/**************************************************************************/ /* renderer_canvas_render.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef RENDERER_CANVAS_RENDER_H #define RENDERER_CANVAS_RENDER_H #include "servers/rendering/rendering_method.h" #include "servers/rendering_server.h" class RendererCanvasRender { public: static RendererCanvasRender *singleton; enum CanvasRectFlags { CANVAS_RECT_REGION = 1, CANVAS_RECT_TILE = 2, CANVAS_RECT_FLIP_H = 4, CANVAS_RECT_FLIP_V = 8, CANVAS_RECT_TRANSPOSE = 16, CANVAS_RECT_CLIP_UV = 32, CANVAS_RECT_IS_GROUP = 64, CANVAS_RECT_MSDF = 128, CANVAS_RECT_LCD = 256, }; struct Light { bool enabled; Color color; Transform2D xform; float height; float energy; float scale; int z_min; int z_max; int layer_min; int layer_max; int item_mask; int item_shadow_mask; float directional_distance; RS::CanvasLightMode mode; RS::CanvasLightBlendMode blend_mode; RID texture; Vector2 texture_offset; RID canvas; bool use_shadow; int shadow_buffer_size; RS::CanvasLightShadowFilter shadow_filter; Color shadow_color; float shadow_smooth; //void *texture_cache; // implementation dependent Rect2 rect_cache; Transform2D xform_cache; float radius_cache; //used for shadow far plane //Projection shadow_matrix_cache; Transform2D light_shader_xform; //Vector2 light_shader_pos; Light *shadows_next_ptr = nullptr; Light *filter_next_ptr = nullptr; Light *next_ptr = nullptr; Light *directional_next_ptr = nullptr; RID light_internal; uint64_t version; int32_t render_index_cache; Light() { version = 0; enabled = true; color = Color(1, 1, 1); shadow_color = Color(0, 0, 0, 0); height = 0; z_min = -1024; z_max = 1024; layer_min = 0; layer_max = 0; item_mask = 1; scale = 1.0; energy = 1.0; item_shadow_mask = 1; mode = RS::CANVAS_LIGHT_MODE_POINT; blend_mode = RS::CANVAS_LIGHT_BLEND_MODE_ADD; // texture_cache = nullptr; next_ptr = nullptr; directional_next_ptr = nullptr; filter_next_ptr = nullptr; use_shadow = false; shadow_buffer_size = 2048; shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE; shadow_smooth = 0.0; render_index_cache = -1; directional_distance = 10000.0; } }; //easier wrap to avoid mistakes struct Item; typedef uint64_t PolygonID; virtual PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) = 0; virtual void free_polygon(PolygonID p_polygon) = 0; //also easier to wrap to avoid mistakes struct Polygon { PolygonID polygon_id; Rect2 rect_cache; _FORCE_INLINE_ void create(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) { ERR_FAIL_COND(polygon_id != 0); { uint32_t pc = p_points.size(); const Vector2 *v2 = p_points.ptr(); rect_cache.position = *v2; for (uint32_t i = 1; i < pc; i++) { rect_cache.expand_to(v2[i]); } } polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights); } _FORCE_INLINE_ Polygon() { polygon_id = 0; } _FORCE_INLINE_ ~Polygon() { if (polygon_id) { singleton->free_polygon(polygon_id); } } }; //item struct Item { //commands are allocated in blocks of 4k to improve performance //and cache coherence. //blocks always grow but never shrink. struct CommandBlock { enum { MAX_SIZE = 4096 }; uint32_t usage; uint8_t *memory = nullptr; }; struct Command { enum Type { TYPE_RECT, TYPE_NINEPATCH, TYPE_POLYGON, TYPE_PRIMITIVE, TYPE_MESH, TYPE_MULTIMESH, TYPE_PARTICLES, TYPE_TRANSFORM, TYPE_CLIP_IGNORE, TYPE_ANIMATION_SLICE, }; Command *next = nullptr; Type type; virtual ~Command() {} }; struct CommandRect : public Command { Rect2 rect; Color modulate; Rect2 source; uint16_t flags; float outline; float px_range; RID texture; CommandRect() { flags = 0; outline = 0; px_range = 1; type = TYPE_RECT; } }; struct CommandNinePatch : public Command { Rect2 rect; Rect2 source; float margin[4]; bool draw_center; Color color; RS::NinePatchAxisMode axis_x; RS::NinePatchAxisMode axis_y; RID texture; CommandNinePatch() { draw_center = true; type = TYPE_NINEPATCH; } }; struct CommandPolygon : public Command { RS::PrimitiveType primitive; Polygon polygon; RID texture; CommandPolygon() { type = TYPE_POLYGON; } }; struct CommandPrimitive : public Command { uint32_t point_count; Vector2 points[4]; Vector2 uvs[4]; Color colors[4]; RID texture; CommandPrimitive() { type = TYPE_PRIMITIVE; } }; struct CommandMesh : public Command { RID mesh; Transform2D transform; Color modulate; RID mesh_instance; RID texture; CommandMesh() { type = TYPE_MESH; } ~CommandMesh(); }; struct CommandMultiMesh : public Command { RID multimesh; RID texture; CommandMultiMesh() { type = TYPE_MULTIMESH; } }; struct CommandParticles : public Command { RID particles; RID texture; CommandParticles() { type = TYPE_PARTICLES; } }; struct CommandTransform : public Command { Transform2D xform; CommandTransform() { type = TYPE_TRANSFORM; } }; struct CommandClipIgnore : public Command { bool ignore; CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore = false; } }; struct CommandAnimationSlice : public Command { double animation_length = 0; double slice_begin = 0; double slice_end = 0; double offset = 0; CommandAnimationSlice() { type = TYPE_ANIMATION_SLICE; } }; struct ViewportRender { RenderingServer *owner = nullptr; void *udata = nullptr; Rect2 rect; }; Transform2D xform; bool clip; bool visible; bool behind; bool update_when_visible; struct CanvasGroup { RS::CanvasGroupMode mode; bool fit_empty; float fit_margin; bool blur_mipmaps; float clear_margin; }; CanvasGroup *canvas_group = nullptr; bool use_canvas_group = false; int light_mask; int z_final; mutable bool custom_rect; mutable bool rect_dirty; mutable Rect2 rect; RID material; RID skeleton; Item *next = nullptr; struct CopyBackBuffer { Rect2 rect; Rect2 screen_rect; bool full; }; CopyBackBuffer *copy_back_buffer = nullptr; Color final_modulate; Transform2D final_transform; Rect2 final_clip_rect; Item *final_clip_owner = nullptr; Item *material_owner = nullptr; Item *canvas_group_owner = nullptr; ViewportRender *vp_render = nullptr; bool distance_field; bool light_masked; bool repeat_source; Point2 repeat_size; int repeat_times = 1; Rect2 global_rect_cache; const Rect2 &get_rect() const; Command *commands = nullptr; Command *last_command = nullptr; Vector blocks; uint32_t current_block; #ifdef DEBUG_ENABLED mutable double debug_redraw_time = 0; #endif template T *alloc_command() { T *command = nullptr; if (commands == nullptr) { // As the most common use case of canvas items is to // use only one command, the first is done with it's // own allocation. The rest of them use blocks. command = memnew(T); command->next = nullptr; commands = command; last_command = command; } else { //Subsequent commands go into a block. while (true) { if (unlikely(current_block == (uint32_t)blocks.size())) { // If we need more blocks, we allocate them // (they won't be freed until this CanvasItem is // deleted, though). CommandBlock cb; cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE); cb.usage = 0; blocks.push_back(cb); } CommandBlock *c = &blocks.write[current_block]; size_t space_left = CommandBlock::MAX_SIZE - c->usage; if (space_left < sizeof(T)) { current_block++; continue; } //allocate block and add to the linked list void *memory = c->memory + c->usage; command = memnew_placement(memory, T); command->next = nullptr; last_command->next = command; last_command = command; c->usage += sizeof(T); break; } } rect_dirty = true; return command; } void clear() { // The first one is always allocated on heap // the rest go in the blocks Command *c = commands; while (c) { Command *n = c->next; if (c == commands) { memdelete(commands); commands = nullptr; } else { c->~Command(); } c = n; } { uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size()); CommandBlock *blockptr = blocks.ptrw(); for (uint32_t i = 0; i < cbc; i++) { blockptr[i].usage = 0; } } last_command = nullptr; commands = nullptr; current_block = 0; clip = false; rect_dirty = true; final_clip_owner = nullptr; material_owner = nullptr; light_masked = false; } RS::CanvasItemTextureFilter texture_filter; RS::CanvasItemTextureRepeat texture_repeat; Item() { commands = nullptr; last_command = nullptr; current_block = 0; light_mask = 1; vp_render = nullptr; next = nullptr; final_clip_owner = nullptr; canvas_group_owner = nullptr; clip = false; final_modulate = Color(1, 1, 1, 1); visible = true; rect_dirty = true; custom_rect = false; behind = false; material_owner = nullptr; copy_back_buffer = nullptr; distance_field = false; light_masked = false; update_when_visible = false; z_final = 0; texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; repeat_source = false; } virtual ~Item() { clear(); for (int i = 0; i < blocks.size(); i++) { memfree(blocks[i].memory); } if (copy_back_buffer) { memdelete(copy_back_buffer); } } }; virtual void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info = nullptr) = 0; struct LightOccluderInstance { bool enabled; RID canvas; RID polygon; RID occluder; Rect2 aabb_cache; Transform2D xform; Transform2D xform_cache; int light_mask; bool sdf_collision; RS::CanvasOccluderPolygonCullMode cull_cache; LightOccluderInstance *next = nullptr; LightOccluderInstance() { enabled = true; sdf_collision = false; next = nullptr; light_mask = 1; cull_cache = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; virtual RID light_create() = 0; virtual void light_set_texture(RID p_rid, RID p_texture) = 0; virtual void light_set_use_shadow(RID p_rid, bool p_enable) = 0; virtual void 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) = 0; virtual void 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) = 0; virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) = 0; virtual RID occluder_polygon_create() = 0; virtual void occluder_polygon_set_shape(RID p_occluder, const Vector &p_points, bool p_closed) = 0; virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0; virtual void set_shadow_texture_size(int p_size) = 0; virtual bool free(RID p_rid) = 0; virtual void update() = 0; virtual void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) = 0; RendererCanvasRender() { singleton = this; } virtual ~RendererCanvasRender() {} }; #endif // RENDERER_CANVAS_RENDER_H