0e5a98cdd8
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated
2856 lines
106 KiB
C++
2856 lines
106 KiB
C++
/*************************************************************************/
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/* renderer_canvas_render_rd.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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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];
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p_mat4[1] = p_transform.columns[0][1];
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p_mat4[2] = 0;
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p_mat4[3] = 0;
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p_mat4[4] = p_transform.columns[1][0];
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p_mat4[5] = p_transform.columns[1][1];
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p_mat4[6] = 0;
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p_mat4[7] = 0;
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p_mat4[8] = 0;
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p_mat4[9] = 0;
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p_mat4[10] = 1;
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p_mat4[11] = 0;
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p_mat4[12] = p_transform.columns[2][0];
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p_mat4[13] = p_transform.columns[2][1];
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p_mat4[14] = 0;
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p_mat4[15] = 1;
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}
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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];
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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];
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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];
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p_mat2x3[1] = p_transform.columns[0][1];
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p_mat2x3[2] = p_transform.columns[1][0];
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p_mat2x3[3] = p_transform.columns[1][1];
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p_mat2x3[4] = p_transform.columns[2][0];
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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];
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p_mat4[1] = p_transform.basis.rows[1][0];
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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];
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p_mat4[5] = p_transform.basis.rows[1][1];
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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];
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p_mat4[9] = p_transform.basis.rows[1][2];
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p_mat4[10] = p_transform.basis.rows[2][2];
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p_mat4[11] = 0;
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p_mat4[12] = p_transform.origin.x;
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p_mat4[13] = p_transform.origin.y;
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p_mat4[14] = p_transform.origin.z;
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p_mat4[15] = 1;
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}
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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
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// in ways where they could be reused, so we will
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// put single-occuring elements first, and repeated
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// elements later. This way the generated formats are
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// the same no matter the length of the arrays.
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// This dramatically reduces the amount of pipeline objects
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// 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();
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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;
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}
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if ((uint32_t)p_uvs.size() == vertex_count) {
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stride += 2;
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}
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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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}
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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();
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float *fptr = reinterpret_cast<float *>(r);
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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;
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vd.offset = base_offset * sizeof(float);
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vd.location = RS::ARRAY_VERTEX;
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vd.stride = stride * sizeof(float);
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descriptions.write[0] = vd;
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const Vector2 *points_ptr = p_points.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = points_ptr[i].x;
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fptr[base_offset + i * stride + 1] = points_ptr[i].y;
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}
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base_offset += 2;
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}
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//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;
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vd.offset = base_offset * sizeof(float);
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vd.location = RS::ARRAY_COLOR;
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vd.stride = stride * sizeof(float);
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descriptions.write[1] = vd;
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if (p_colors.size() == 1) {
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Color color = p_colors[0];
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = color.r;
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fptr[base_offset + i * stride + 1] = color.g;
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fptr[base_offset + i * stride + 2] = color.b;
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fptr[base_offset + i * stride + 3] = color.a;
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}
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} else {
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const Color *color_ptr = p_colors.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = color_ptr[i].r;
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fptr[base_offset + i * stride + 1] = color_ptr[i].g;
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fptr[base_offset + i * stride + 2] = color_ptr[i].b;
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fptr[base_offset + i * stride + 3] = color_ptr[i].a;
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}
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}
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base_offset += 4;
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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_COLOR;
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vd.stride = 0;
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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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}
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//uvs
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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;
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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);
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descriptions.write[2] = vd;
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const Vector2 *uv_ptr = p_uvs.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
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fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
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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_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;
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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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}
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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);
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descriptions.write[3] = vd;
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const int *bone_ptr = p_bones.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
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bone16w[0] = bone_ptr[i * 4 + 0];
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bone16w[1] = bone_ptr[i * 4 + 1];
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bone16w[2] = bone_ptr[i * 4 + 2];
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bone16w[3] = bone_ptr[i * 4 + 3];
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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_UINT;
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vd.offset = 0;
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vd.location = RS::ARRAY_BONES;
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vd.stride = 0;
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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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}
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//weights
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if ((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_UNORM;
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vd.offset = base_offset * sizeof(float);
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vd.location = RS::ARRAY_WEIGHTS;
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vd.stride = stride * sizeof(float);
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descriptions.write[4] = vd;
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const float *weight_ptr = p_weights.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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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);
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weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
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weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
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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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}
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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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}
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RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
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ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
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PolygonBuffers pb;
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pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
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for (int i = 0; i < descriptions.size(); i++) {
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if (buffers[i] == RID()) { //if put in vertex, use as vertex
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buffers.write[i] = pb.vertex_buffer;
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}
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}
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pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
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if (p_indices.size()) {
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//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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{
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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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}
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pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
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pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
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}
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pb.vertex_format_id = vertex_id;
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PolygonID id = polygon_buffers.last_id++;
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polygon_buffers.polygons[id] = pb;
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return id;
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}
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void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
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PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
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ERR_FAIL_COND(!pb_ptr);
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PolygonBuffers &pb = *pb_ptr;
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if (pb.indices.is_valid()) {
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RD::get_singleton()->free(pb.indices);
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}
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if (pb.index_buffer.is_valid()) {
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RD::get_singleton()->free(pb.index_buffer);
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}
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RD::get_singleton()->free(pb.vertex_array);
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RD::get_singleton()->free(pb.vertex_buffer);
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polygon_buffers.polygons.erase(p_polygon);
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}
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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()) {
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p_texture = default_canvas_texture;
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}
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if (r_last_texture == p_texture) {
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return; //nothing to do, its the same
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}
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RID uniform_set;
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Color specular_shininess;
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Size2i size;
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bool use_normal;
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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
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if (!success) {
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_bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
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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);
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if (specular_shininess.a < 0.999) {
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push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
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} else {
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push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
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}
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if (use_normal) {
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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;
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push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
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push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
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push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
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r_texpixel_size.x = 1.0 / float(size.x);
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r_texpixel_size.y = 1.0 / float(size.y);
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push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
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push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
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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 *¤t_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;
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RS::CanvasItemTextureRepeat current_repeat = default_repeat;
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if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
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current_filter = p_item->texture_filter;
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|
}
|
|
|
|
if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
|
|
current_repeat = p_item->texture_repeat;
|
|
}
|
|
|
|
PushConstant push_constant;
|
|
Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
|
|
Transform2D draw_transform;
|
|
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
|
|
|
|
Color base_color = p_item->final_modulate;
|
|
|
|
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;
|
|
|
|
push_constant.pad[0] = 0;
|
|
push_constant.pad[1] = 0;
|
|
|
|
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;
|
|
|
|
uint16_t light_count = 0;
|
|
PipelineLightMode light_mode;
|
|
|
|
{
|
|
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);
|
|
|
|
light_count++;
|
|
|
|
if (light_count == MAX_LIGHTS_PER_ITEM) {
|
|
break;
|
|
}
|
|
}
|
|
light = light->next_ptr;
|
|
}
|
|
|
|
base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
|
|
}
|
|
|
|
light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
|
|
|
|
PipelineVariants *pipeline_variants = p_pipeline_variants;
|
|
|
|
bool reclip = false;
|
|
|
|
RID last_texture;
|
|
Size2 texpixel_size;
|
|
|
|
bool skipping = false;
|
|
|
|
const Item::Command *c = p_item->commands;
|
|
while (c) {
|
|
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
|
|
c = c->next;
|
|
continue;
|
|
}
|
|
|
|
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
|
|
|
|
switch (c->type) {
|
|
case Item::Command::TYPE_RECT: {
|
|
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
|
|
|
|
if (rect->flags & CANVAS_RECT_TILE) {
|
|
current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
|
|
}
|
|
|
|
//bind pipeline
|
|
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 {
|
|
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
//bind textures
|
|
|
|
_bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
|
|
|
|
Rect2 src_rect;
|
|
Rect2 dst_rect;
|
|
|
|
if (rect->texture != RID()) {
|
|
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) {
|
|
push_constant.flags |= FLAGS_TRANSPOSE_RECT;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
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.
|
|
} else if (rect->flags & CANVAS_RECT_LCD) {
|
|
push_constant.flags |= FLAGS_USE_LCD;
|
|
}
|
|
|
|
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;
|
|
|
|
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
|
|
{
|
|
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
//bind textures
|
|
|
|
_bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
|
|
|
|
Rect2 src_rect;
|
|
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
|
|
|
|
if (np->texture == RID()) {
|
|
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);
|
|
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;
|
|
|
|
} else {
|
|
src_rect = Rect2(0, 0, 1, 1);
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
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.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[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];
|
|
|
|
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);
|
|
|
|
// Restore if overridden.
|
|
push_constant.color_texture_pixel_size[0] = texpixel_size.x;
|
|
push_constant.color_texture_pixel_size[1] = texpixel_size.y;
|
|
|
|
} break;
|
|
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
|
|
{
|
|
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);
|
|
RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
if (polygon->primitive == RS::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
|
|
|
|
_bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
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<const Item::CommandPrimitive *>(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[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
//bind textures
|
|
|
|
_bind_canvas_texture(p_draw_list, primitive->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
|
|
|
|
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
|
|
|
|
for (uint32_t j = 0; j < MIN(3u, 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] * base_color;
|
|
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] * base_color;
|
|
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;
|
|
case Item::Command::TYPE_MESH:
|
|
case Item::Command::TYPE_MULTIMESH:
|
|
case Item::Command::TYPE_PARTICLES: {
|
|
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];
|
|
}
|
|
|
|
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;
|
|
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
|
|
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
|
|
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
|
|
RID multimesh = mm->multimesh;
|
|
mesh = mesh_storage->multimesh_get_mesh(multimesh);
|
|
texture = mm->texture;
|
|
|
|
if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
|
|
break;
|
|
}
|
|
|
|
instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
|
|
|
|
if (instance_count == 0) {
|
|
break;
|
|
}
|
|
|
|
RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
|
|
push_constant.flags |= 1; //multimesh, trails disabled
|
|
if (mesh_storage->multimesh_uses_colors(multimesh)) {
|
|
push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
|
|
}
|
|
if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
|
|
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);
|
|
ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
|
|
particles_storage->particles_request_process(pt->particles);
|
|
|
|
if (particles_storage->particles_is_inactive(pt->particles)) {
|
|
break;
|
|
}
|
|
|
|
RenderingServerDefault::redraw_request(); // active particles means redraw request
|
|
|
|
bool local_coords = true;
|
|
int dpc = particles_storage->particles_get_draw_passes(pt->particles);
|
|
if (dpc == 0) {
|
|
break; //nothing to draw
|
|
}
|
|
uint32_t divisor = 1;
|
|
instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
|
|
|
|
RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
|
|
|
|
push_constant.flags |= divisor;
|
|
instance_count /= divisor;
|
|
|
|
push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
|
|
push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
|
|
|
|
mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
|
|
texture = pt->texture;
|
|
|
|
if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
|
|
//pass collision information
|
|
Transform2D xform;
|
|
if (local_coords) {
|
|
xform = p_item->final_transform;
|
|
} else {
|
|
xform = p_canvas_transform_inverse;
|
|
}
|
|
|
|
RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
|
|
|
|
Rect2 to_screen;
|
|
{
|
|
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
|
|
|
|
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;
|
|
}
|
|
|
|
particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
|
|
} else {
|
|
particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
|
|
}
|
|
}
|
|
|
|
if (mesh.is_null()) {
|
|
break;
|
|
}
|
|
|
|
_bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
|
|
|
|
uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
|
|
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 };
|
|
|
|
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;
|
|
|
|
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;
|
|
}
|
|
|
|
for (uint32_t j = 0; j < surf_count; j++) {
|
|
void *surface = mesh_storage->mesh_get_surface(mesh, j);
|
|
|
|
RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
|
|
ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
|
|
|
|
uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
|
|
|
|
RID vertex_array;
|
|
RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
|
|
|
|
if (mesh_instance.is_valid()) {
|
|
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
|
|
} else {
|
|
mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
|
|
}
|
|
|
|
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);
|
|
|
|
RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
|
|
|
|
if (index_array.is_valid()) {
|
|
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
|
|
}
|
|
|
|
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));
|
|
|
|
RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
|
|
}
|
|
|
|
for (int j = 0; j < 6; j++) {
|
|
push_constant.world[j] = world_backup[j];
|
|
}
|
|
} break;
|
|
case Item::Command::TYPE_TRANSFORM: {
|
|
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
|
|
draw_transform = transform->xform;
|
|
_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<const Item::CommandClipIgnore *>(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;
|
|
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;
|
|
}
|
|
|
|
c = c->next;
|
|
}
|
|
|
|
if (current_clip && reclip) {
|
|
//will make it re-enable clipping if needed afterwards
|
|
current_clip = nullptr;
|
|
}
|
|
}
|
|
|
|
RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
|
|
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
|
|
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
|
|
|
|
//re create canvas state
|
|
Vector<RD::Uniform> uniforms;
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 1;
|
|
u.append_id(state.canvas_state_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 2;
|
|
u.append_id(state.lights_uniform_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u.binding = 3;
|
|
u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u.binding = 4;
|
|
u.append_id(state.shadow_texture);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
|
|
u.binding = 5;
|
|
u.append_id(state.shadow_sampler);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u.binding = 6;
|
|
RID screen;
|
|
if (p_backbuffer) {
|
|
screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
|
|
} else {
|
|
screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
|
|
if (screen.is_null()) { //unallocated backbuffer
|
|
screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
|
|
}
|
|
}
|
|
u.append_id(screen);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u.binding = 7;
|
|
RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
|
|
u.append_id(sdf);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
//needs samplers for the material (uses custom textures) create them
|
|
Vector<RID> ids;
|
|
ids.resize(12);
|
|
RID *ids_ptr = ids.ptrw();
|
|
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);
|
|
|
|
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids);
|
|
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 9;
|
|
u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
|
|
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) {
|
|
texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
|
|
} else {
|
|
texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
|
|
}
|
|
|
|
return uniform_set;
|
|
}
|
|
|
|
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) {
|
|
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
|
|
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
|
|
|
|
Item *current_clip = nullptr;
|
|
|
|
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
|
|
|
|
RID framebuffer;
|
|
RID fb_uniform_set;
|
|
bool clear = false;
|
|
Vector<Color> clear_colors;
|
|
|
|
if (p_to_backbuffer) {
|
|
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);
|
|
} else {
|
|
framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
|
|
|
|
if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
|
|
clear = true;
|
|
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);
|
|
}
|
|
// TODO: Obtain from framebuffer format eventually when this is implemented.
|
|
fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
|
|
}
|
|
|
|
if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
|
|
fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
|
|
}
|
|
|
|
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
RID prev_material;
|
|
|
|
PipelineVariants *pipeline_variants = &shader.pipeline_variants;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
|
|
|
|
if (ci->canvas_group != nullptr) {
|
|
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
|
|
if (!p_to_backbuffer) {
|
|
material = default_clip_children_material;
|
|
}
|
|
} else {
|
|
if (material.is_null()) {
|
|
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
|
|
material = default_clip_children_material;
|
|
} else {
|
|
material = default_canvas_group_material;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (material != prev_material) {
|
|
CanvasMaterialData *material_data = nullptr;
|
|
if (material.is_valid()) {
|
|
material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
|
|
}
|
|
|
|
if (material_data) {
|
|
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
|
|
pipeline_variants = &material_data->shader_data->pipeline_variants;
|
|
// Update uniform set.
|
|
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.
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
|
|
}
|
|
} else {
|
|
pipeline_variants = &shader.pipeline_variants;
|
|
}
|
|
} else {
|
|
pipeline_variants = &shader.pipeline_variants;
|
|
}
|
|
}
|
|
|
|
_render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
|
|
|
|
prev_material = material;
|
|
}
|
|
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
|
|
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) {
|
|
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
|
|
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
|
|
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
|
|
|
|
r_sdf_used = false;
|
|
int item_count = 0;
|
|
|
|
//setup canvas state uniforms if needed
|
|
|
|
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
|
|
|
|
//setup directional lights if exist
|
|
|
|
uint32_t light_count = 0;
|
|
uint32_t directional_light_count = 0;
|
|
{
|
|
Light *l = p_directional_light_list;
|
|
uint32_t index = 0;
|
|
|
|
while (l) {
|
|
if (index == state.max_lights_per_render) {
|
|
l->render_index_cache = -1;
|
|
l = l->next_ptr;
|
|
continue;
|
|
}
|
|
|
|
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
|
|
if (!clight) { //unused or invalid texture
|
|
l->render_index_cache = -1;
|
|
l = l->next_ptr;
|
|
ERR_CONTINUE(!clight);
|
|
}
|
|
|
|
Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
|
|
|
|
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
|
|
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
|
|
|
|
_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
|
|
|
|
state.light_uniforms[index].height = l->height; //0..1 here
|
|
|
|
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;
|
|
}
|
|
|
|
//setup lights if exist
|
|
|
|
{
|
|
Light *l = p_light_list;
|
|
uint32_t index = light_count;
|
|
|
|
while (l) {
|
|
if (index == state.max_lights_per_render) {
|
|
l->render_index_cache = -1;
|
|
l = l->next_ptr;
|
|
continue;
|
|
}
|
|
|
|
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
|
|
if (!clight) { //unused or invalid texture
|
|
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);
|
|
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
|
|
|
|
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
|
|
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;
|
|
}
|
|
|
|
if (clight->texture.is_valid()) {
|
|
Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
|
|
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;
|
|
}
|
|
|
|
l->render_index_cache = index;
|
|
|
|
index++;
|
|
l = l->next_ptr;
|
|
}
|
|
|
|
light_count = index;
|
|
}
|
|
|
|
if (light_count > 0) {
|
|
RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
|
|
}
|
|
|
|
{
|
|
//update canvas state uniform buffer
|
|
State::Buffer state_buffer;
|
|
|
|
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
|
|
|
|
Transform3D screen_transform;
|
|
screen_transform.translate_local(-(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);
|
|
|
|
Transform2D normal_transform = p_canvas_transform;
|
|
normal_transform.columns[0].normalize();
|
|
normal_transform.columns[1].normalize();
|
|
normal_transform.columns[2] = Vector2();
|
|
_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;
|
|
|
|
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
|
|
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;
|
|
|
|
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];
|
|
|
|
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
|
|
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);
|
|
|
|
RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
|
|
}
|
|
|
|
{ //default filter/repeat
|
|
default_filter = p_default_filter;
|
|
default_repeat = p_default_repeat;
|
|
}
|
|
|
|
Item *ci = p_item_list;
|
|
|
|
//fill the list until rendering is possible.
|
|
bool material_screen_texture_cached = false;
|
|
bool material_screen_texture_mipmaps_cached = false;
|
|
|
|
Rect2 back_buffer_rect;
|
|
bool backbuffer_copy = false;
|
|
bool backbuffer_gen_mipmaps = false;
|
|
|
|
Item *canvas_group_owner = nullptr;
|
|
|
|
bool update_skeletons = false;
|
|
bool time_used = false;
|
|
|
|
bool backbuffer_cleared = false;
|
|
|
|
while (ci) {
|
|
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
|
|
backbuffer_copy = true;
|
|
|
|
if (ci->copy_back_buffer->full) {
|
|
back_buffer_rect = Rect2();
|
|
} else {
|
|
back_buffer_rect = ci->copy_back_buffer->rect;
|
|
}
|
|
}
|
|
|
|
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
|
|
|
|
if (material.is_valid()) {
|
|
CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
|
|
if (md && md->shader_data->valid) {
|
|
if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
|
|
if (!material_screen_texture_cached) {
|
|
backbuffer_copy = true;
|
|
back_buffer_rect = Rect2();
|
|
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
|
|
} else if (!material_screen_texture_mipmaps_cached) {
|
|
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
|
|
}
|
|
}
|
|
|
|
if (md->shader_data->uses_sdf) {
|
|
r_sdf_used = true;
|
|
}
|
|
if (md->shader_data->uses_time) {
|
|
time_used = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
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()) {
|
|
mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
|
|
update_skeletons = true;
|
|
}
|
|
}
|
|
c = c->next;
|
|
}
|
|
}
|
|
|
|
if (ci->canvas_group_owner != nullptr) {
|
|
if (canvas_group_owner == nullptr) {
|
|
// Canvas group begins here, render until before this item
|
|
if (update_skeletons) {
|
|
mesh_storage->update_mesh_instances();
|
|
update_skeletons = false;
|
|
}
|
|
|
|
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
|
|
item_count = 0;
|
|
|
|
if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
|
|
Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
|
|
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
|
|
if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
|
|
items[item_count++] = ci->canvas_group_owner;
|
|
}
|
|
} else if (!backbuffer_cleared) {
|
|
texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
|
|
backbuffer_cleared = true;
|
|
}
|
|
|
|
backbuffer_copy = false;
|
|
canvas_group_owner = ci->canvas_group_owner; //continue until owner found
|
|
}
|
|
|
|
ci->canvas_group_owner = nullptr; //must be cleared
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
if (ci == canvas_group_owner) {
|
|
if (update_skeletons) {
|
|
mesh_storage->update_mesh_instances();
|
|
update_skeletons = false;
|
|
}
|
|
|
|
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
|
|
item_count = 0;
|
|
|
|
if (ci->canvas_group->blur_mipmaps) {
|
|
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
|
|
}
|
|
|
|
canvas_group_owner = nullptr;
|
|
// Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
|
|
backbuffer_cleared = false;
|
|
}
|
|
|
|
if (backbuffer_copy) {
|
|
//render anything pending, including clearing if no items
|
|
if (update_skeletons) {
|
|
mesh_storage->update_mesh_instances();
|
|
update_skeletons = false;
|
|
}
|
|
|
|
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
|
|
item_count = 0;
|
|
|
|
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
|
|
|
|
backbuffer_copy = false;
|
|
backbuffer_gen_mipmaps = false;
|
|
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;
|
|
}
|
|
|
|
items[item_count++] = ci;
|
|
|
|
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
|
|
if (update_skeletons) {
|
|
mesh_storage->update_mesh_instances();
|
|
update_skeletons = false;
|
|
}
|
|
|
|
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
|
|
//then reset
|
|
item_count = 0;
|
|
}
|
|
|
|
ci = ci->next;
|
|
}
|
|
|
|
if (time_used) {
|
|
RenderingServerDefault::redraw_request();
|
|
}
|
|
}
|
|
|
|
RID RendererCanvasRenderRD::light_create() {
|
|
CanvasLight canvas_light;
|
|
return canvas_light_owner.make_rid(canvas_light);
|
|
}
|
|
|
|
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
|
|
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
|
|
|
|
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND(!cl);
|
|
if (cl->texture == p_texture) {
|
|
return;
|
|
}
|
|
if (cl->texture.is_valid()) {
|
|
texture_storage->texture_remove_from_decal_atlas(cl->texture);
|
|
}
|
|
cl->texture = p_texture;
|
|
|
|
if (cl->texture.is_valid()) {
|
|
texture_storage->texture_add_to_decal_atlas(cl->texture);
|
|
}
|
|
}
|
|
|
|
void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
|
|
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND(!cl);
|
|
|
|
cl->shadow.enabled = p_enable;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::_update_shadow_atlas() {
|
|
if (state.shadow_fb == RID()) {
|
|
//ah, we lack the shadow texture..
|
|
RD::get_singleton()->free(state.shadow_texture); //erase placeholder
|
|
|
|
Vector<RID> fb_textures;
|
|
|
|
{ //texture
|
|
RD::TextureFormat tf;
|
|
tf.texture_type = RD::TEXTURE_TYPE_2D;
|
|
tf.width = state.shadow_texture_size;
|
|
tf.height = state.max_lights_per_render * 2;
|
|
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
|
|
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
|
|
|
|
state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
fb_textures.push_back(state.shadow_texture);
|
|
}
|
|
{
|
|
RD::TextureFormat tf;
|
|
tf.texture_type = RD::TEXTURE_TYPE_2D;
|
|
tf.width = state.shadow_texture_size;
|
|
tf.height = state.max_lights_per_render * 2;
|
|
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
|
tf.format = RD::DATA_FORMAT_D32_SFLOAT;
|
|
//chunks to write
|
|
state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
fb_textures.push_back(state.shadow_depth_texture);
|
|
}
|
|
|
|
state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
|
|
}
|
|
}
|
|
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) {
|
|
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND(!cl->shadow.enabled);
|
|
|
|
_update_shadow_atlas();
|
|
|
|
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));
|
|
|
|
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));
|
|
|
|
Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
|
|
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);
|
|
|
|
Projection projection;
|
|
{
|
|
real_t fov = 90;
|
|
real_t nearp = p_near;
|
|
real_t farp = p_far;
|
|
real_t aspect = 1.0;
|
|
|
|
real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
|
|
real_t ymin = -ymax;
|
|
real_t xmin = ymin * aspect;
|
|
real_t xmax = ymax * aspect;
|
|
|
|
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
|
|
}
|
|
|
|
Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
|
|
projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
|
|
|
|
ShadowRenderPushConstant push_constant;
|
|
for (int y = 0; y < 4; y++) {
|
|
for (int x = 0; x < 4; x++) {
|
|
push_constant.projection[y * 4 + x] = projection.columns[y][x];
|
|
}
|
|
}
|
|
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;
|
|
push_constant.z_far = p_far;
|
|
push_constant.pad = 0;
|
|
|
|
LightOccluderInstance *instance = p_occluders;
|
|
|
|
while (instance) {
|
|
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
|
|
|
|
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
|
|
instance = instance->next;
|
|
continue;
|
|
}
|
|
|
|
_update_transform_2d_to_mat2x4(p_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();
|
|
}
|
|
}
|
|
|
|
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) {
|
|
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND(!cl->shadow.enabled);
|
|
|
|
_update_shadow_atlas();
|
|
|
|
Vector2 light_dir = p_light_xform.columns[1].normalized();
|
|
|
|
Vector2 center = p_clip_rect.get_center();
|
|
|
|
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;
|
|
to_light_xform[0] = -light_dir.orthogonal();
|
|
|
|
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);
|
|
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);
|
|
|
|
Projection projection;
|
|
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
|
|
projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
|
|
|
|
ShadowRenderPushConstant push_constant;
|
|
for (int y = 0; y < 4; y++) {
|
|
for (int x = 0; x < 4; x++) {
|
|
push_constant.projection[y * 4 + x] = projection.columns[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) {
|
|
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
|
|
|
|
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;
|
|
to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
|
|
to_shadow.columns[2].x = 0.5;
|
|
|
|
cl->shadow.directional_xform = to_shadow * to_light_xform;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
|
|
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);
|
|
|
|
Transform2D to_sdf;
|
|
to_sdf.columns[0] *= rect.size.width;
|
|
to_sdf.columns[1] *= rect.size.height;
|
|
to_sdf.columns[2] = rect.position;
|
|
|
|
Transform2D to_clip;
|
|
to_clip.columns[0] *= 2.0;
|
|
to_clip.columns[1] *= 2.0;
|
|
to_clip.columns[2] = -Vector2(1.0, 1.0);
|
|
|
|
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);
|
|
|
|
Projection projection;
|
|
|
|
ShadowRenderPushConstant push_constant;
|
|
for (int y = 0; y < 4; y++) {
|
|
for (int x = 0; x < 4; x++) {
|
|
push_constant.projection[y * 4 + x] = projection.columns[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) {
|
|
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
|
|
|
|
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();
|
|
|
|
texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
|
|
}
|
|
|
|
RID RendererCanvasRenderRD::occluder_polygon_create() {
|
|
OccluderPolygon occluder;
|
|
occluder.line_point_count = 0;
|
|
occluder.sdf_point_count = 0;
|
|
occluder.sdf_index_count = 0;
|
|
occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
|
|
return occluder_polygon_owner.make_rid(occluder);
|
|
}
|
|
|
|
void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
|
|
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
|
|
ERR_FAIL_COND(!oc);
|
|
|
|
Vector<Vector2> lines;
|
|
|
|
if (p_points.size()) {
|
|
int lc = p_points.size() * 2;
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
|
|
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();
|
|
|
|
oc->line_point_count = lines.size();
|
|
}
|
|
|
|
if (lines.size()) {
|
|
Vector<uint8_t> geometry;
|
|
Vector<uint8_t> indices;
|
|
int lc = lines.size();
|
|
|
|
geometry.resize(lc * 6 * sizeof(float));
|
|
indices.resize(lc * 3 * sizeof(uint16_t));
|
|
|
|
{
|
|
uint8_t *vw = geometry.ptrw();
|
|
float *vwptr = reinterpret_cast<float *>(vw);
|
|
uint8_t *iw = indices.ptrw();
|
|
uint16_t *iwptr = (uint16_t *)iw;
|
|
|
|
const Vector2 *lr = lines.ptr();
|
|
|
|
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 buffer_update to avoid a pipeline flush
|
|
|
|
if (oc->vertex_array.is_null()) {
|
|
//create from scratch
|
|
//vertices
|
|
// TODO: geometry is always of length lc * 6 * sizeof(float), so in doubles builds this will receive half the data it needs
|
|
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
|
|
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);
|
|
}
|
|
}
|
|
|
|
// sdf
|
|
|
|
Vector<int> sdf_indices;
|
|
|
|
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);
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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
|
|
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());
|
|
}
|
|
}
|
|
}
|
|
|
|
void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
|
|
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
|
|
ERR_FAIL_COND(!oc);
|
|
oc->cull_mode = p_mode;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::CanvasShaderData::set_path_hint(const String &p_path) {
|
|
path = p_path;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
|
|
//compile
|
|
|
|
code = p_code;
|
|
valid = false;
|
|
ubo_size = 0;
|
|
uniforms.clear();
|
|
uses_screen_texture = false;
|
|
uses_screen_texture_mipmaps = false;
|
|
uses_sdf = false;
|
|
uses_time = false;
|
|
|
|
if (code.is_empty()) {
|
|
return; //just invalid, but no error
|
|
}
|
|
|
|
ShaderCompiler::GeneratedCode gen_code;
|
|
|
|
int blend_mode = BLEND_MODE_MIX;
|
|
|
|
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;
|
|
|
|
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;
|
|
actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
|
|
actions.usage_flag_pointers["TIME"] = &uses_time;
|
|
|
|
actions.uniforms = &uniforms;
|
|
|
|
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
|
|
|
|
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
|
|
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
|
|
|
|
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
|
|
|
|
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]);
|
|
}
|
|
|
|
HashMap<String, String>::Iterator el = gen_code.code.begin();
|
|
while (el) {
|
|
print_line("\n**code " + el->key + ":\n" + el->value);
|
|
++el;
|
|
}
|
|
|
|
print_line("\n**uniforms:\n" + gen_code.uniforms);
|
|
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]);
|
|
#endif
|
|
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);
|
|
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
|
|
|
|
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;
|
|
|
|
attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
|
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);
|
|
|
|
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);
|
|
|
|
//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,
|
|
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
|
|
RD::RENDER_PRIMITIVE_LINES,
|
|
RD::RENDER_PRIMITIVE_LINESTRIPS,
|
|
RD::RENDER_PRIMITIVE_POINTS,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
};
|
|
|
|
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
|
|
{
|
|
//non lit
|
|
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,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS,
|
|
SHADER_VARIANT_QUAD,
|
|
},
|
|
{
|
|
//lit
|
|
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,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
|
|
SHADER_VARIANT_QUAD_LIGHT,
|
|
},
|
|
};
|
|
|
|
RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
valid = true;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
|
|
if (!p_texture.is_valid()) {
|
|
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);
|
|
}
|
|
}
|
|
} else {
|
|
if (!default_texture_params.has(p_name)) {
|
|
default_texture_params[p_name] = HashMap<int, RID>();
|
|
}
|
|
default_texture_params[p_name][p_index] = p_texture;
|
|
}
|
|
}
|
|
|
|
void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
|
|
HashMap<int, StringName> order;
|
|
|
|
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
|
|
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.
|
|
continue;
|
|
}
|
|
if (E.value.texture_order >= 0) {
|
|
order[E.value.texture_order + 100000] = E.key;
|
|
} else {
|
|
order[E.value.order] = E.key;
|
|
}
|
|
}
|
|
|
|
String last_group;
|
|
for (const KeyValue<int, StringName> &E : order) {
|
|
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;
|
|
}
|
|
|
|
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
|
|
pi.name = E.value;
|
|
p_param_list->push_back(pi);
|
|
}
|
|
}
|
|
|
|
void RendererCanvasRenderRD::CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
|
|
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
|
|
if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
|
|
continue;
|
|
}
|
|
|
|
RendererMaterialStorage::InstanceShaderParam p;
|
|
p.info = ShaderLanguage::uniform_to_property_info(E.value);
|
|
p.info.name = E.key; //supply name
|
|
p.index = E.value.instance_index;
|
|
p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
|
|
p_param_list->push_back(p);
|
|
}
|
|
}
|
|
|
|
bool RendererCanvasRenderRD::CanvasShaderData::is_parameter_texture(const StringName &p_param) const {
|
|
if (!uniforms.has(p_param)) {
|
|
return false;
|
|
}
|
|
|
|
return uniforms[p_param].texture_order >= 0;
|
|
}
|
|
|
|
bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
|
|
return false;
|
|
}
|
|
|
|
bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
|
|
return false;
|
|
}
|
|
|
|
Variant RendererCanvasRenderRD::CanvasShaderData::get_default_parameter(const StringName &p_parameter) const {
|
|
if (uniforms.has(p_parameter)) {
|
|
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
|
|
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
|
|
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
|
|
}
|
|
return Variant();
|
|
}
|
|
|
|
RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
|
|
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
|
|
return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
|
|
}
|
|
|
|
RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
|
|
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
|
|
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);
|
|
}
|
|
}
|
|
|
|
RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
|
|
CanvasShaderData *shader_data = memnew(CanvasShaderData);
|
|
return shader_data;
|
|
}
|
|
|
|
bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
|
|
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
|
|
|
|
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, false);
|
|
}
|
|
|
|
RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
|
|
free_parameters_uniform_set(uniform_set);
|
|
}
|
|
|
|
RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
|
|
CanvasMaterialData *material_data = memnew(CanvasMaterialData);
|
|
material_data->shader_data = p_shader;
|
|
//update will happen later anyway so do nothing.
|
|
return material_data;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::set_time(double p_time) {
|
|
state.time = p_time;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::update() {
|
|
}
|
|
|
|
RendererCanvasRenderRD::RendererCanvasRenderRD() {
|
|
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
|
|
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
|
|
|
|
{ //create default samplers
|
|
|
|
default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
|
|
default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
|
|
}
|
|
|
|
{ //shader variants
|
|
|
|
String global_defines;
|
|
|
|
uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
|
|
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);
|
|
Vector<String> variants;
|
|
//non light 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"); //primitive 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
|
|
//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
|
|
variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
|
|
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
|
|
|
|
shader.canvas_shader.initialize(variants, global_defines);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
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);
|
|
|
|
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,
|
|
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
|
|
RD::RENDER_PRIMITIVE_LINES,
|
|
RD::RENDER_PRIMITIVE_LINESTRIPS,
|
|
RD::RENDER_PRIMITIVE_POINTS,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
};
|
|
|
|
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
|
|
{
|
|
//non lit
|
|
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,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS,
|
|
SHADER_VARIANT_QUAD,
|
|
},
|
|
{
|
|
//lit
|
|
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,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
|
|
SHADER_VARIANT_QUAD_LIGHT,
|
|
},
|
|
};
|
|
|
|
RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
//shader compiler
|
|
ShaderCompiler::DefaultIdentifierActions actions;
|
|
|
|
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";
|
|
|
|
actions.renames["MODEL_MATRIX"] = "model_matrix";
|
|
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
|
|
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
|
|
actions.renames["TIME"] = "canvas_data.time";
|
|
actions.renames["PI"] = _MKSTR(Math_PI);
|
|
actions.renames["TAU"] = _MKSTR(Math_TAU);
|
|
actions.renames["E"] = _MKSTR(Math_E);
|
|
actions.renames["AT_LIGHT_PASS"] = "false";
|
|
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
|
|
|
|
actions.renames["COLOR"] = "color";
|
|
actions.renames["NORMAL"] = "normal";
|
|
actions.renames["NORMAL_MAP"] = "normal_map";
|
|
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
|
|
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";
|
|
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
|
|
actions.renames["VERTEX_ID"] = "gl_VertexIndex";
|
|
|
|
actions.renames["LIGHT_POSITION"] = "light_position";
|
|
actions.renames["LIGHT_DIRECTION"] = "light_direction";
|
|
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
|
|
actions.renames["LIGHT_COLOR"] = "light_color";
|
|
actions.renames["LIGHT_ENERGY"] = "light_energy";
|
|
actions.renames["LIGHT"] = "light";
|
|
actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
|
|
|
|
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";
|
|
|
|
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";
|
|
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
|
|
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
|
|
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
|
|
|
|
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
|
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
|
|
actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
|
|
|
|
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";
|
|
actions.base_texture_binding_index = 1;
|
|
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
|
|
actions.base_uniform_string = "material.";
|
|
actions.default_filter = ShaderLanguage::FILTER_LINEAR;
|
|
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
|
|
actions.base_varying_index = 4;
|
|
|
|
actions.global_buffer_array_variable = "global_shader_uniforms.data";
|
|
|
|
shader.compiler.initialize(actions);
|
|
}
|
|
|
|
{ //shadow rendering
|
|
Vector<String> versions;
|
|
versions.push_back("\n#define MODE_SHADOW\n"); //shadow
|
|
versions.push_back("\n#define MODE_SDF\n"); //sdf
|
|
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;
|
|
af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
|
|
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);
|
|
}
|
|
|
|
{
|
|
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);
|
|
}
|
|
|
|
//pipelines
|
|
Vector<RD::VertexAttribute> vf;
|
|
RD::VertexAttribute vd;
|
|
vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
|
|
vd.location = 0;
|
|
vd.offset = 0;
|
|
vd.stride = sizeof(real_t) * 3;
|
|
vf.push_back(vd);
|
|
shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
|
|
|
|
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);
|
|
|
|
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;
|
|
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);
|
|
}
|
|
}
|
|
|
|
{ //bindings
|
|
|
|
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);
|
|
}
|
|
|
|
{
|
|
//polygon buffers
|
|
polygon_buffers.last_id = 1;
|
|
}
|
|
|
|
{ // default index buffer
|
|
|
|
Vector<uint8_t> pv;
|
|
pv.resize(6 * 4);
|
|
{
|
|
uint8_t *w = pv.ptrw();
|
|
int *p32 = (int *)w;
|
|
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 shadow texture to keep uniform set happy
|
|
RD::TextureFormat tf;
|
|
tf.texture_type = RD::TEXTURE_TYPE_2D;
|
|
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;
|
|
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 0;
|
|
u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
|
|
}
|
|
|
|
default_canvas_texture = texture_storage->canvas_texture_allocate();
|
|
texture_storage->canvas_texture_initialize(default_canvas_texture);
|
|
|
|
state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
|
|
|
|
//create functions for shader and material
|
|
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);
|
|
|
|
state.time = 0;
|
|
|
|
{
|
|
default_canvas_group_shader = material_storage->shader_allocate();
|
|
material_storage->shader_initialize(default_canvas_group_shader);
|
|
|
|
material_storage->shader_set_code(default_canvas_group_shader, R"(
|
|
// Default CanvasGroup shader.
|
|
|
|
shader_type canvas_item;
|
|
|
|
void fragment() {
|
|
vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
|
|
|
|
if (c.a > 0.0001) {
|
|
c.rgb /= c.a;
|
|
}
|
|
|
|
COLOR *= c;
|
|
}
|
|
)");
|
|
default_canvas_group_material = material_storage->material_allocate();
|
|
material_storage->material_initialize(default_canvas_group_material);
|
|
|
|
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
|
|
}
|
|
|
|
{
|
|
default_clip_children_shader = material_storage->shader_allocate();
|
|
material_storage->shader_initialize(default_clip_children_shader);
|
|
|
|
material_storage->shader_set_code(default_clip_children_shader, R"(
|
|
// Default clip children shader.
|
|
|
|
shader_type canvas_item;
|
|
|
|
void fragment() {
|
|
vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
|
|
COLOR.rgb = c.rgb;
|
|
}
|
|
)");
|
|
default_clip_children_material = material_storage->material_allocate();
|
|
material_storage->material_initialize(default_clip_children_material);
|
|
|
|
material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
|
|
}
|
|
|
|
static_assert(sizeof(PushConstant) == 128);
|
|
}
|
|
|
|
bool RendererCanvasRenderRD::free(RID p_rid) {
|
|
if (canvas_light_owner.owns(p_rid)) {
|
|
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND_V(!cl, false);
|
|
light_set_use_shadow(p_rid, false);
|
|
canvas_light_owner.free(p_rid);
|
|
} else if (occluder_polygon_owner.owns(p_rid)) {
|
|
occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
|
|
occluder_polygon_owner.free(p_rid);
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
|
|
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;
|
|
tf.texture_type = RD::TEXTURE_TYPE_2D;
|
|
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());
|
|
}
|
|
}
|
|
}
|
|
|
|
RendererCanvasRenderRD::~RendererCanvasRenderRD() {
|
|
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
|
|
//canvas state
|
|
|
|
material_storage->material_free(default_canvas_group_material);
|
|
material_storage->shader_free(default_canvas_group_shader);
|
|
|
|
material_storage->material_free(default_clip_children_material);
|
|
material_storage->shader_free(default_clip_children_shader);
|
|
|
|
{
|
|
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);
|
|
}
|
|
|
|
//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);
|
|
}
|
|
//bindings
|
|
|
|
//shaders
|
|
|
|
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);
|
|
//primitives are erase by dependency
|
|
}
|
|
|
|
if (state.shadow_fb.is_valid()) {
|
|
RD::get_singleton()->free(state.shadow_depth_texture);
|
|
}
|
|
RD::get_singleton()->free(state.shadow_texture);
|
|
|
|
RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
|
|
//pipelines don't need freeing, they are all gone after shaders are gone
|
|
}
|