture ) ;
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//pipelines don't need freeing, they are all gone after shaders are gone
}