472 lines
15 KiB
C++
472 lines
15 KiB
C++
/*************************************************************************/
|
|
/* renderer_canvas_render_rd.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H
|
|
#define RENDERING_SERVER_CANVAS_RENDER_RD_H
|
|
|
|
#include "servers/rendering/renderer_canvas_render.h"
|
|
#include "servers/rendering/renderer_compositor.h"
|
|
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
|
|
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
|
|
#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
|
|
#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
|
|
#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
|
|
#include "servers/rendering/rendering_device.h"
|
|
|
|
class RendererCanvasRenderRD : public RendererCanvasRender {
|
|
RendererStorageRD *storage;
|
|
|
|
enum {
|
|
BASE_UNIFORM_SET = 0,
|
|
MATERIAL_UNIFORM_SET = 1,
|
|
TRANSFORMS_UNIFORM_SET = 2,
|
|
CANVAS_TEXTURE_UNIFORM_SET = 3,
|
|
};
|
|
|
|
enum ShaderVariant {
|
|
SHADER_VARIANT_QUAD,
|
|
SHADER_VARIANT_NINEPATCH,
|
|
SHADER_VARIANT_PRIMITIVE,
|
|
SHADER_VARIANT_PRIMITIVE_POINTS,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS,
|
|
SHADER_VARIANT_QUAD_LIGHT,
|
|
SHADER_VARIANT_NINEPATCH_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
|
|
SHADER_VARIANT_MAX
|
|
};
|
|
|
|
enum {
|
|
|
|
FLAGS_INSTANCING_MASK = 0x7F,
|
|
FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
|
|
FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
|
|
|
|
FLAGS_CLIP_RECT_UV = (1 << 9),
|
|
FLAGS_TRANSPOSE_RECT = (1 << 10),
|
|
|
|
FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
|
|
FLAGS_USING_PARTICLES = (1 << 13),
|
|
|
|
FLAGS_USE_SKELETON = (1 << 15),
|
|
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
|
|
FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
|
|
FLAGS_LIGHT_COUNT_SHIFT = 20,
|
|
|
|
FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
|
|
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
|
|
|
|
};
|
|
|
|
enum {
|
|
LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
|
|
LIGHT_FLAGS_BLEND_SHIFT = 16,
|
|
LIGHT_FLAGS_BLEND_MASK = (3 << 16),
|
|
LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
|
|
LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
|
|
LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
|
|
LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
|
|
LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
|
|
LIGHT_FLAGS_FILTER_SHIFT = 22
|
|
|
|
};
|
|
|
|
enum {
|
|
MAX_RENDER_ITEMS = 256 * 1024,
|
|
MAX_LIGHT_TEXTURES = 1024,
|
|
MAX_LIGHTS_PER_ITEM = 16,
|
|
DEFAULT_MAX_LIGHTS_PER_RENDER = 256
|
|
};
|
|
|
|
/****************/
|
|
/**** SHADER ****/
|
|
/****************/
|
|
|
|
enum PipelineVariant {
|
|
PIPELINE_VARIANT_QUAD,
|
|
PIPELINE_VARIANT_NINEPATCH,
|
|
PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
|
|
PIPELINE_VARIANT_PRIMITIVE_LINES,
|
|
PIPELINE_VARIANT_PRIMITIVE_POINTS,
|
|
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
|
|
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
|
|
PIPELINE_VARIANT_ATTRIBUTE_LINES,
|
|
PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
|
|
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
|
|
PIPELINE_VARIANT_MAX
|
|
};
|
|
enum PipelineLightMode {
|
|
PIPELINE_LIGHT_MODE_DISABLED,
|
|
PIPELINE_LIGHT_MODE_ENABLED,
|
|
PIPELINE_LIGHT_MODE_MAX
|
|
};
|
|
|
|
struct PipelineVariants {
|
|
PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
|
|
};
|
|
|
|
struct {
|
|
CanvasShaderRD canvas_shader;
|
|
RID default_version;
|
|
RID default_version_rd_shader;
|
|
RID quad_index_buffer;
|
|
RID quad_index_array;
|
|
PipelineVariants pipeline_variants;
|
|
|
|
// default_skeleton uniform set
|
|
RID default_skeleton_uniform_buffer;
|
|
RID default_skeleton_texture_buffer;
|
|
|
|
ShaderCompilerRD compiler;
|
|
} shader;
|
|
|
|
struct ShaderData : public RendererStorageRD::ShaderData {
|
|
enum BlendMode { //used internally
|
|
BLEND_MODE_MIX,
|
|
BLEND_MODE_ADD,
|
|
BLEND_MODE_SUB,
|
|
BLEND_MODE_MUL,
|
|
BLEND_MODE_PMALPHA,
|
|
BLEND_MODE_DISABLED,
|
|
};
|
|
|
|
bool valid;
|
|
RID version;
|
|
PipelineVariants pipeline_variants;
|
|
String path;
|
|
|
|
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
|
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
|
|
|
|
Vector<uint32_t> ubo_offsets;
|
|
uint32_t ubo_size;
|
|
|
|
String code;
|
|
Map<StringName, RID> default_texture_params;
|
|
|
|
bool uses_screen_texture = false;
|
|
bool uses_sdf = false;
|
|
bool uses_time = false;
|
|
|
|
virtual void set_code(const String &p_Code);
|
|
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
|
|
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
|
|
virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
|
|
|
|
virtual bool is_param_texture(const StringName &p_param) const;
|
|
virtual bool is_animated() const;
|
|
virtual bool casts_shadows() const;
|
|
virtual Variant get_default_parameter(const StringName &p_parameter) const;
|
|
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
|
|
|
|
ShaderData();
|
|
virtual ~ShaderData();
|
|
};
|
|
|
|
RendererStorageRD::ShaderData *_create_shader_func();
|
|
static RendererStorageRD::ShaderData *_create_shader_funcs() {
|
|
return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
|
|
}
|
|
|
|
struct MaterialData : public RendererStorageRD::MaterialData {
|
|
uint64_t last_frame;
|
|
ShaderData *shader_data;
|
|
RID uniform_buffer;
|
|
RID uniform_set;
|
|
Vector<RID> texture_cache;
|
|
Vector<uint8_t> ubo_data;
|
|
|
|
virtual void set_render_priority(int p_priority) {}
|
|
virtual void set_next_pass(RID p_pass) {}
|
|
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
|
|
virtual ~MaterialData();
|
|
};
|
|
|
|
RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
|
|
static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
|
|
return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
|
|
}
|
|
|
|
/**************************/
|
|
/**** CANVAS TEXTURES *****/
|
|
/**************************/
|
|
|
|
struct {
|
|
RS::CanvasItemTextureFilter default_filter;
|
|
RS::CanvasItemTextureRepeat default_repeat;
|
|
} default_samplers;
|
|
|
|
/******************/
|
|
/**** POLYGONS ****/
|
|
/******************/
|
|
|
|
struct PolygonBuffers {
|
|
RD::VertexFormatID vertex_format_id;
|
|
RID vertex_buffer;
|
|
RID vertex_array;
|
|
RID index_buffer;
|
|
RID indices;
|
|
};
|
|
|
|
struct {
|
|
HashMap<PolygonID, PolygonBuffers> polygons;
|
|
PolygonID last_id;
|
|
} polygon_buffers;
|
|
|
|
/********************/
|
|
/**** PRIMITIVES ****/
|
|
/********************/
|
|
|
|
struct {
|
|
RID index_array[4];
|
|
} primitive_arrays;
|
|
|
|
/*******************/
|
|
/**** MATERIALS ****/
|
|
/*******************/
|
|
|
|
/******************/
|
|
/**** LIGHTING ****/
|
|
/******************/
|
|
|
|
struct CanvasLight {
|
|
RID texture;
|
|
struct {
|
|
bool enabled = false;
|
|
float z_far;
|
|
float y_offset;
|
|
Transform2D directional_xform;
|
|
} shadow;
|
|
};
|
|
|
|
RID_Owner<CanvasLight> canvas_light_owner;
|
|
|
|
struct ShadowRenderPushConstant {
|
|
float projection[16];
|
|
float modelview[8];
|
|
float direction[2];
|
|
float z_far;
|
|
float pad;
|
|
};
|
|
|
|
struct OccluderPolygon {
|
|
RS::CanvasOccluderPolygonCullMode cull_mode;
|
|
int line_point_count;
|
|
RID vertex_buffer;
|
|
RID vertex_array;
|
|
RID index_buffer;
|
|
RID index_array;
|
|
|
|
int sdf_point_count;
|
|
int sdf_index_count;
|
|
RID sdf_vertex_buffer;
|
|
RID sdf_vertex_array;
|
|
RID sdf_index_buffer;
|
|
RID sdf_index_array;
|
|
bool sdf_is_lines;
|
|
};
|
|
|
|
struct LightUniform {
|
|
float matrix[8]; //light to texture coordinate matrix
|
|
float shadow_matrix[8]; //light to shadow coordinate matrix
|
|
float color[4];
|
|
|
|
uint8_t shadow_color[4];
|
|
uint32_t flags; //index to light texture
|
|
float shadow_pixel_size;
|
|
float height;
|
|
|
|
float position[2];
|
|
float shadow_z_far_inv;
|
|
float shadow_y_ofs;
|
|
|
|
float atlas_rect[4];
|
|
};
|
|
|
|
RID_Owner<OccluderPolygon> occluder_polygon_owner;
|
|
|
|
enum ShadowRenderMode {
|
|
SHADOW_RENDER_MODE_SHADOW,
|
|
SHADOW_RENDER_MODE_SDF,
|
|
};
|
|
|
|
enum {
|
|
SHADOW_RENDER_SDF_TRIANGLES,
|
|
SHADOW_RENDER_SDF_LINES,
|
|
};
|
|
|
|
struct {
|
|
CanvasOcclusionShaderRD shader;
|
|
RID shader_version;
|
|
RID render_pipelines[3];
|
|
RID sdf_render_pipelines[2];
|
|
RD::VertexFormatID vertex_format;
|
|
RD::VertexFormatID sdf_vertex_format;
|
|
RD::FramebufferFormatID framebuffer_format;
|
|
RD::FramebufferFormatID sdf_framebuffer_format;
|
|
} shadow_render;
|
|
|
|
/***************/
|
|
/**** STATE ****/
|
|
/***************/
|
|
|
|
//state that does not vary across rendering all items
|
|
|
|
struct State {
|
|
//state buffer
|
|
struct Buffer {
|
|
float canvas_transform[16];
|
|
float screen_transform[16];
|
|
float canvas_normal_transform[16];
|
|
float canvas_modulate[4];
|
|
|
|
float screen_pixel_size[2];
|
|
float time;
|
|
uint32_t use_pixel_snap;
|
|
|
|
float sdf_to_tex[4];
|
|
float sdf_to_screen[2];
|
|
float screen_to_sdf[2];
|
|
|
|
uint32_t directional_light_count;
|
|
float tex_to_sdf;
|
|
uint32_t pad1;
|
|
uint32_t pad2;
|
|
};
|
|
|
|
LightUniform *light_uniforms;
|
|
|
|
RID lights_uniform_buffer;
|
|
RID canvas_state_buffer;
|
|
RID shadow_sampler;
|
|
RID shadow_texture;
|
|
RID shadow_depth_texture;
|
|
RID shadow_fb;
|
|
int shadow_texture_size = 2048;
|
|
|
|
RID default_transforms_uniform_set;
|
|
|
|
uint32_t max_lights_per_render;
|
|
uint32_t max_lights_per_item;
|
|
|
|
double time;
|
|
|
|
} state;
|
|
|
|
struct PushConstant {
|
|
float world[6];
|
|
uint32_t flags;
|
|
uint32_t specular_shininess;
|
|
union {
|
|
//rect
|
|
struct {
|
|
float modulation[4];
|
|
float ninepatch_margins[4];
|
|
float dst_rect[4];
|
|
float src_rect[4];
|
|
float pad[2];
|
|
};
|
|
//primitive
|
|
struct {
|
|
float points[6]; // vec2 points[3]
|
|
float uvs[6]; // vec2 points[3]
|
|
uint32_t colors[6]; // colors encoded as half
|
|
};
|
|
};
|
|
float color_texture_pixel_size[2];
|
|
uint32_t lights[4];
|
|
};
|
|
|
|
struct SkeletonUniform {
|
|
float skeleton_transform[16];
|
|
float skeleton_inverse[16];
|
|
};
|
|
|
|
Item *items[MAX_RENDER_ITEMS];
|
|
|
|
bool using_directional_lights = false;
|
|
RID default_canvas_texture;
|
|
|
|
RID default_canvas_group_shader;
|
|
RID default_canvas_group_material;
|
|
|
|
RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
|
|
RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
|
|
|
|
RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
|
|
|
|
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.
|
|
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);
|
|
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
|
|
|
|
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
|
|
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
|
|
|
|
_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
|
|
_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
|
|
|
|
void _update_shadow_atlas();
|
|
|
|
public:
|
|
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>());
|
|
void free_polygon(PolygonID p_polygon);
|
|
|
|
RID light_create();
|
|
void light_set_texture(RID p_rid, RID p_texture);
|
|
void light_set_use_shadow(RID p_rid, bool p_enable);
|
|
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);
|
|
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);
|
|
|
|
virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
|
|
|
|
RID occluder_polygon_create();
|
|
void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
|
|
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
|
|
|
|
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);
|
|
|
|
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
|
|
|
|
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
|
|
|
|
virtual void set_shadow_texture_size(int p_size);
|
|
|
|
void set_time(double p_time);
|
|
void update();
|
|
bool free(RID p_rid);
|
|
RendererCanvasRenderRD(RendererStorageRD *p_storage);
|
|
~RendererCanvasRenderRD();
|
|
};
|
|
|
|
#endif // RASTERIZER_CANVAS_RD_H
|