57eb762bae
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
461 lines
14 KiB
C++
461 lines
14 KiB
C++
/**************************************************************************/
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/* renderer_canvas_render_rd.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef RENDERER_CANVAS_RENDER_RD_H
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#define RENDERER_CANVAS_RENDER_RD_H
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#include "servers/rendering/renderer_canvas_render.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/rendering_device.h"
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#include "servers/rendering/shader_compiler.h"
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class RendererCanvasRenderRD : public RendererCanvasRender {
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enum {
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BASE_UNIFORM_SET = 0,
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MATERIAL_UNIFORM_SET = 1,
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TRANSFORMS_UNIFORM_SET = 2,
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CANVAS_TEXTURE_UNIFORM_SET = 3,
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};
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const int SAMPLERS_BINDING_FIRST_INDEX = 10;
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enum ShaderVariant {
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SHADER_VARIANT_QUAD,
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SHADER_VARIANT_NINEPATCH,
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SHADER_VARIANT_PRIMITIVE,
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SHADER_VARIANT_PRIMITIVE_POINTS,
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SHADER_VARIANT_ATTRIBUTES,
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SHADER_VARIANT_ATTRIBUTES_POINTS,
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SHADER_VARIANT_QUAD_LIGHT,
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SHADER_VARIANT_NINEPATCH_LIGHT,
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SHADER_VARIANT_PRIMITIVE_LIGHT,
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SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
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SHADER_VARIANT_ATTRIBUTES_LIGHT,
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SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
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SHADER_VARIANT_MAX
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};
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enum {
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FLAGS_INSTANCING_MASK = 0x7F,
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FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
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FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
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FLAGS_CLIP_RECT_UV = (1 << 9),
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FLAGS_TRANSPOSE_RECT = (1 << 10),
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FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 11),
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FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
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FLAGS_USING_PARTICLES = (1 << 13),
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FLAGS_USE_SKELETON = (1 << 15),
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FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
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FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
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FLAGS_LIGHT_COUNT_SHIFT = 20,
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FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
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FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
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FLAGS_USE_MSDF = (1 << 28),
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FLAGS_USE_LCD = (1 << 29),
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FLAGS_FLIP_H = (1 << 30),
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FLAGS_FLIP_V = (1 << 31),
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};
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enum {
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LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
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LIGHT_FLAGS_BLEND_SHIFT = 16,
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LIGHT_FLAGS_BLEND_MASK = (3 << 16),
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LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
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LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
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LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
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LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
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LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
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LIGHT_FLAGS_FILTER_SHIFT = 22
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};
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enum {
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MAX_RENDER_ITEMS = 256 * 1024,
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MAX_LIGHT_TEXTURES = 1024,
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MAX_LIGHTS_PER_ITEM = 16,
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DEFAULT_MAX_LIGHTS_PER_RENDER = 256
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};
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/****************/
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/**** SHADER ****/
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/****************/
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enum PipelineVariant {
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PIPELINE_VARIANT_QUAD,
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PIPELINE_VARIANT_NINEPATCH,
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PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
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PIPELINE_VARIANT_PRIMITIVE_LINES,
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PIPELINE_VARIANT_PRIMITIVE_POINTS,
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PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
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PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
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PIPELINE_VARIANT_ATTRIBUTE_LINES,
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PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
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PIPELINE_VARIANT_ATTRIBUTE_POINTS,
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PIPELINE_VARIANT_QUAD_LCD_BLEND,
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PIPELINE_VARIANT_MAX
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};
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enum PipelineLightMode {
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PIPELINE_LIGHT_MODE_DISABLED,
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PIPELINE_LIGHT_MODE_ENABLED,
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PIPELINE_LIGHT_MODE_MAX
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};
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struct PipelineVariants {
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PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
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};
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struct {
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CanvasShaderRD canvas_shader;
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RID default_version;
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RID default_version_rd_shader;
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RID quad_index_buffer;
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RID quad_index_array;
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PipelineVariants pipeline_variants;
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ShaderCompiler compiler;
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} shader;
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struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
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enum BlendMode { //used internally
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PMALPHA,
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BLEND_MODE_DISABLED,
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};
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bool valid = false;
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RID version;
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PipelineVariants pipeline_variants;
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Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size = 0;
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String code;
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bool uses_screen_texture = false;
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bool uses_screen_texture_mipmaps = false;
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bool uses_sdf = false;
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bool uses_time = false;
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virtual void set_code(const String &p_Code);
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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CanvasShaderData() {}
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virtual ~CanvasShaderData();
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};
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RendererRD::MaterialStorage::ShaderData *_create_shader_func();
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static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
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return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
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}
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struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
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CanvasShaderData *shader_data = nullptr;
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RID uniform_set;
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RID uniform_set_srgb;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~CanvasMaterialData();
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};
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RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
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static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
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return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
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}
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/**************************/
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/**** CANVAS TEXTURES *****/
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/**************************/
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struct {
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RS::CanvasItemTextureFilter default_filter;
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RS::CanvasItemTextureRepeat default_repeat;
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} default_samplers;
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/******************/
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/**** POLYGONS ****/
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/******************/
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struct PolygonBuffers {
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RD::VertexFormatID vertex_format_id;
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RID vertex_buffer;
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RID vertex_array;
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RID index_buffer;
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RID indices;
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};
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struct {
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HashMap<PolygonID, PolygonBuffers> polygons;
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PolygonID last_id;
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} polygon_buffers;
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/********************/
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/**** PRIMITIVES ****/
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/********************/
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struct {
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RID index_array[4];
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} primitive_arrays;
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/*******************/
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/**** MATERIALS ****/
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/*******************/
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/******************/
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/**** LIGHTING ****/
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/******************/
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struct CanvasLight {
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RID texture;
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struct {
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bool enabled = false;
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float z_far;
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float y_offset;
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Transform2D directional_xform;
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} shadow;
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};
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RID_Owner<CanvasLight> canvas_light_owner;
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struct ShadowRenderPushConstant {
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float projection[16];
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float modelview[8];
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float direction[2];
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float z_far;
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float pad;
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};
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struct OccluderPolygon {
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RS::CanvasOccluderPolygonCullMode cull_mode;
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int line_point_count;
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RID vertex_buffer;
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RID vertex_array;
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RID index_buffer;
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RID index_array;
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int sdf_point_count;
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int sdf_index_count;
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RID sdf_vertex_buffer;
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RID sdf_vertex_array;
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RID sdf_index_buffer;
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RID sdf_index_array;
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bool sdf_is_lines;
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};
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struct LightUniform {
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float matrix[8]; //light to texture coordinate matrix
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float shadow_matrix[8]; //light to shadow coordinate matrix
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float color[4];
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uint8_t shadow_color[4];
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uint32_t flags; //index to light texture
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float shadow_pixel_size;
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float height;
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float position[2];
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float shadow_z_far_inv;
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float shadow_y_ofs;
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float atlas_rect[4];
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};
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RID_Owner<OccluderPolygon> occluder_polygon_owner;
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enum ShadowRenderMode {
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SHADOW_RENDER_MODE_SHADOW,
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SHADOW_RENDER_MODE_SDF,
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};
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enum {
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SHADOW_RENDER_SDF_TRIANGLES,
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SHADOW_RENDER_SDF_LINES,
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};
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struct {
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CanvasOcclusionShaderRD shader;
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RID shader_version;
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RID render_pipelines[3];
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RID sdf_render_pipelines[2];
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RD::VertexFormatID vertex_format;
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RD::VertexFormatID sdf_vertex_format;
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RD::FramebufferFormatID framebuffer_format;
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RD::FramebufferFormatID sdf_framebuffer_format;
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} shadow_render;
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/***************/
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/**** STATE ****/
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/***************/
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//state that does not vary across rendering all items
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struct State {
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//state buffer
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struct Buffer {
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float canvas_transform[16];
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float screen_transform[16];
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float canvas_normal_transform[16];
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float canvas_modulate[4];
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float screen_pixel_size[2];
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float time;
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uint32_t use_pixel_snap;
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float sdf_to_tex[4];
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float sdf_to_screen[2];
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float screen_to_sdf[2];
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uint32_t directional_light_count;
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float tex_to_sdf;
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uint32_t pad1;
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uint32_t pad2;
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};
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LightUniform *light_uniforms = nullptr;
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RID lights_uniform_buffer;
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RID canvas_state_buffer;
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RID shadow_sampler;
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RID shadow_texture;
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RID shadow_depth_texture;
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RID shadow_fb;
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int shadow_texture_size = 2048;
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RID default_transforms_uniform_set;
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uint32_t max_lights_per_render;
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uint32_t max_lights_per_item;
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double time;
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} state;
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struct PushConstant {
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float world[6];
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uint32_t flags;
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uint32_t specular_shininess;
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union {
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//rect
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struct {
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float modulation[4];
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union {
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float msdf[4];
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float ninepatch_margins[4];
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};
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float dst_rect[4];
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float src_rect[4];
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float pad[2];
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};
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//primitive
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struct {
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float points[6]; // vec2 points[3]
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float uvs[6]; // vec2 points[3]
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uint32_t colors[6]; // colors encoded as half
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};
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};
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float color_texture_pixel_size[2];
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uint32_t lights[4];
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};
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Item *items[MAX_RENDER_ITEMS];
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bool using_directional_lights = false;
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RID default_canvas_texture;
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RID default_canvas_group_shader;
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RID default_canvas_group_material;
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RID default_clip_children_material;
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RID default_clip_children_shader;
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RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
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inline void _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); //recursive, so regular inline used instead.
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void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used);
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void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false);
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_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
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_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
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_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
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_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
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void _update_shadow_atlas();
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public:
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PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
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void free_polygon(PolygonID p_polygon);
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RID light_create();
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void light_set_texture(RID p_rid, RID p_texture);
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void light_set_use_shadow(RID p_rid, bool p_enable);
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void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
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void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders);
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virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
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RID occluder_polygon_create();
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void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
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void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
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void 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, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used);
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virtual void set_shadow_texture_size(int p_size);
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void set_time(double p_time);
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void update();
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bool free(RID p_rid);
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RendererCanvasRenderRD();
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~RendererCanvasRenderRD();
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};
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#endif // RENDERER_CANVAS_RENDER_RD_H
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