#include "rasterizer_canvas_rd.h" #include "core/math/math_funcs.h" void RasterizerCanvasRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { p_mat4[0] = p_transform.elements[0][0]; p_mat4[1] = p_transform.elements[0][1]; p_mat4[2] = 0; p_mat4[3] = 0; p_mat4[4] = p_transform.elements[1][0]; p_mat4[5] = p_transform.elements[1][1]; p_mat4[6] = 0; p_mat4[7] = 0; p_mat4[8] = 0; p_mat4[9] = 0; p_mat4[10] = 1; p_mat4[11] = 0; p_mat4[12] = p_transform.elements[2][0]; p_mat4[13] = p_transform.elements[2][1]; p_mat4[14] = 0; p_mat4[15] = 1; } void RasterizerCanvasRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) { p_mat2x4[0] = p_transform.elements[0][0]; p_mat2x4[1] = p_transform.elements[1][0]; p_mat2x4[2] = 0; p_mat2x4[3] = p_transform.elements[2][0]; p_mat2x4[4] = p_transform.elements[0][1]; p_mat2x4[5] = p_transform.elements[1][1]; p_mat2x4[6] = 0; p_mat2x4[7] = p_transform.elements[2][1]; } void RasterizerCanvasRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) { p_mat2x3[0] = p_transform.elements[0][0]; p_mat2x3[1] = p_transform.elements[0][1]; p_mat2x3[2] = p_transform.elements[1][0]; p_mat2x3[3] = p_transform.elements[1][1]; p_mat2x3[4] = p_transform.elements[2][0]; p_mat2x3[5] = p_transform.elements[2][1]; } void RasterizerCanvasRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) { p_mat4[0] = p_transform.basis.elements[0][0]; p_mat4[1] = p_transform.basis.elements[1][0]; p_mat4[2] = p_transform.basis.elements[2][0]; p_mat4[3] = 0; p_mat4[4] = p_transform.basis.elements[0][1]; p_mat4[5] = p_transform.basis.elements[1][1]; p_mat4[6] = p_transform.basis.elements[2][1]; p_mat4[7] = 0; p_mat4[8] = p_transform.basis.elements[0][2]; p_mat4[9] = p_transform.basis.elements[1][2]; p_mat4[10] = p_transform.basis.elements[2][2]; 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; } RID RasterizerCanvasRD::_create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) { Vector uniform_set; { // COLOR TEXTURE RD::Uniform u; u.type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; RID texture = storage->texture_get_rd_texture(p_texture); if (!texture.is_valid()) { //use default white texture texture = default_textures.white_texture; } u.ids.push_back(texture); uniform_set.push_back(u); } { // NORMAL TEXTURE RD::Uniform u; u.type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; RID texture = storage->texture_get_rd_texture(p_normalmap); if (!texture.is_valid()) { //use default normal texture texture = default_textures.normal_texture; } u.ids.push_back(texture); uniform_set.push_back(u); } { // SPECULAR TEXTURE RD::Uniform u; u.type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 3; RID texture = storage->texture_get_rd_texture(p_specular); if (!texture.is_valid()) { //use default white texture texture = default_textures.white_texture; } u.ids.push_back(texture); uniform_set.push_back(u); } { // SAMPLER RD::Uniform u; u.type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 4; RID sampler = default_samplers.samplers[p_filter][p_repeat]; ERR_FAIL_COND_V(sampler.is_null(), RID()); u.ids.push_back(sampler); uniform_set.push_back(u); } { // MULTIMESH TEXTURE BUFFER RD::Uniform u; u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER; u.binding = 5; u.ids.push_back(default_textures.default_multimesh_tb); uniform_set.push_back(u); } return RD::get_singleton()->uniform_set_create(uniform_set, shader.default_version_rd_shader, 0); } RasterizerCanvas::TextureBindingID RasterizerCanvasRD::request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) { if (p_filter == VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) { p_filter = default_samplers.default_filter; } if (p_repeat == VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) { p_repeat = default_samplers.default_repeat; } TextureBindingKey key; key.texture = p_texture; key.normalmap = p_normalmap; key.specular = p_specular; key.multimesh = p_multimesh; key.texture_filter = p_filter; key.texture_repeat = p_repeat; TextureBinding *binding; TextureBindingID id; { TextureBindingID *idptr = bindings.texture_key_bindings.getptr(key); if (!idptr) { id = bindings.id_generator++; bindings.texture_key_bindings[key] = id; binding = memnew(TextureBinding); binding->key = key; binding->id = id; bindings.texture_bindings[id] = binding; } else { id = *idptr; binding = bindings.texture_bindings[id]; } } binding->reference_count++; if (binding->to_dispose.in_list()) { //was queued for disposal previously, but ended up reused. bindings.to_dispose_list.remove(&binding->to_dispose); } if (binding->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) { binding->uniform_set = _create_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh); } return id; } void RasterizerCanvasRD::free_texture_binding(TextureBindingID p_binding) { TextureBinding **binding_ptr = bindings.texture_bindings.getptr(p_binding); ERR_FAIL_COND(!binding_ptr); TextureBinding *binding = *binding_ptr; ERR_FAIL_COND(binding->reference_count == 0); binding->reference_count--; if (binding->reference_count == 0) { bindings.to_dispose_list.add(&binding->to_dispose); } } void RasterizerCanvasRD::_dispose_bindings() { while (bindings.to_dispose_list.first()) { TextureBinding *binding = bindings.to_dispose_list.first()->self(); if (binding->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) { RD::get_singleton()->free(binding->uniform_set); } bindings.texture_key_bindings.erase(binding->key); bindings.texture_bindings.erase(binding->id); bindings.to_dispose_list.remove(&binding->to_dispose); memdelete(binding); } } RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, const Vector &p_bones, const Vector &p_weights) { // 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. uint32_t vertex_count = p_points.size(); uint32_t base_offset = 0; uint32_t stride = 2; //vertices always repeat if ((uint32_t)p_colors.size() == vertex_count) { stride += 4; } else { base_offset += 4; } if ((uint32_t)p_uvs.size() == vertex_count) { stride += 2; } else { base_offset += 2; } if ((uint32_t)p_bones.size() == vertex_count * 4) { stride += 4; } else { base_offset += 4; } if ((uint32_t)p_weights.size() == vertex_count * 4) { stride += 4; } else { base_offset += 4; } uint32_t buffer_size = base_offset + stride * p_points.size(); PoolVector polygon_buffer; polygon_buffer.resize(buffer_size * sizeof(float)); Vector descriptions; descriptions.resize(5); { PoolVector::Read r = polygon_buffer.read(); float *fptr = (float *)r.ptr(); uint32_t *uptr = (uint32_t *)r.ptr(); uint32_t single_offset = 0; { //vertices RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; vd.offset = base_offset * sizeof(float); vd.location = VS::ARRAY_VERTEX; 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 if ((uint32_t)p_colors.size() == vertex_count) { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; vd.offset = base_offset * sizeof(float); vd.location = VS::ARRAY_COLOR; vd.stride = stride * sizeof(float); descriptions.write[1] = vd; const Color *color_ptr = p_colors.ptr(); 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; } base_offset += 4; } else { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; vd.offset = single_offset * sizeof(float); vd.location = VS::ARRAY_COLOR; vd.stride = 0; descriptions.write[1] = vd; Color color = p_colors.size() ? p_colors[0] : Color(1, 1, 1, 1); fptr[single_offset + 0] = color.r; fptr[single_offset + 1] = color.g; fptr[single_offset + 2] = color.b; fptr[single_offset + 3] = color.a; single_offset += 4; } //uvs if ((uint32_t)p_uvs.size() == vertex_count) { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; vd.offset = base_offset * sizeof(float); vd.location = VS::ARRAY_TEX_UV; 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 { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; vd.offset = single_offset * sizeof(float); vd.location = VS::ARRAY_TEX_UV; vd.stride = 0; descriptions.write[2] = vd; Vector2 uv; fptr[single_offset + 0] = uv.x; fptr[single_offset + 1] = uv.y; single_offset += 2; } //bones if ((uint32_t)p_indices.size() == vertex_count * 4) { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; vd.offset = base_offset * sizeof(float); vd.location = VS::ARRAY_BONES; 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++) { uptr[base_offset + i * stride + 0] = bone_ptr[i * 4 + 0]; uptr[base_offset + i * stride + 1] = bone_ptr[i * 4 + 1]; uptr[base_offset + i * stride + 2] = bone_ptr[i * 4 + 2]; uptr[base_offset + i * stride + 3] = bone_ptr[i * 4 + 3]; } base_offset += 4; } else { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; vd.offset = single_offset * sizeof(float); vd.location = VS::ARRAY_BONES; vd.stride = 0; descriptions.write[3] = vd; uptr[single_offset + 0] = 0; uptr[single_offset + 1] = 0; uptr[single_offset + 2] = 0; uptr[single_offset + 3] = 0; single_offset += 4; } //bones if ((uint32_t)p_weights.size() == vertex_count * 4) { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; vd.offset = base_offset * sizeof(float); vd.location = VS::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++) { fptr[base_offset + i * stride + 0] = weight_ptr[i * 4 + 0]; fptr[base_offset + i * stride + 1] = weight_ptr[i * 4 + 1]; fptr[base_offset + i * stride + 2] = weight_ptr[i * 4 + 2]; fptr[base_offset + i * stride + 3] = weight_ptr[i * 4 + 3]; } base_offset += 4; } else { RD::VertexDescription vd; vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; vd.offset = single_offset * sizeof(float); vd.location = VS::ARRAY_WEIGHTS; vd.stride = 0; descriptions.write[4] = vd; fptr[single_offset + 0] = 0.0; fptr[single_offset + 1] = 0.0; fptr[single_offset + 2] = 0.0; fptr[single_offset + 3] = 0.0; single_offset += 4; } //check that everything is as it should be ERR_FAIL_COND_V(single_offset != (base_offset - stride), 0); ERR_FAIL_COND_V(((base_offset - stride) + stride * vertex_count) != buffer_size, 0); } 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); Vector buffers; buffers.resize(descriptions.size()); for (int i = 0; i < descriptions.size(); i++) { buffers.write[i] = pb.vertex_buffer; } 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 PoolVector index_buffer; index_buffer.resize(p_indices.size() * sizeof(int32_t)); { PoolVector::Write w = index_buffer.write(); copymem(w.ptr(), p_indices.ptr(), sizeof(int32_t) * p_indices.size()); } 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; } void RasterizerCanvasRD::free_polygon(PolygonID p_polygon) { 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); } Size2i RasterizerCanvasRD::_bind_texture_binding(TextureBindingID p_binding, RD::DrawListID p_draw_list) { TextureBinding **texture_binding_ptr = bindings.texture_bindings.getptr(p_binding); ERR_FAIL_COND_V(!texture_binding_ptr, Size2i()); TextureBinding *texture_binding = *texture_binding_ptr; if (!RD::get_singleton()->uniform_set_is_valid(texture_binding->uniform_set)) { //texture may have changed (erased or replaced, see if we can fix) texture_binding->uniform_set = _create_texture_binding(texture_binding->key.texture, texture_binding->key.normalmap, texture_binding->key.specular, texture_binding->key.texture_filter, texture_binding->key.texture_repeat, texture_binding->key.multimesh); ERR_FAIL_COND_V(!texture_binding->uniform_set.is_valid(), Size2i(1, 1)); } RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, texture_binding->uniform_set, 0); if (texture_binding->key.texture.is_valid()) { return storage->texture_2d_get_size(texture_binding->key.texture); } else { return Size2i(1, 1); } } //////////////////// void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RD::TextureSamples p_samples, const Color &p_modulate, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip) { //create an empty push constant PushConstant push_constant; Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform; _update_transform_2d_to_mat2x3(base_transform, push_constant.world); 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.specular_shininess = 0xFFFFFFFF; push_constant.color_texture_pixel_size[0] = 0; push_constant.color_texture_pixel_size[1] = 0; push_constant.pad[1] = 0; push_constant.pad[2] = 0; push_constant.pad[3] = 0; PipelineVariants *pipeline_variants = &shader.pipeline_variants; bool reclip = false; const Item::Command *c = p_item->commands; while (c) { push_constant.flags = 0; //reset on each command for sanity switch (c->type) { case Item::Command::TYPE_RECT: { const Item::CommandRect *rect = static_cast(c); //bind pipeline { RID pipeline = pipeline_variants->variants[p_render_target_format][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_samples); RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); } //bind textures Size2 texpixel_size; { texpixel_size = _bind_texture_binding(rect->texture_binding.binding_id, p_draw_list); texpixel_size.x = 1.0 / texpixel_size.x; texpixel_size.y = 1.0 / texpixel_size.y; } Rect2 src_rect; Rect2 dst_rect; if (texpixel_size != Vector2()) { push_constant.color_texture_pixel_size[0] = texpixel_size.x; push_constant.color_texture_pixel_size[1] = texpixel_size.y; 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) { dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform } 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); texpixel_size = Vector2(1, 1); } push_constant.modulation[0] = rect->modulate.r * p_modulate.r; push_constant.modulation[1] = rect->modulate.g * p_modulate.g; push_constant.modulation[2] = rect->modulate.b * p_modulate.b; push_constant.modulation[3] = rect->modulate.a; 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; push_constant.color_texture_pixel_size[0] = texpixel_size.x; push_constant.color_texture_pixel_size[1] = texpixel_size.y; 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(c); //bind pipeline { RID pipeline = pipeline_variants->variants[p_render_target_format][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_samples); RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); } //bind textures Size2 texpixel_size; { texpixel_size = _bind_texture_binding(np->texture_binding.binding_id, p_draw_list); texpixel_size.x = 1.0 / texpixel_size.x; texpixel_size.y = 1.0 / texpixel_size.y; } Rect2 src_rect; Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y); if (texpixel_size == Size2()) { 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); texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height); } else { src_rect = Rect2(0, 0, 1, 1); } } push_constant.modulation[0] = np->color.r * p_modulate.r; push_constant.modulation[1] = np->color.g * p_modulate.g; push_constant.modulation[2] = np->color.b * p_modulate.b; push_constant.modulation[3] = np->color.a * p_modulate.a; 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; push_constant.color_texture_pixel_size[0] = texpixel_size.x; push_constant.color_texture_pixel_size[1] = texpixel_size.y; push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT; push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT; if (np->draw_center) { push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER; } push_constant.ninepatch_margins[0] = np->margin[MARGIN_LEFT]; push_constant.ninepatch_margins[1] = np->margin[MARGIN_TOP]; push_constant.ninepatch_margins[2] = np->margin[MARGIN_RIGHT]; push_constant.ninepatch_margins[3] = np->margin[MARGIN_BOTTOM]; 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_POLYGON: { const Item::CommandPolygon *polygon = static_cast(c); PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id); ERR_CONTINUE(!pb); //bind pipeline { static const PipelineVariant variant[VS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES }; ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= VS::PRIMITIVE_MAX); RID pipeline = pipeline_variants->variants[p_render_target_format][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_samples); RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); } if (polygon->primitive == VS::PRIMITIVE_LINES) { //not supported in most hardware, so pointless //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width); } //bind textures Size2 texpixel_size; { texpixel_size = _bind_texture_binding(polygon->texture_binding.binding_id, p_draw_list); texpixel_size.x = 1.0 / texpixel_size.x; texpixel_size.y = 1.0 / texpixel_size.y; } push_constant.modulation[0] = p_modulate.r; push_constant.modulation[1] = p_modulate.g; push_constant.modulation[2] = p_modulate.b; push_constant.modulation[3] = p_modulate.a; 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; } push_constant.color_texture_pixel_size[0] = texpixel_size.x; push_constant.color_texture_pixel_size[1] = texpixel_size.y; 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()); } break; case Item::Command::TYPE_PRIMITIVE: { const Item::CommandPrimitive *primitive = static_cast(c); //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); RID pipeline = pipeline_variants->variants[p_render_target_format][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_samples); RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); } //bind textures { _bind_texture_binding(primitive->texture_binding.binding_id, p_draw_list); } RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]); for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) { 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; Color col = primitive->colors[j] * p_modulate; 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); } 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); 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; Color col = primitive->colors[j + 1] * p_modulate; 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); } 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); } } break; #if 0 case Item::Command::TYPE_MESH: { Item::CommandMesh *mesh = static_cast(c); _set_texture_rect_mode(false); RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map); if (texture) { Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); } state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform); RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh); if (mesh_data) { for (int j = 0; j < mesh_data->surfaces.size(); j++) { RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j]; // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing glBindVertexArray(s->array_id); glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a); if (s->index_array_len) { glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); } else { glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); } glBindVertexArray(0); } } state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); } break; case Item::Command::TYPE_MULTIMESH: { Item::CommandMultiMesh *mmesh = static_cast(c); RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh); if (!multi_mesh) break; RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh); if (!mesh_data) break; RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); //reset shader and force rebind state.using_texture_rect = true; _set_texture_rect_mode(false); if (texture) { Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); } int amount = MIN(multi_mesh->size, multi_mesh->visible_instances); if (amount == -1) { amount = multi_mesh->size; } for (int j = 0; j < mesh_data->surfaces.size(); j++) { RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j]; // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing glBindVertexArray(s->instancing_array_id); glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4; glEnableVertexAttribArray(8); glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0)); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4)); glVertexAttribDivisor(9, 1); int color_ofs; if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) { glEnableVertexAttribArray(10); glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4)); glVertexAttribDivisor(10, 1); color_ofs = 12 * 4; } else { glDisableVertexAttribArray(10); glVertexAttrib4f(10, 0, 0, 1, 0); color_ofs = 8 * 4; } int custom_data_ofs = color_ofs; switch (multi_mesh->color_format) { case VS::MULTIMESH_COLOR_NONE: { glDisableVertexAttribArray(11); glVertexAttrib4f(11, 1, 1, 1, 1); } break; case VS::MULTIMESH_COLOR_8BIT: { glEnableVertexAttribArray(11); glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); glVertexAttribDivisor(11, 1); custom_data_ofs += 4; } break; case VS::MULTIMESH_COLOR_FLOAT: { glEnableVertexAttribArray(11); glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); glVertexAttribDivisor(11, 1); custom_data_ofs += 4 * 4; } break; } switch (multi_mesh->custom_data_format) { case VS::MULTIMESH_CUSTOM_DATA_NONE: { glDisableVertexAttribArray(12); glVertexAttrib4f(12, 1, 1, 1, 1); } break; case VS::MULTIMESH_CUSTOM_DATA_8BIT: { glEnableVertexAttribArray(12); glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); glVertexAttribDivisor(12, 1); } break; case VS::MULTIMESH_CUSTOM_DATA_FLOAT: { glEnableVertexAttribArray(12); glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); glVertexAttribDivisor(12, 1); } break; } if (s->index_array_len) { glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); } else { glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); } glBindVertexArray(0); } state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); state.using_texture_rect = true; _set_texture_rect_mode(false); } break; case Item::Command::TYPE_PARTICLES: { Item::CommandParticles *particles_cmd = static_cast(c); RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles); if (!particles) break; if (particles->inactive && !particles->emitting) break; glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white VisualServerRaster::redraw_request(); storage->particles_request_process(particles_cmd->particles); //enable instancing state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); //reset shader and force rebind state.using_texture_rect = true; _set_texture_rect_mode(false); RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map); if (texture) { Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); } else { state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0)); } if (!particles->use_local_coords) { Transform2D inv_xf; inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y)); inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y)); inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y)); inv_xf.affine_invert(); state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf); } glBindVertexArray(data.particle_quad_array); //use particle quad array glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer int stride = sizeof(float) * 4 * 6; int amount = particles->amount; if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) { glEnableVertexAttribArray(8); //xform x glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); glVertexAttribDivisor(12, 1); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount); } else { //split int split = int(Math::ceil(particles->phase * particles->amount)); if (amount - split > 0) { glEnableVertexAttribArray(8); //xform x glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3)); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4)); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5)); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0)); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2)); glVertexAttribDivisor(12, 1); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split); } if (split > 0) { glEnableVertexAttribArray(8); //xform x glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); glVertexAttribDivisor(8, 1); glEnableVertexAttribArray(9); //xform y glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); glVertexAttribDivisor(9, 1); glEnableVertexAttribArray(10); //xform z glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); glVertexAttribDivisor(10, 1); glEnableVertexAttribArray(11); //color glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL); glVertexAttribDivisor(11, 1); glEnableVertexAttribArray(12); //custom glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); glVertexAttribDivisor(12, 1); glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split); } } glBindVertexArray(0); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false); state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); state.using_texture_rect = true; _set_texture_rect_mode(false); } break; #endif case Item::Command::TYPE_TRANSFORM: { const Item::CommandTransform *transform = static_cast(c); _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world); } break; case Item::Command::TYPE_CLIP_IGNORE: { const Item::CommandClipIgnore *ci = static_cast(c); if (current_clip) { if (ci->ignore != reclip) { if (ci->ignore) { RD::get_singleton()->draw_list_disable_scissor(p_draw_list); reclip = true; } else { RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect); reclip = false; } } } } break; } c = c->next; } if (current_clip && reclip) { //will make it re-enable clipping if needed afterwards current_clip = NULL; } } void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Color &p_modulate, const Transform2D &p_transform) { Item *current_clip = NULL; RenderTargetFormat render_target_format = RENDER_TARGET_FORMAT_8_BIT_INT; Transform2D canvas_transform_inverse = p_transform.affine_inverse(); RID framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target); Vector clear_colors; bool clear = false; if (storage->render_target_is_clear_requested(p_to_render_target)) { clear = true; clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target)); storage->render_target_disable_clear_request(p_to_render_target); } #warning TODO obtain from framebuffer format eventually when this is implemented RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, clear_colors); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.canvas_state_uniform_set, 3); 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); } } if (false) { //not skeleton RD::get_singleton()->draw_list_bind_uniform_set(draw_list, shader.default_skeleton_uniform_set, 1); } _render_item(draw_list, ci, render_target_format, texture_samples, p_modulate, canvas_transform_inverse, current_clip); } RD::get_singleton()->draw_list_end(); } void RasterizerCanvasRD::_update_canvas_state_uniform_set() { if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) { return; //nothing to update } Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 0; u.ids.push_back(state.canvas_state_buffer); uniforms.push_back(u); state.canvas_state_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 3); // uses index 3 } void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) { int item_count = 0; //setup canvas state uniforms if needed _update_canvas_state_uniform_set(); { //update canvas state uniform buffer State::Buffer state_buffer; Size2i ssize = storage->render_target_get_size(p_to_render_target); Transform screen_transform; screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); 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); RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true); } //fill the list until rendering is possible. Item *ci = p_item_list; while (ci) { items[item_count++] = ci; bool backbuffer_copy = ci->copy_back_buffer; // || shader uses SCREEN_TEXTURE if (!ci->next || backbuffer_copy || item_count == MAX_RENDER_ITEMS - 1) { _render_items(p_to_render_target, item_count, p_modulate, p_canvas_transform); //then reset item_count = 0; } if (ci->copy_back_buffer) { if (ci->copy_back_buffer->full) { //_copy_texscreen(Rect2()); } else { //_copy_texscreen(ci->copy_back_buffer->rect); } } ci = ci->next; } } void RasterizerCanvasRD::update() { _dispose_bindings(); } RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) { storage = p_storage; { //create default textures RD::TextureFormat tformat; tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; tformat.width = 4; tformat.height = 4; tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; tformat.type = RD::TEXTURE_TYPE_2D; PoolVector pv; pv.resize(16 * 4); for (int i = 0; i < 16; i++) { pv.set(i * 4 + 0, 255); pv.set(i * 4 + 1, 255); pv.set(i * 4 + 2, 255); pv.set(i * 4 + 3, 255); } { Vector > vpv; vpv.push_back(pv); default_textures.white_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); } for (int i = 0; i < 16; i++) { pv.set(i * 4 + 0, 0); pv.set(i * 4 + 1, 0); pv.set(i * 4 + 2, 0); pv.set(i * 4 + 3, 255); } { Vector > vpv; vpv.push_back(pv); default_textures.black_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); } for (int i = 0; i < 16; i++) { pv.set(i * 4 + 0, 128); pv.set(i * 4 + 1, 128); pv.set(i * 4 + 2, 255); pv.set(i * 4 + 3, 255); } { Vector > vpv; vpv.push_back(pv); default_textures.normal_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); } for (int i = 0; i < 16; i++) { pv.set(i * 4 + 0, 255); pv.set(i * 4 + 1, 128); pv.set(i * 4 + 2, 255); pv.set(i * 4 + 3, 255); } { Vector > vpv; vpv.push_back(pv); default_textures.aniso_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); } for (int i = 0; i < 16; i++) { pv.set(i * 4 + 0, 0); pv.set(i * 4 + 1, 0); pv.set(i * 4 + 2, 0); pv.set(i * 4 + 3, 0); } default_textures.default_multimesh_tb = RD::get_singleton()->texture_buffer_create(16, RD::DATA_FORMAT_R8G8B8A8_UNORM, pv); } { //create default samplers for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { RD::SamplerState sampler_state; switch (i) { case VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: { sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; sampler_state.max_lod = 0; } break; case VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: { sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler_state.max_lod = 0; } break; case VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: { sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; } break; case VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS: { sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; } break; default: { } } switch (j) { case VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: { sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; } break; case VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: { sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT; } break; case VS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: { sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; } break; default: { } } default_samplers.samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state); } } default_samplers.default_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; default_samplers.default_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; } { //shader variants Vector variants; variants.push_back(""); //none by default is first variant variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant variants.push_back("#define USE_PRIMITIVE\n"); //primitve is the third 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 shader.canvas_shader.initialize(variants); shader.default_version = shader.canvas_shader.version_create(); { //framebuffer formats RD::AttachmentFormat af; af.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; af.samples = RD::TEXTURE_SAMPLES_1; af.usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_RETRIEVE_BIT; Vector formats; formats.push_back(af); shader.framebuffer_formats[RENDER_TARGET_FORMAT_8_BIT_INT] = RD::get_singleton()->framebuffer_format_create(formats); formats.clear(); af.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; formats.push_back(af); shader.framebuffer_formats[RENDER_TARGET_FORMAT_16_BIT_FLOAT] = RD::get_singleton()->framebuffer_format_create(formats); } for (int i = 0; i < RENDER_TARGET_FORMAT_MAX; i++) { RD::FramebufferFormatID fb_format = shader.framebuffer_formats[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, RD::RENDER_PRIMITIVE_LINES, RD::RENDER_PRIMITIVE_POINTS, }; ShaderVariant shader_variants[PIPELINE_VARIANT_MAX] = { SHADER_VARIANT_QUAD, SHADER_VARIANT_NINEPATCH, SHADER_VARIANT_PRIMITIVE, SHADER_VARIANT_PRIMITIVE, SHADER_VARIANT_PRIMITIVE_POINTS, SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES_POINTS }; RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[j]); shader.pipeline_variants.variants[i][j].setup(shader_variant, fb_format, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0); } } shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, 0); } { //bindings bindings.id_generator = 0; //generate for 0 bindings.default_empty = request_texture_binding(RID(), RID(), RID(), VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, RID()); { //state allocate state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer)); } } { //polygon buffers polygon_buffers.last_id = 1; } { // default index buffer PoolVector pv; pv.resize(6 * 4); { PoolVector::Write w = pv.write(); int *p32 = (int *)w.ptr(); p32[0] = 0; p32[1] = 1; p32[2] = 2; p32[3] = 0; p32[4] = 2; p32[5] = 3; } 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); } { //default skeleton buffer shader.default_skeleton_uniform = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform)); SkeletonUniform su; _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse); _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform); RD::get_singleton()->buffer_update(shader.default_skeleton_uniform, 0, sizeof(SkeletonUniform), &su); } { //default material uniform set Vector default_material_uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; u.ids.push_back(shader.default_skeleton_uniform); default_material_uniforms.push_back(u); u.ids.clear(); u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER; u.binding = 1; u.ids.push_back(default_textures.default_multimesh_tb); default_material_uniforms.push_back(u); shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(default_material_uniforms, shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_ATTRIBUTES), 2); } ERR_FAIL_COND(sizeof(PushConstant) != 128); } RasterizerCanvasRD::~RasterizerCanvasRD() { //canvas state if (state.canvas_state_buffer.is_valid()) { RD::get_singleton()->free(state.canvas_state_buffer); } if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) { RD::get_singleton()->free(state.canvas_state_uniform_set); } //bindings { free_texture_binding(bindings.default_empty); //dispose pending _dispose_bindings(); //anything remains? if (bindings.texture_bindings.size()) { ERR_PRINT("Some texture bindings were not properly freed (leaked canvasitems?"); const TextureBindingID *key = NULL; while ((key = bindings.texture_bindings.next(key))) { TextureBinding *tb = bindings.texture_bindings[*key]; tb->reference_count = 1; free_texture_binding(*key); } //dispose pending _dispose_bindings(); } } //shaders RD::get_singleton()->free(shader.default_skeleton_uniform_set); RD::get_singleton()->free(shader.default_skeleton_uniform); shader.canvas_shader.version_free(shader.default_version); //buffers RD::get_singleton()->free(shader.quad_index_array); RD::get_singleton()->free(shader.quad_index_buffer); //pipelines don't need freeing, they are all gone after shaders are gone //samplers for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { RD::get_singleton()->free(default_samplers.samplers[i][j]); } } //textures RD::get_singleton()->free(default_textures.white_texture); RD::get_singleton()->free(default_textures.black_texture); RD::get_singleton()->free(default_textures.normal_texture); RD::get_singleton()->free(default_textures.aniso_texture); RD::get_singleton()->free(default_textures.default_multimesh_tb); }