renderer_canvas_render_rd.cpp 99 KB

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  1. /*************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "renderer_compositor_rd.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/decal_atlas_storage.h"
  37. #include "servers/rendering/rendering_server_default.h"
  38. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  39. p_mat4[0] = p_transform.elements[0][0];
  40. p_mat4[1] = p_transform.elements[0][1];
  41. p_mat4[2] = 0;
  42. p_mat4[3] = 0;
  43. p_mat4[4] = p_transform.elements[1][0];
  44. p_mat4[5] = p_transform.elements[1][1];
  45. p_mat4[6] = 0;
  46. p_mat4[7] = 0;
  47. p_mat4[8] = 0;
  48. p_mat4[9] = 0;
  49. p_mat4[10] = 1;
  50. p_mat4[11] = 0;
  51. p_mat4[12] = p_transform.elements[2][0];
  52. p_mat4[13] = p_transform.elements[2][1];
  53. p_mat4[14] = 0;
  54. p_mat4[15] = 1;
  55. }
  56. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  57. p_mat2x4[0] = p_transform.elements[0][0];
  58. p_mat2x4[1] = p_transform.elements[1][0];
  59. p_mat2x4[2] = 0;
  60. p_mat2x4[3] = p_transform.elements[2][0];
  61. p_mat2x4[4] = p_transform.elements[0][1];
  62. p_mat2x4[5] = p_transform.elements[1][1];
  63. p_mat2x4[6] = 0;
  64. p_mat2x4[7] = p_transform.elements[2][1];
  65. }
  66. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  67. p_mat2x3[0] = p_transform.elements[0][0];
  68. p_mat2x3[1] = p_transform.elements[0][1];
  69. p_mat2x3[2] = p_transform.elements[1][0];
  70. p_mat2x3[3] = p_transform.elements[1][1];
  71. p_mat2x3[4] = p_transform.elements[2][0];
  72. p_mat2x3[5] = p_transform.elements[2][1];
  73. }
  74. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  75. p_mat4[0] = p_transform.basis.elements[0][0];
  76. p_mat4[1] = p_transform.basis.elements[1][0];
  77. p_mat4[2] = p_transform.basis.elements[2][0];
  78. p_mat4[3] = 0;
  79. p_mat4[4] = p_transform.basis.elements[0][1];
  80. p_mat4[5] = p_transform.basis.elements[1][1];
  81. p_mat4[6] = p_transform.basis.elements[2][1];
  82. p_mat4[7] = 0;
  83. p_mat4[8] = p_transform.basis.elements[0][2];
  84. p_mat4[9] = p_transform.basis.elements[1][2];
  85. p_mat4[10] = p_transform.basis.elements[2][2];
  86. p_mat4[11] = 0;
  87. p_mat4[12] = p_transform.origin.x;
  88. p_mat4[13] = p_transform.origin.y;
  89. p_mat4[14] = p_transform.origin.z;
  90. p_mat4[15] = 1;
  91. }
  92. 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) {
  93. // Care must be taken to generate array formats
  94. // in ways where they could be reused, so we will
  95. // put single-occuring elements first, and repeated
  96. // elements later. This way the generated formats are
  97. // the same no matter the length of the arrays.
  98. // This dramatically reduces the amount of pipeline objects
  99. // that need to be created for these formats.
  100. uint32_t vertex_count = p_points.size();
  101. uint32_t stride = 2; //vertices always repeat
  102. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  103. stride += 4;
  104. }
  105. if ((uint32_t)p_uvs.size() == vertex_count) {
  106. stride += 2;
  107. }
  108. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  109. stride += 4;
  110. }
  111. uint32_t buffer_size = stride * p_points.size();
  112. Vector<uint8_t> polygon_buffer;
  113. polygon_buffer.resize(buffer_size * sizeof(float));
  114. Vector<RD::VertexAttribute> descriptions;
  115. descriptions.resize(5);
  116. Vector<RID> buffers;
  117. buffers.resize(5);
  118. {
  119. const uint8_t *r = polygon_buffer.ptr();
  120. float *fptr = (float *)r;
  121. uint32_t *uptr = (uint32_t *)r;
  122. uint32_t base_offset = 0;
  123. { //vertices
  124. RD::VertexAttribute vd;
  125. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  126. vd.offset = base_offset * sizeof(float);
  127. vd.location = RS::ARRAY_VERTEX;
  128. vd.stride = stride * sizeof(float);
  129. descriptions.write[0] = vd;
  130. const Vector2 *points_ptr = p_points.ptr();
  131. for (uint32_t i = 0; i < vertex_count; i++) {
  132. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  133. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  134. }
  135. base_offset += 2;
  136. }
  137. //colors
  138. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  139. RD::VertexAttribute vd;
  140. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  141. vd.offset = base_offset * sizeof(float);
  142. vd.location = RS::ARRAY_COLOR;
  143. vd.stride = stride * sizeof(float);
  144. descriptions.write[1] = vd;
  145. if (p_colors.size() == 1) {
  146. Color color = p_colors[0];
  147. for (uint32_t i = 0; i < vertex_count; i++) {
  148. fptr[base_offset + i * stride + 0] = color.r;
  149. fptr[base_offset + i * stride + 1] = color.g;
  150. fptr[base_offset + i * stride + 2] = color.b;
  151. fptr[base_offset + i * stride + 3] = color.a;
  152. }
  153. } else {
  154. const Color *color_ptr = p_colors.ptr();
  155. for (uint32_t i = 0; i < vertex_count; i++) {
  156. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  157. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  158. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  159. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  160. }
  161. }
  162. base_offset += 4;
  163. } else {
  164. RD::VertexAttribute vd;
  165. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  166. vd.offset = 0;
  167. vd.location = RS::ARRAY_COLOR;
  168. vd.stride = 0;
  169. descriptions.write[1] = vd;
  170. buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
  171. }
  172. //uvs
  173. if ((uint32_t)p_uvs.size() == vertex_count) {
  174. RD::VertexAttribute vd;
  175. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  176. vd.offset = base_offset * sizeof(float);
  177. vd.location = RS::ARRAY_TEX_UV;
  178. vd.stride = stride * sizeof(float);
  179. descriptions.write[2] = vd;
  180. const Vector2 *uv_ptr = p_uvs.ptr();
  181. for (uint32_t i = 0; i < vertex_count; i++) {
  182. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  183. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  184. }
  185. base_offset += 2;
  186. } else {
  187. RD::VertexAttribute vd;
  188. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  189. vd.offset = 0;
  190. vd.location = RS::ARRAY_TEX_UV;
  191. vd.stride = 0;
  192. descriptions.write[2] = vd;
  193. buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
  194. }
  195. //bones
  196. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  197. RD::VertexAttribute vd;
  198. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  199. vd.offset = base_offset * sizeof(float);
  200. vd.location = RS::ARRAY_BONES;
  201. vd.stride = stride * sizeof(float);
  202. descriptions.write[3] = vd;
  203. const int *bone_ptr = p_bones.ptr();
  204. for (uint32_t i = 0; i < vertex_count; i++) {
  205. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  206. bone16w[0] = bone_ptr[i * 4 + 0];
  207. bone16w[1] = bone_ptr[i * 4 + 1];
  208. bone16w[2] = bone_ptr[i * 4 + 2];
  209. bone16w[3] = bone_ptr[i * 4 + 3];
  210. }
  211. base_offset += 2;
  212. } else {
  213. RD::VertexAttribute vd;
  214. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  215. vd.offset = 0;
  216. vd.location = RS::ARRAY_BONES;
  217. vd.stride = 0;
  218. descriptions.write[3] = vd;
  219. buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  220. }
  221. //weights
  222. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  223. RD::VertexAttribute vd;
  224. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  225. vd.offset = base_offset * sizeof(float);
  226. vd.location = RS::ARRAY_WEIGHTS;
  227. vd.stride = stride * sizeof(float);
  228. descriptions.write[4] = vd;
  229. const float *weight_ptr = p_weights.ptr();
  230. for (uint32_t i = 0; i < vertex_count; i++) {
  231. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  232. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  233. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  234. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  235. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  236. }
  237. base_offset += 2;
  238. } else {
  239. RD::VertexAttribute vd;
  240. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  241. vd.offset = 0;
  242. vd.location = RS::ARRAY_WEIGHTS;
  243. vd.stride = 0;
  244. descriptions.write[4] = vd;
  245. buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_WEIGHTS);
  246. }
  247. //check that everything is as it should be
  248. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  249. }
  250. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  251. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  252. PolygonBuffers pb;
  253. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  254. for (int i = 0; i < descriptions.size(); i++) {
  255. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  256. buffers.write[i] = pb.vertex_buffer;
  257. }
  258. }
  259. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  260. if (p_indices.size()) {
  261. //create indices, as indices were requested
  262. Vector<uint8_t> index_buffer;
  263. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  264. {
  265. uint8_t *w = index_buffer.ptrw();
  266. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  267. }
  268. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  269. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  270. }
  271. pb.vertex_format_id = vertex_id;
  272. PolygonID id = polygon_buffers.last_id++;
  273. polygon_buffers.polygons[id] = pb;
  274. return id;
  275. }
  276. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  277. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  278. ERR_FAIL_COND(!pb_ptr);
  279. PolygonBuffers &pb = *pb_ptr;
  280. if (pb.indices.is_valid()) {
  281. RD::get_singleton()->free(pb.indices);
  282. }
  283. if (pb.index_buffer.is_valid()) {
  284. RD::get_singleton()->free(pb.index_buffer);
  285. }
  286. RD::get_singleton()->free(pb.vertex_array);
  287. RD::get_singleton()->free(pb.vertex_buffer);
  288. polygon_buffers.polygons.erase(p_polygon);
  289. }
  290. ////////////////////
  291. 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) {
  292. if (p_texture == RID()) {
  293. p_texture = default_canvas_texture;
  294. }
  295. if (r_last_texture == p_texture) {
  296. return; //nothing to do, its the same
  297. }
  298. RID uniform_set;
  299. Color specular_shininess;
  300. Size2i size;
  301. bool use_normal;
  302. bool use_specular;
  303. bool success = canvas_texture_storage->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);
  304. //something odd happened
  305. if (!success) {
  306. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  307. return;
  308. }
  309. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  310. if (specular_shininess.a < 0.999) {
  311. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  312. } else {
  313. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  314. }
  315. if (use_normal) {
  316. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  317. } else {
  318. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  319. }
  320. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  321. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  322. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  323. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  324. r_texpixel_size.x = 1.0 / float(size.x);
  325. r_texpixel_size.y = 1.0 / float(size.y);
  326. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  327. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  328. r_last_texture = p_texture;
  329. }
  330. 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 *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
  331. //create an empty push constant
  332. RS::CanvasItemTextureFilter current_filter = default_filter;
  333. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  334. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  335. current_filter = p_item->texture_filter;
  336. }
  337. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  338. current_repeat = p_item->texture_repeat;
  339. }
  340. PushConstant push_constant;
  341. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  342. Transform2D draw_transform;
  343. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  344. Color base_color = p_item->final_modulate;
  345. for (int i = 0; i < 4; i++) {
  346. push_constant.modulation[i] = 0;
  347. push_constant.ninepatch_margins[i] = 0;
  348. push_constant.src_rect[i] = 0;
  349. push_constant.dst_rect[i] = 0;
  350. }
  351. push_constant.flags = 0;
  352. push_constant.color_texture_pixel_size[0] = 0;
  353. push_constant.color_texture_pixel_size[1] = 0;
  354. push_constant.pad[0] = 0;
  355. push_constant.pad[1] = 0;
  356. push_constant.lights[0] = 0;
  357. push_constant.lights[1] = 0;
  358. push_constant.lights[2] = 0;
  359. push_constant.lights[3] = 0;
  360. uint32_t base_flags = 0;
  361. uint16_t light_count = 0;
  362. PipelineLightMode light_mode;
  363. {
  364. Light *light = p_lights;
  365. while (light) {
  366. 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)) {
  367. uint32_t light_index = light->render_index_cache;
  368. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  369. light_count++;
  370. if (light_count == MAX_LIGHTS_PER_ITEM) {
  371. break;
  372. }
  373. }
  374. light = light->next_ptr;
  375. }
  376. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  377. }
  378. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  379. PipelineVariants *pipeline_variants = p_pipeline_variants;
  380. bool reclip = false;
  381. RID last_texture;
  382. Size2 texpixel_size;
  383. bool skipping = false;
  384. const Item::Command *c = p_item->commands;
  385. while (c) {
  386. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  387. c = c->next;
  388. continue;
  389. }
  390. 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
  391. switch (c->type) {
  392. case Item::Command::TYPE_RECT: {
  393. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  394. if (rect->flags & CANVAS_RECT_TILE) {
  395. current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  396. }
  397. //bind pipeline
  398. {
  399. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  400. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  401. }
  402. //bind textures
  403. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  404. Rect2 src_rect;
  405. Rect2 dst_rect;
  406. if (rect->texture != RID()) {
  407. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  408. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  409. if (dst_rect.size.width < 0) {
  410. dst_rect.position.x += dst_rect.size.width;
  411. dst_rect.size.width *= -1;
  412. }
  413. if (dst_rect.size.height < 0) {
  414. dst_rect.position.y += dst_rect.size.height;
  415. dst_rect.size.height *= -1;
  416. }
  417. if (rect->flags & CANVAS_RECT_FLIP_H) {
  418. src_rect.size.x *= -1;
  419. }
  420. if (rect->flags & CANVAS_RECT_FLIP_V) {
  421. src_rect.size.y *= -1;
  422. }
  423. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  424. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  425. }
  426. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  427. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  428. }
  429. } else {
  430. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  431. if (dst_rect.size.width < 0) {
  432. dst_rect.position.x += dst_rect.size.width;
  433. dst_rect.size.width *= -1;
  434. }
  435. if (dst_rect.size.height < 0) {
  436. dst_rect.position.y += dst_rect.size.height;
  437. dst_rect.size.height *= -1;
  438. }
  439. src_rect = Rect2(0, 0, 1, 1);
  440. }
  441. if (rect->flags & CANVAS_RECT_MSDF) {
  442. push_constant.flags |= FLAGS_USE_MSDF;
  443. push_constant.msdf[0] = rect->px_range; // Pixel range.
  444. push_constant.msdf[1] = rect->outline; // Outline size.
  445. push_constant.msdf[2] = 0.f; // Reserved.
  446. push_constant.msdf[3] = 0.f; // Reserved.
  447. }
  448. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  449. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  450. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  451. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  452. push_constant.src_rect[0] = src_rect.position.x;
  453. push_constant.src_rect[1] = src_rect.position.y;
  454. push_constant.src_rect[2] = src_rect.size.width;
  455. push_constant.src_rect[3] = src_rect.size.height;
  456. push_constant.dst_rect[0] = dst_rect.position.x;
  457. push_constant.dst_rect[1] = dst_rect.position.y;
  458. push_constant.dst_rect[2] = dst_rect.size.width;
  459. push_constant.dst_rect[3] = dst_rect.size.height;
  460. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  461. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  462. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  463. } break;
  464. case Item::Command::TYPE_NINEPATCH: {
  465. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  466. //bind pipeline
  467. {
  468. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  469. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  470. }
  471. //bind textures
  472. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  473. Rect2 src_rect;
  474. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  475. if (np->texture == RID()) {
  476. texpixel_size = Size2(1, 1);
  477. src_rect = Rect2(0, 0, 1, 1);
  478. } else {
  479. if (np->source != Rect2()) {
  480. 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);
  481. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  482. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  483. } else {
  484. src_rect = Rect2(0, 0, 1, 1);
  485. }
  486. }
  487. push_constant.modulation[0] = np->color.r * base_color.r;
  488. push_constant.modulation[1] = np->color.g * base_color.g;
  489. push_constant.modulation[2] = np->color.b * base_color.b;
  490. push_constant.modulation[3] = np->color.a * base_color.a;
  491. push_constant.src_rect[0] = src_rect.position.x;
  492. push_constant.src_rect[1] = src_rect.position.y;
  493. push_constant.src_rect[2] = src_rect.size.width;
  494. push_constant.src_rect[3] = src_rect.size.height;
  495. push_constant.dst_rect[0] = dst_rect.position.x;
  496. push_constant.dst_rect[1] = dst_rect.position.y;
  497. push_constant.dst_rect[2] = dst_rect.size.width;
  498. push_constant.dst_rect[3] = dst_rect.size.height;
  499. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  500. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  501. if (np->draw_center) {
  502. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  503. }
  504. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  505. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  506. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  507. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  508. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  509. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  510. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  511. // Restore if overridden.
  512. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  513. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  514. } break;
  515. case Item::Command::TYPE_POLYGON: {
  516. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  517. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  518. ERR_CONTINUE(!pb);
  519. //bind pipeline
  520. {
  521. 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 };
  522. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  523. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  524. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  525. }
  526. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  527. //not supported in most hardware, so pointless
  528. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  529. }
  530. //bind textures
  531. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  532. push_constant.modulation[0] = base_color.r;
  533. push_constant.modulation[1] = base_color.g;
  534. push_constant.modulation[2] = base_color.b;
  535. push_constant.modulation[3] = base_color.a;
  536. for (int j = 0; j < 4; j++) {
  537. push_constant.src_rect[j] = 0;
  538. push_constant.dst_rect[j] = 0;
  539. push_constant.ninepatch_margins[j] = 0;
  540. }
  541. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  542. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  543. if (pb->indices.is_valid()) {
  544. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  545. }
  546. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  547. } break;
  548. case Item::Command::TYPE_PRIMITIVE: {
  549. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  550. //bind pipeline
  551. {
  552. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  553. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  554. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  555. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  556. }
  557. //bind textures
  558. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  559. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
  560. for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
  561. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  562. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  563. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  564. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  565. Color col = primitive->colors[j] * base_color;
  566. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  567. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  568. }
  569. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  570. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  571. if (primitive->point_count == 4) {
  572. for (uint32_t j = 1; j < 3; j++) {
  573. //second half of triangle
  574. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  575. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  576. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  577. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  578. Color col = primitive->colors[j + 1] * base_color;
  579. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  580. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  581. }
  582. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  583. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  584. }
  585. } break;
  586. case Item::Command::TYPE_MESH:
  587. case Item::Command::TYPE_MULTIMESH:
  588. case Item::Command::TYPE_PARTICLES: {
  589. RID mesh;
  590. RID mesh_instance;
  591. RID texture;
  592. Color modulate(1, 1, 1, 1);
  593. float world_backup[6];
  594. int instance_count = 1;
  595. for (int j = 0; j < 6; j++) {
  596. world_backup[j] = push_constant.world[j];
  597. }
  598. if (c->type == Item::Command::TYPE_MESH) {
  599. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  600. mesh = m->mesh;
  601. mesh_instance = m->mesh_instance;
  602. texture = m->texture;
  603. modulate = m->modulate;
  604. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
  605. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  606. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  607. RID multimesh = mm->multimesh;
  608. mesh = storage->multimesh_get_mesh(multimesh);
  609. texture = mm->texture;
  610. if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  611. break;
  612. }
  613. instance_count = storage->multimesh_get_instances_to_draw(multimesh);
  614. if (instance_count == 0) {
  615. break;
  616. }
  617. RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  618. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  619. push_constant.flags |= 1; //multimesh, trails disabled
  620. if (storage->multimesh_uses_colors(multimesh)) {
  621. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  622. }
  623. if (storage->multimesh_uses_custom_data(multimesh)) {
  624. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  625. }
  626. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  627. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  628. ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  629. storage->particles_request_process(pt->particles);
  630. if (storage->particles_is_inactive(pt->particles)) {
  631. break;
  632. }
  633. RenderingServerDefault::redraw_request(); // active particles means redraw request
  634. bool local_coords = true;
  635. int dpc = storage->particles_get_draw_passes(pt->particles);
  636. if (dpc == 0) {
  637. break; //nothing to draw
  638. }
  639. uint32_t divisor = 1;
  640. instance_count = storage->particles_get_amount(pt->particles, divisor);
  641. RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  642. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  643. push_constant.flags |= divisor;
  644. instance_count /= divisor;
  645. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  646. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  647. mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  648. texture = pt->texture;
  649. if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) {
  650. //pass collision information
  651. Transform2D xform;
  652. if (local_coords) {
  653. xform = p_item->final_transform;
  654. } else {
  655. xform = p_canvas_transform_inverse;
  656. }
  657. RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
  658. Rect2 to_screen;
  659. {
  660. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target);
  661. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  662. to_screen.position = -sdf_rect.position * to_screen.size;
  663. }
  664. storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  665. } else {
  666. storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  667. }
  668. }
  669. if (mesh.is_null()) {
  670. break;
  671. }
  672. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  673. uint32_t surf_count = storage->mesh_get_surface_count(mesh);
  674. 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 };
  675. push_constant.modulation[0] = base_color.r * modulate.r;
  676. push_constant.modulation[1] = base_color.g * modulate.g;
  677. push_constant.modulation[2] = base_color.b * modulate.b;
  678. push_constant.modulation[3] = base_color.a * modulate.a;
  679. for (int j = 0; j < 4; j++) {
  680. push_constant.src_rect[j] = 0;
  681. push_constant.dst_rect[j] = 0;
  682. push_constant.ninepatch_margins[j] = 0;
  683. }
  684. for (uint32_t j = 0; j < surf_count; j++) {
  685. void *surface = storage->mesh_get_surface(mesh, j);
  686. RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
  687. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  688. uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  689. RID vertex_array;
  690. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  691. if (mesh_instance.is_valid()) {
  692. storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
  693. } else {
  694. storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
  695. }
  696. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  697. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  698. RID index_array = storage->mesh_surface_get_index_array(surface, 0);
  699. if (index_array.is_valid()) {
  700. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  701. }
  702. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  703. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  704. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  705. }
  706. for (int j = 0; j < 6; j++) {
  707. push_constant.world[j] = world_backup[j];
  708. }
  709. } break;
  710. case Item::Command::TYPE_TRANSFORM: {
  711. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  712. draw_transform = transform->xform;
  713. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  714. } break;
  715. case Item::Command::TYPE_CLIP_IGNORE: {
  716. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  717. if (current_clip) {
  718. if (ci->ignore != reclip) {
  719. if (ci->ignore) {
  720. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  721. reclip = true;
  722. } else {
  723. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  724. reclip = false;
  725. }
  726. }
  727. }
  728. } break;
  729. case Item::Command::TYPE_ANIMATION_SLICE: {
  730. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  731. double current_time = RendererCompositorRD::singleton->get_total_time();
  732. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  733. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  734. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  735. } break;
  736. }
  737. c = c->next;
  738. }
  739. if (current_clip && reclip) {
  740. //will make it re-enable clipping if needed afterwards
  741. current_clip = nullptr;
  742. }
  743. }
  744. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  745. //re create canvas state
  746. Vector<RD::Uniform> uniforms;
  747. {
  748. RD::Uniform u;
  749. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  750. u.binding = 1;
  751. u.append_id(state.canvas_state_buffer);
  752. uniforms.push_back(u);
  753. }
  754. {
  755. RD::Uniform u;
  756. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  757. u.binding = 2;
  758. u.append_id(state.lights_uniform_buffer);
  759. uniforms.push_back(u);
  760. }
  761. {
  762. RD::Uniform u;
  763. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  764. u.binding = 3;
  765. u.append_id(RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture());
  766. uniforms.push_back(u);
  767. }
  768. {
  769. RD::Uniform u;
  770. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  771. u.binding = 4;
  772. u.append_id(state.shadow_texture);
  773. uniforms.push_back(u);
  774. }
  775. {
  776. RD::Uniform u;
  777. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  778. u.binding = 5;
  779. u.append_id(state.shadow_sampler);
  780. uniforms.push_back(u);
  781. }
  782. {
  783. RD::Uniform u;
  784. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  785. u.binding = 6;
  786. RID screen;
  787. if (p_backbuffer) {
  788. screen = storage->render_target_get_rd_texture(p_to_render_target);
  789. } else {
  790. screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
  791. if (screen.is_null()) { //unallocated backbuffer
  792. screen = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  793. }
  794. }
  795. u.append_id(screen);
  796. uniforms.push_back(u);
  797. }
  798. {
  799. RD::Uniform u;
  800. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  801. u.binding = 7;
  802. RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
  803. u.append_id(sdf);
  804. uniforms.push_back(u);
  805. }
  806. {
  807. //needs samplers for the material (uses custom textures) create them
  808. Vector<RID> ids;
  809. ids.resize(12);
  810. RID *ids_ptr = ids.ptrw();
  811. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  812. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  813. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  814. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  815. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  816. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  817. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  818. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  819. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  820. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  821. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  822. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  823. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids);
  824. uniforms.push_back(u);
  825. }
  826. {
  827. RD::Uniform u;
  828. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  829. u.binding = 9;
  830. u.append_id(storage->global_variables_get_storage_buffer());
  831. uniforms.push_back(u);
  832. }
  833. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  834. if (p_backbuffer) {
  835. storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  836. } else {
  837. storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  838. }
  839. return uniform_set;
  840. }
  841. 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) {
  842. Item *current_clip = nullptr;
  843. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  844. RID framebuffer;
  845. RID fb_uniform_set;
  846. bool clear = false;
  847. Vector<Color> clear_colors;
  848. if (p_to_backbuffer) {
  849. framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  850. fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  851. } else {
  852. framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  853. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  854. clear = true;
  855. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  856. storage->render_target_disable_clear_request(p_to_render_target);
  857. }
  858. #ifndef _MSC_VER
  859. #warning TODO obtain from framebuffer format eventually when this is implemented
  860. #endif
  861. fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  862. }
  863. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  864. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  865. }
  866. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  867. 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);
  868. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  869. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  870. RID prev_material;
  871. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  872. for (int i = 0; i < p_item_count; i++) {
  873. Item *ci = items[i];
  874. if (current_clip != ci->final_clip_owner) {
  875. current_clip = ci->final_clip_owner;
  876. //setup clip
  877. if (current_clip) {
  878. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  879. } else {
  880. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  881. }
  882. }
  883. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  884. if (material.is_null() && ci->canvas_group != nullptr) {
  885. material = default_canvas_group_material;
  886. }
  887. if (material != prev_material) {
  888. MaterialData *material_data = nullptr;
  889. if (material.is_valid()) {
  890. material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  891. }
  892. if (material_data) {
  893. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  894. pipeline_variants = &material_data->shader_data->pipeline_variants;
  895. // Update uniform set.
  896. 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.
  897. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
  898. }
  899. } else {
  900. pipeline_variants = &shader.pipeline_variants;
  901. }
  902. } else {
  903. pipeline_variants = &shader.pipeline_variants;
  904. }
  905. }
  906. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  907. prev_material = material;
  908. }
  909. RD::get_singleton()->draw_list_end();
  910. }
  911. 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) {
  912. r_sdf_used = false;
  913. int item_count = 0;
  914. //setup canvas state uniforms if needed
  915. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  916. //setup directional lights if exist
  917. uint32_t light_count = 0;
  918. uint32_t directional_light_count = 0;
  919. {
  920. Light *l = p_directional_light_list;
  921. uint32_t index = 0;
  922. while (l) {
  923. if (index == state.max_lights_per_render) {
  924. l->render_index_cache = -1;
  925. l = l->next_ptr;
  926. continue;
  927. }
  928. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  929. if (!clight) { //unused or invalid texture
  930. l->render_index_cache = -1;
  931. l = l->next_ptr;
  932. ERR_CONTINUE(!clight);
  933. }
  934. Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
  935. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  936. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  937. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  938. state.light_uniforms[index].height = l->height; //0..1 here
  939. for (int i = 0; i < 4; i++) {
  940. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  941. state.light_uniforms[index].color[i] = l->color[i];
  942. }
  943. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  944. if (state.shadow_fb.is_valid()) {
  945. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  946. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  947. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  948. } else {
  949. state.light_uniforms[index].shadow_pixel_size = 1.0;
  950. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  951. state.light_uniforms[index].shadow_y_ofs = 0;
  952. }
  953. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  954. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  955. if (clight->shadow.enabled) {
  956. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  957. }
  958. l->render_index_cache = index;
  959. index++;
  960. l = l->next_ptr;
  961. }
  962. light_count = index;
  963. directional_light_count = light_count;
  964. using_directional_lights = directional_light_count > 0;
  965. }
  966. //setup lights if exist
  967. {
  968. Light *l = p_light_list;
  969. uint32_t index = light_count;
  970. while (l) {
  971. if (index == state.max_lights_per_render) {
  972. l->render_index_cache = -1;
  973. l = l->next_ptr;
  974. continue;
  975. }
  976. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  977. if (!clight) { //unused or invalid texture
  978. l->render_index_cache = -1;
  979. l = l->next_ptr;
  980. ERR_CONTINUE(!clight);
  981. }
  982. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  983. 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
  984. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  985. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  986. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  987. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  988. state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  989. for (int i = 0; i < 4; i++) {
  990. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  991. state.light_uniforms[index].color[i] = l->color[i];
  992. }
  993. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  994. if (state.shadow_fb.is_valid()) {
  995. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  996. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  997. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  998. } else {
  999. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1000. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1001. state.light_uniforms[index].shadow_y_ofs = 0;
  1002. }
  1003. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1004. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1005. if (clight->shadow.enabled) {
  1006. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1007. }
  1008. if (clight->texture.is_valid()) {
  1009. Rect2 atlas_rect = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
  1010. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  1011. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  1012. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  1013. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  1014. } else {
  1015. state.light_uniforms[index].atlas_rect[0] = 0;
  1016. state.light_uniforms[index].atlas_rect[1] = 0;
  1017. state.light_uniforms[index].atlas_rect[2] = 0;
  1018. state.light_uniforms[index].atlas_rect[3] = 0;
  1019. }
  1020. l->render_index_cache = index;
  1021. index++;
  1022. l = l->next_ptr;
  1023. }
  1024. light_count = index;
  1025. }
  1026. if (light_count > 0) {
  1027. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  1028. }
  1029. {
  1030. //update canvas state uniform buffer
  1031. State::Buffer state_buffer;
  1032. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  1033. Transform3D screen_transform;
  1034. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1035. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1036. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1037. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1038. Transform2D normal_transform = p_canvas_transform;
  1039. normal_transform.elements[0].normalize();
  1040. normal_transform.elements[1].normalize();
  1041. normal_transform.elements[2] = Vector2();
  1042. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1043. state_buffer.canvas_modulate[0] = p_modulate.r;
  1044. state_buffer.canvas_modulate[1] = p_modulate.g;
  1045. state_buffer.canvas_modulate[2] = p_modulate.b;
  1046. state_buffer.canvas_modulate[3] = p_modulate.a;
  1047. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  1048. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1049. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1050. state_buffer.time = state.time;
  1051. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1052. state_buffer.directional_light_count = directional_light_count;
  1053. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1054. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1055. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1056. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1057. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1058. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
  1059. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1060. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1061. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1062. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1063. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1064. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1065. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1066. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1067. }
  1068. { //default filter/repeat
  1069. default_filter = p_default_filter;
  1070. default_repeat = p_default_repeat;
  1071. }
  1072. //fill the list until rendering is possible.
  1073. bool material_screen_texture_found = false;
  1074. Item *ci = p_item_list;
  1075. Rect2 back_buffer_rect;
  1076. bool backbuffer_copy = false;
  1077. Item *canvas_group_owner = nullptr;
  1078. bool update_skeletons = false;
  1079. bool time_used = false;
  1080. while (ci) {
  1081. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1082. backbuffer_copy = true;
  1083. if (ci->copy_back_buffer->full) {
  1084. back_buffer_rect = Rect2();
  1085. } else {
  1086. back_buffer_rect = ci->copy_back_buffer->rect;
  1087. }
  1088. }
  1089. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1090. if (material.is_valid()) {
  1091. MaterialData *md = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  1092. if (md && md->shader_data->valid) {
  1093. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1094. if (!material_screen_texture_found) {
  1095. backbuffer_copy = true;
  1096. back_buffer_rect = Rect2();
  1097. }
  1098. }
  1099. if (md->shader_data->uses_sdf) {
  1100. r_sdf_used = true;
  1101. }
  1102. if (md->shader_data->uses_time) {
  1103. time_used = true;
  1104. }
  1105. }
  1106. }
  1107. if (ci->skeleton.is_valid()) {
  1108. const Item::Command *c = ci->commands;
  1109. while (c) {
  1110. if (c->type == Item::Command::TYPE_MESH) {
  1111. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1112. if (cm->mesh_instance.is_valid()) {
  1113. storage->mesh_instance_check_for_update(cm->mesh_instance);
  1114. update_skeletons = true;
  1115. }
  1116. }
  1117. c = c->next;
  1118. }
  1119. }
  1120. if (ci->canvas_group_owner != nullptr) {
  1121. if (canvas_group_owner == nullptr) {
  1122. //Canvas group begins here, render until before this item
  1123. if (update_skeletons) {
  1124. storage->update_mesh_instances();
  1125. update_skeletons = false;
  1126. }
  1127. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1128. item_count = 0;
  1129. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1130. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
  1131. storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1132. } else {
  1133. storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
  1134. }
  1135. backbuffer_copy = false;
  1136. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1137. }
  1138. ci->canvas_group_owner = nullptr; //must be cleared
  1139. }
  1140. if (ci == canvas_group_owner) {
  1141. if (update_skeletons) {
  1142. storage->update_mesh_instances();
  1143. update_skeletons = false;
  1144. }
  1145. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
  1146. item_count = 0;
  1147. if (ci->canvas_group->blur_mipmaps) {
  1148. storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1149. }
  1150. canvas_group_owner = nullptr;
  1151. }
  1152. if (backbuffer_copy) {
  1153. //render anything pending, including clearing if no items
  1154. if (update_skeletons) {
  1155. storage->update_mesh_instances();
  1156. update_skeletons = false;
  1157. }
  1158. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1159. item_count = 0;
  1160. storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
  1161. backbuffer_copy = false;
  1162. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1163. }
  1164. items[item_count++] = ci;
  1165. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1166. if (update_skeletons) {
  1167. storage->update_mesh_instances();
  1168. update_skeletons = false;
  1169. }
  1170. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1171. //then reset
  1172. item_count = 0;
  1173. }
  1174. ci = ci->next;
  1175. }
  1176. if (time_used) {
  1177. RenderingServerDefault::redraw_request();
  1178. }
  1179. }
  1180. RID RendererCanvasRenderRD::light_create() {
  1181. CanvasLight canvas_light;
  1182. return canvas_light_owner.make_rid(canvas_light);
  1183. }
  1184. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1185. RendererRD::DecalAtlasStorage *decal_atlas_storage = RendererRD::DecalAtlasStorage::get_singleton();
  1186. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1187. ERR_FAIL_COND(!cl);
  1188. if (cl->texture == p_texture) {
  1189. return;
  1190. }
  1191. if (cl->texture.is_valid()) {
  1192. decal_atlas_storage->texture_remove_from_decal_atlas(cl->texture);
  1193. }
  1194. cl->texture = p_texture;
  1195. if (cl->texture.is_valid()) {
  1196. decal_atlas_storage->texture_add_to_decal_atlas(cl->texture);
  1197. }
  1198. }
  1199. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1200. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1201. ERR_FAIL_COND(!cl);
  1202. cl->shadow.enabled = p_enable;
  1203. }
  1204. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1205. if (state.shadow_fb == RID()) {
  1206. //ah, we lack the shadow texture..
  1207. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1208. Vector<RID> fb_textures;
  1209. { //texture
  1210. RD::TextureFormat tf;
  1211. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1212. tf.width = state.shadow_texture_size;
  1213. tf.height = state.max_lights_per_render * 2;
  1214. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1215. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1216. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1217. fb_textures.push_back(state.shadow_texture);
  1218. }
  1219. {
  1220. RD::TextureFormat tf;
  1221. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1222. tf.width = state.shadow_texture_size;
  1223. tf.height = state.max_lights_per_render * 2;
  1224. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1225. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1226. //chunks to write
  1227. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1228. fb_textures.push_back(state.shadow_depth_texture);
  1229. }
  1230. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1231. }
  1232. }
  1233. 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) {
  1234. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1235. ERR_FAIL_COND(!cl->shadow.enabled);
  1236. _update_shadow_atlas();
  1237. cl->shadow.z_far = p_far;
  1238. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1239. Vector<Color> cc;
  1240. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1241. for (int i = 0; i < 4; i++) {
  1242. //make sure it remains orthogonal, makes easy to read angle later
  1243. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1244. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1245. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1246. CameraMatrix projection;
  1247. {
  1248. real_t fov = 90;
  1249. real_t nearp = p_near;
  1250. real_t farp = p_far;
  1251. real_t aspect = 1.0;
  1252. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1253. real_t ymin = -ymax;
  1254. real_t xmin = ymin * aspect;
  1255. real_t xmax = ymax * aspect;
  1256. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1257. }
  1258. Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1259. projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1260. ShadowRenderPushConstant push_constant;
  1261. for (int y = 0; y < 4; y++) {
  1262. for (int x = 0; x < 4; x++) {
  1263. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1264. }
  1265. }
  1266. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1267. push_constant.direction[0] = directions[i].x;
  1268. push_constant.direction[1] = directions[i].y;
  1269. push_constant.z_far = p_far;
  1270. push_constant.pad = 0;
  1271. LightOccluderInstance *instance = p_occluders;
  1272. while (instance) {
  1273. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1274. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1275. instance = instance->next;
  1276. continue;
  1277. }
  1278. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1279. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1280. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1281. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1282. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1283. RD::get_singleton()->draw_list_draw(draw_list, true);
  1284. instance = instance->next;
  1285. }
  1286. RD::get_singleton()->draw_list_end();
  1287. }
  1288. }
  1289. 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) {
  1290. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1291. ERR_FAIL_COND(!cl->shadow.enabled);
  1292. _update_shadow_atlas();
  1293. Vector2 light_dir = p_light_xform.elements[1].normalized();
  1294. Vector2 center = p_clip_rect.get_center();
  1295. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1296. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1297. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1298. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1299. cl->shadow.z_far = distance;
  1300. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1301. Transform2D to_light_xform;
  1302. to_light_xform[2] = from_pos;
  1303. to_light_xform[1] = light_dir;
  1304. to_light_xform[0] = -light_dir.orthogonal();
  1305. to_light_xform.invert();
  1306. Vector<Color> cc;
  1307. cc.push_back(Color(1, 1, 1, 1));
  1308. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1309. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1310. CameraMatrix projection;
  1311. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1312. projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1313. ShadowRenderPushConstant push_constant;
  1314. for (int y = 0; y < 4; y++) {
  1315. for (int x = 0; x < 4; x++) {
  1316. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1317. }
  1318. }
  1319. push_constant.direction[0] = 0.0;
  1320. push_constant.direction[1] = 1.0;
  1321. push_constant.z_far = distance;
  1322. push_constant.pad = 0;
  1323. LightOccluderInstance *instance = p_occluders;
  1324. while (instance) {
  1325. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1326. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1327. instance = instance->next;
  1328. continue;
  1329. }
  1330. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1331. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1332. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1333. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1334. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1335. RD::get_singleton()->draw_list_draw(draw_list, true);
  1336. instance = instance->next;
  1337. }
  1338. RD::get_singleton()->draw_list_end();
  1339. Transform2D to_shadow;
  1340. to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
  1341. to_shadow.elements[2].x = 0.5;
  1342. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1343. }
  1344. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1345. RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
  1346. Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
  1347. Transform2D to_sdf;
  1348. to_sdf.elements[0] *= rect.size.width;
  1349. to_sdf.elements[1] *= rect.size.height;
  1350. to_sdf.elements[2] = rect.position;
  1351. Transform2D to_clip;
  1352. to_clip.elements[0] *= 2.0;
  1353. to_clip.elements[1] *= 2.0;
  1354. to_clip.elements[2] = -Vector2(1.0, 1.0);
  1355. to_clip = to_clip * to_sdf.affine_inverse();
  1356. Vector<Color> cc;
  1357. cc.push_back(Color(0, 0, 0, 0));
  1358. 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);
  1359. CameraMatrix projection;
  1360. ShadowRenderPushConstant push_constant;
  1361. for (int y = 0; y < 4; y++) {
  1362. for (int x = 0; x < 4; x++) {
  1363. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1364. }
  1365. }
  1366. push_constant.direction[0] = 0.0;
  1367. push_constant.direction[1] = 0.0;
  1368. push_constant.z_far = 0;
  1369. push_constant.pad = 0;
  1370. LightOccluderInstance *instance = p_occluders;
  1371. while (instance) {
  1372. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1373. if (!co || co->sdf_index_array.is_null()) {
  1374. instance = instance->next;
  1375. continue;
  1376. }
  1377. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1378. 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]);
  1379. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1380. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1381. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1382. RD::get_singleton()->draw_list_draw(draw_list, true);
  1383. instance = instance->next;
  1384. }
  1385. RD::get_singleton()->draw_list_end();
  1386. storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1387. }
  1388. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1389. OccluderPolygon occluder;
  1390. occluder.line_point_count = 0;
  1391. occluder.sdf_point_count = 0;
  1392. occluder.sdf_index_count = 0;
  1393. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1394. return occluder_polygon_owner.make_rid(occluder);
  1395. }
  1396. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1397. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1398. ERR_FAIL_COND(!oc);
  1399. Vector<Vector2> lines;
  1400. if (p_points.size()) {
  1401. int lc = p_points.size() * 2;
  1402. lines.resize(lc - (p_closed ? 0 : 2));
  1403. {
  1404. Vector2 *w = lines.ptrw();
  1405. const Vector2 *r = p_points.ptr();
  1406. int max = lc / 2;
  1407. if (!p_closed) {
  1408. max--;
  1409. }
  1410. for (int i = 0; i < max; i++) {
  1411. Vector2 a = r[i];
  1412. Vector2 b = r[(i + 1) % (lc / 2)];
  1413. w[i * 2 + 0] = a;
  1414. w[i * 2 + 1] = b;
  1415. }
  1416. }
  1417. }
  1418. if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
  1419. RD::get_singleton()->free(oc->vertex_array);
  1420. RD::get_singleton()->free(oc->vertex_buffer);
  1421. RD::get_singleton()->free(oc->index_array);
  1422. RD::get_singleton()->free(oc->index_buffer);
  1423. oc->vertex_array = RID();
  1424. oc->vertex_buffer = RID();
  1425. oc->index_array = RID();
  1426. oc->index_buffer = RID();
  1427. oc->line_point_count = lines.size();
  1428. }
  1429. if (lines.size()) {
  1430. Vector<uint8_t> geometry;
  1431. Vector<uint8_t> indices;
  1432. int lc = lines.size();
  1433. geometry.resize(lc * 6 * sizeof(float));
  1434. indices.resize(lc * 3 * sizeof(uint16_t));
  1435. {
  1436. uint8_t *vw = geometry.ptrw();
  1437. float *vwptr = (float *)vw;
  1438. uint8_t *iw = indices.ptrw();
  1439. uint16_t *iwptr = (uint16_t *)iw;
  1440. const Vector2 *lr = lines.ptr();
  1441. const int POLY_HEIGHT = 16384;
  1442. for (int i = 0; i < lc / 2; i++) {
  1443. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1444. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1445. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1446. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1447. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1448. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1449. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1450. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1451. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1452. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1453. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1454. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1455. iwptr[i * 6 + 0] = i * 4 + 0;
  1456. iwptr[i * 6 + 1] = i * 4 + 1;
  1457. iwptr[i * 6 + 2] = i * 4 + 2;
  1458. iwptr[i * 6 + 3] = i * 4 + 2;
  1459. iwptr[i * 6 + 4] = i * 4 + 3;
  1460. iwptr[i * 6 + 5] = i * 4 + 0;
  1461. }
  1462. }
  1463. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1464. if (oc->vertex_array.is_null()) {
  1465. //create from scratch
  1466. //vertices
  1467. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1468. Vector<RID> buffer;
  1469. buffer.push_back(oc->vertex_buffer);
  1470. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1471. //indices
  1472. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1473. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1474. } else {
  1475. //update existing
  1476. const uint8_t *vr = geometry.ptr();
  1477. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1478. const uint8_t *ir = indices.ptr();
  1479. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1480. }
  1481. }
  1482. // sdf
  1483. Vector<int> sdf_indices;
  1484. if (p_points.size()) {
  1485. if (p_closed) {
  1486. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1487. oc->sdf_is_lines = false;
  1488. } else {
  1489. int max = p_points.size();
  1490. sdf_indices.resize(max * 2);
  1491. int *iw = sdf_indices.ptrw();
  1492. for (int i = 0; i < max; i++) {
  1493. iw[i * 2 + 0] = i;
  1494. iw[i * 2 + 1] = (i + 1) % max;
  1495. }
  1496. oc->sdf_is_lines = true;
  1497. }
  1498. }
  1499. if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
  1500. RD::get_singleton()->free(oc->sdf_vertex_array);
  1501. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1502. RD::get_singleton()->free(oc->sdf_index_array);
  1503. RD::get_singleton()->free(oc->sdf_index_buffer);
  1504. oc->sdf_vertex_array = RID();
  1505. oc->sdf_vertex_buffer = RID();
  1506. oc->sdf_index_array = RID();
  1507. oc->sdf_index_buffer = RID();
  1508. oc->sdf_index_count = sdf_indices.size();
  1509. oc->sdf_point_count = p_points.size();
  1510. oc->sdf_is_lines = false;
  1511. }
  1512. if (sdf_indices.size()) {
  1513. if (oc->sdf_vertex_array.is_null()) {
  1514. //create from scratch
  1515. //vertices
  1516. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
  1517. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1518. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1519. Vector<RID> buffer;
  1520. buffer.push_back(oc->sdf_vertex_buffer);
  1521. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1522. //indices
  1523. } else {
  1524. //update existing
  1525. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
  1526. RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1527. }
  1528. }
  1529. }
  1530. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1531. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1532. ERR_FAIL_COND(!oc);
  1533. oc->cull_mode = p_mode;
  1534. }
  1535. void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
  1536. //compile
  1537. code = p_code;
  1538. valid = false;
  1539. ubo_size = 0;
  1540. uniforms.clear();
  1541. uses_screen_texture = false;
  1542. uses_sdf = false;
  1543. uses_time = false;
  1544. if (code.is_empty()) {
  1545. return; //just invalid, but no error
  1546. }
  1547. ShaderCompiler::GeneratedCode gen_code;
  1548. int blend_mode = BLEND_MODE_MIX;
  1549. uses_screen_texture = false;
  1550. ShaderCompiler::IdentifierActions actions;
  1551. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  1552. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  1553. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  1554. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1555. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1556. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1557. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1558. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1559. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1560. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1561. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1562. actions.usage_flag_pointers["TIME"] = &uses_time;
  1563. actions.uniforms = &uniforms;
  1564. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1565. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1566. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  1567. if (version.is_null()) {
  1568. version = canvas_singleton->shader.canvas_shader.version_create();
  1569. }
  1570. #if 0
  1571. print_line("**compiling shader:");
  1572. print_line("**defines:\n");
  1573. for (int i = 0; i < gen_code.defines.size(); i++) {
  1574. print_line(gen_code.defines[i]);
  1575. }
  1576. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1577. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1578. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1579. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1580. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1581. print_line("\n**light_code:\n" + gen_code.light);
  1582. #endif
  1583. 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);
  1584. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1585. ubo_size = gen_code.uniform_total_size;
  1586. ubo_offsets = gen_code.uniform_offsets;
  1587. texture_uniforms = gen_code.texture_uniforms;
  1588. //update them pipelines
  1589. RD::PipelineColorBlendState::Attachment attachment;
  1590. switch (blend_mode) {
  1591. case BLEND_MODE_DISABLED: {
  1592. // nothing to do here, disabled by default
  1593. } break;
  1594. case BLEND_MODE_MIX: {
  1595. attachment.enable_blend = true;
  1596. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1597. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1598. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1599. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1600. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1601. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1602. } break;
  1603. case BLEND_MODE_ADD: {
  1604. attachment.enable_blend = true;
  1605. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1606. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1607. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1608. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1609. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1610. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1611. } break;
  1612. case BLEND_MODE_SUB: {
  1613. attachment.enable_blend = true;
  1614. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1615. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1616. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1617. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1618. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1619. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1620. } break;
  1621. case BLEND_MODE_MUL: {
  1622. attachment.enable_blend = true;
  1623. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1624. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1625. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1626. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1627. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1628. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1629. } break;
  1630. case BLEND_MODE_PMALPHA: {
  1631. attachment.enable_blend = true;
  1632. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1633. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1634. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1635. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1636. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1637. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1638. } break;
  1639. }
  1640. RD::PipelineColorBlendState blend_state;
  1641. blend_state.attachments.push_back(attachment);
  1642. //update pipelines
  1643. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1644. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1645. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1646. RD::RENDER_PRIMITIVE_TRIANGLES,
  1647. RD::RENDER_PRIMITIVE_TRIANGLES,
  1648. RD::RENDER_PRIMITIVE_TRIANGLES,
  1649. RD::RENDER_PRIMITIVE_LINES,
  1650. RD::RENDER_PRIMITIVE_POINTS,
  1651. RD::RENDER_PRIMITIVE_TRIANGLES,
  1652. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1653. RD::RENDER_PRIMITIVE_LINES,
  1654. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1655. RD::RENDER_PRIMITIVE_POINTS,
  1656. };
  1657. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1658. { //non lit
  1659. SHADER_VARIANT_QUAD,
  1660. SHADER_VARIANT_NINEPATCH,
  1661. SHADER_VARIANT_PRIMITIVE,
  1662. SHADER_VARIANT_PRIMITIVE,
  1663. SHADER_VARIANT_PRIMITIVE_POINTS,
  1664. SHADER_VARIANT_ATTRIBUTES,
  1665. SHADER_VARIANT_ATTRIBUTES,
  1666. SHADER_VARIANT_ATTRIBUTES,
  1667. SHADER_VARIANT_ATTRIBUTES,
  1668. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1669. { //lit
  1670. SHADER_VARIANT_QUAD_LIGHT,
  1671. SHADER_VARIANT_NINEPATCH_LIGHT,
  1672. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1673. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1674. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1675. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1676. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1677. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1678. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1679. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1680. };
  1681. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1682. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1683. }
  1684. }
  1685. valid = true;
  1686. }
  1687. void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  1688. if (!p_texture.is_valid()) {
  1689. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  1690. default_texture_params[p_name].erase(p_index);
  1691. if (default_texture_params[p_name].is_empty()) {
  1692. default_texture_params.erase(p_name);
  1693. }
  1694. }
  1695. } else {
  1696. if (!default_texture_params.has(p_name)) {
  1697. default_texture_params[p_name] = Map<int, RID>();
  1698. }
  1699. default_texture_params[p_name][p_index] = p_texture;
  1700. }
  1701. }
  1702. void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1703. Map<int, StringName> order;
  1704. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  1705. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1706. continue;
  1707. }
  1708. if (E.value.texture_order >= 0) {
  1709. order[E.value.texture_order + 100000] = E.key;
  1710. } else {
  1711. order[E.value.order] = E.key;
  1712. }
  1713. }
  1714. for (const KeyValue<int, StringName> &E : order) {
  1715. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  1716. pi.name = E.value;
  1717. p_param_list->push_back(pi);
  1718. }
  1719. }
  1720. void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  1721. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  1722. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1723. continue;
  1724. }
  1725. RendererStorage::InstanceShaderParam p;
  1726. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  1727. p.info.name = E.key; //supply name
  1728. p.index = E.value.instance_index;
  1729. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  1730. p_param_list->push_back(p);
  1731. }
  1732. }
  1733. bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
  1734. if (!uniforms.has(p_param)) {
  1735. return false;
  1736. }
  1737. return uniforms[p_param].texture_order >= 0;
  1738. }
  1739. bool RendererCanvasRenderRD::ShaderData::is_animated() const {
  1740. return false;
  1741. }
  1742. bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
  1743. return false;
  1744. }
  1745. Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  1746. if (uniforms.has(p_parameter)) {
  1747. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1748. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1749. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  1750. }
  1751. return Variant();
  1752. }
  1753. RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
  1754. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1755. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1756. }
  1757. RendererCanvasRenderRD::ShaderData::ShaderData() {
  1758. valid = false;
  1759. uses_screen_texture = false;
  1760. uses_sdf = false;
  1761. }
  1762. RendererCanvasRenderRD::ShaderData::~ShaderData() {
  1763. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1764. ERR_FAIL_COND(!canvas_singleton);
  1765. //pipeline variants will clear themselves if shader is gone
  1766. if (version.is_valid()) {
  1767. canvas_singleton->shader.canvas_shader.version_free(version);
  1768. }
  1769. }
  1770. RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1771. ShaderData *shader_data = memnew(ShaderData);
  1772. return shader_data;
  1773. }
  1774. bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1775. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1776. 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);
  1777. }
  1778. RendererCanvasRenderRD::MaterialData::~MaterialData() {
  1779. free_parameters_uniform_set(uniform_set);
  1780. }
  1781. RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
  1782. MaterialData *material_data = memnew(MaterialData);
  1783. material_data->shader_data = p_shader;
  1784. //update will happen later anyway so do nothing.
  1785. return material_data;
  1786. }
  1787. void RendererCanvasRenderRD::set_time(double p_time) {
  1788. state.time = p_time;
  1789. }
  1790. void RendererCanvasRenderRD::update() {
  1791. }
  1792. RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
  1793. canvas_texture_storage = RendererRD::CanvasTextureStorage::get_singleton();
  1794. texture_storage = RendererRD::TextureStorage::get_singleton();
  1795. storage = p_storage;
  1796. { //create default samplers
  1797. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1798. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1799. }
  1800. { //shader variants
  1801. String global_defines;
  1802. uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1803. if (uniform_max_size < 65536) {
  1804. //Yes, you guessed right, ARM again
  1805. state.max_lights_per_render = 64;
  1806. global_defines += "#define MAX_LIGHTS 64\n";
  1807. } else {
  1808. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1809. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1810. }
  1811. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1812. Vector<String> variants;
  1813. //non light variants
  1814. variants.push_back(""); //none by default is first variant
  1815. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1816. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1817. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1818. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1819. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1820. //light variants
  1821. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1822. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1823. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1824. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1825. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1826. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1827. shader.canvas_shader.initialize(variants, global_defines);
  1828. shader.default_version = shader.canvas_shader.version_create();
  1829. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1830. RD::PipelineColorBlendState blend_state;
  1831. RD::PipelineColorBlendState::Attachment blend_attachment;
  1832. blend_attachment.enable_blend = true;
  1833. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1834. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1835. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1836. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1837. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1838. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1839. blend_state.attachments.push_back(blend_attachment);
  1840. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1841. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1842. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1843. RD::RENDER_PRIMITIVE_TRIANGLES,
  1844. RD::RENDER_PRIMITIVE_TRIANGLES,
  1845. RD::RENDER_PRIMITIVE_TRIANGLES,
  1846. RD::RENDER_PRIMITIVE_LINES,
  1847. RD::RENDER_PRIMITIVE_POINTS,
  1848. RD::RENDER_PRIMITIVE_TRIANGLES,
  1849. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1850. RD::RENDER_PRIMITIVE_LINES,
  1851. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1852. RD::RENDER_PRIMITIVE_POINTS,
  1853. };
  1854. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1855. { //non lit
  1856. SHADER_VARIANT_QUAD,
  1857. SHADER_VARIANT_NINEPATCH,
  1858. SHADER_VARIANT_PRIMITIVE,
  1859. SHADER_VARIANT_PRIMITIVE,
  1860. SHADER_VARIANT_PRIMITIVE_POINTS,
  1861. SHADER_VARIANT_ATTRIBUTES,
  1862. SHADER_VARIANT_ATTRIBUTES,
  1863. SHADER_VARIANT_ATTRIBUTES,
  1864. SHADER_VARIANT_ATTRIBUTES,
  1865. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1866. { //lit
  1867. SHADER_VARIANT_QUAD_LIGHT,
  1868. SHADER_VARIANT_NINEPATCH_LIGHT,
  1869. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1870. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1871. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1872. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1873. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1874. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1875. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1876. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1877. };
  1878. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1879. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1880. }
  1881. }
  1882. }
  1883. {
  1884. //shader compiler
  1885. ShaderCompiler::DefaultIdentifierActions actions;
  1886. actions.renames["VERTEX"] = "vertex";
  1887. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1888. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1889. actions.renames["UV"] = "uv";
  1890. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1891. actions.renames["MODEL_MATRIX"] = "model_matrix";
  1892. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1893. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1894. actions.renames["TIME"] = "canvas_data.time";
  1895. actions.renames["PI"] = _MKSTR(Math_PI);
  1896. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1897. actions.renames["E"] = _MKSTR(Math_E);
  1898. actions.renames["AT_LIGHT_PASS"] = "false";
  1899. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1900. actions.renames["COLOR"] = "color";
  1901. actions.renames["NORMAL"] = "normal";
  1902. actions.renames["NORMAL_MAP"] = "normal_map";
  1903. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1904. actions.renames["TEXTURE"] = "color_texture";
  1905. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1906. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1907. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1908. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1909. actions.renames["SCREEN_UV"] = "screen_uv";
  1910. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1911. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1912. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1913. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1914. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  1915. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  1916. actions.renames["LIGHT_POSITION"] = "light_position";
  1917. actions.renames["LIGHT_COLOR"] = "light_color";
  1918. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1919. actions.renames["LIGHT"] = "light";
  1920. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1921. actions.renames["texture_sdf"] = "texture_sdf";
  1922. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1923. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1924. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1925. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1926. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1927. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1928. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1929. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1930. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1931. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1932. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1933. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1934. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1935. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1936. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1937. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1938. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  1939. actions.sampler_array_name = "material_samplers";
  1940. actions.base_texture_binding_index = 1;
  1941. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1942. actions.base_uniform_string = "material.";
  1943. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1944. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1945. actions.base_varying_index = 4;
  1946. actions.global_buffer_array_variable = "global_variables.data";
  1947. shader.compiler.initialize(actions);
  1948. }
  1949. { //shadow rendering
  1950. Vector<String> versions;
  1951. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  1952. versions.push_back("\n#define MODE_SDF\n"); //sdf
  1953. shadow_render.shader.initialize(versions);
  1954. {
  1955. Vector<RD::AttachmentFormat> attachments;
  1956. RD::AttachmentFormat af_color;
  1957. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1958. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1959. attachments.push_back(af_color);
  1960. RD::AttachmentFormat af_depth;
  1961. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1962. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1963. attachments.push_back(af_depth);
  1964. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1965. }
  1966. {
  1967. Vector<RD::AttachmentFormat> attachments;
  1968. RD::AttachmentFormat af_color;
  1969. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  1970. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1971. attachments.push_back(af_color);
  1972. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1973. }
  1974. //pipelines
  1975. Vector<RD::VertexAttribute> vf;
  1976. RD::VertexAttribute vd;
  1977. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
  1978. vd.location = 0;
  1979. vd.offset = 0;
  1980. vd.stride = sizeof(real_t) * 3;
  1981. vf.push_back(vd);
  1982. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1983. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
  1984. vd.stride = sizeof(real_t) * 2;
  1985. vf.write[0] = vd;
  1986. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1987. shadow_render.shader_version = shadow_render.shader.version_create();
  1988. for (int i = 0; i < 3; i++) {
  1989. RD::PipelineRasterizationState rs;
  1990. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  1991. RD::PipelineDepthStencilState ds;
  1992. ds.enable_depth_write = true;
  1993. ds.enable_depth_test = true;
  1994. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1995. 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);
  1996. }
  1997. for (int i = 0; i < 2; i++) {
  1998. 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);
  1999. }
  2000. }
  2001. { //bindings
  2002. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2003. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2004. RD::SamplerState shadow_sampler_state;
  2005. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2006. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2007. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2008. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2009. shadow_sampler_state.enable_compare = true;
  2010. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2011. }
  2012. {
  2013. //polygon buffers
  2014. polygon_buffers.last_id = 1;
  2015. }
  2016. { // default index buffer
  2017. Vector<uint8_t> pv;
  2018. pv.resize(6 * 4);
  2019. {
  2020. uint8_t *w = pv.ptrw();
  2021. int *p32 = (int *)w;
  2022. p32[0] = 0;
  2023. p32[1] = 1;
  2024. p32[2] = 2;
  2025. p32[3] = 0;
  2026. p32[4] = 2;
  2027. p32[5] = 3;
  2028. }
  2029. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  2030. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2031. }
  2032. { //primitive
  2033. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2034. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2035. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2036. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2037. }
  2038. { //default skeleton buffer
  2039. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  2040. SkeletonUniform su;
  2041. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  2042. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  2043. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  2044. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  2045. }
  2046. {
  2047. //default shadow texture to keep uniform set happy
  2048. RD::TextureFormat tf;
  2049. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2050. tf.width = 4;
  2051. tf.height = 4;
  2052. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2053. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2054. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2055. }
  2056. {
  2057. Vector<RD::Uniform> uniforms;
  2058. {
  2059. RD::Uniform u;
  2060. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2061. u.binding = 0;
  2062. u.append_id(storage->get_default_rd_storage_buffer());
  2063. uniforms.push_back(u);
  2064. }
  2065. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2066. }
  2067. default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
  2068. canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
  2069. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2070. //create functions for shader and material
  2071. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
  2072. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
  2073. state.time = 0;
  2074. {
  2075. default_canvas_group_shader = storage->shader_allocate();
  2076. storage->shader_initialize(default_canvas_group_shader);
  2077. storage->shader_set_code(default_canvas_group_shader, R"(
  2078. // Default CanvasGroup shader.
  2079. shader_type canvas_item;
  2080. void fragment() {
  2081. vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
  2082. if (c.a > 0.0001) {
  2083. c.rgb /= c.a;
  2084. }
  2085. COLOR *= c;
  2086. }
  2087. )");
  2088. default_canvas_group_material = storage->material_allocate();
  2089. storage->material_initialize(default_canvas_group_material);
  2090. storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2091. }
  2092. static_assert(sizeof(PushConstant) == 128);
  2093. }
  2094. bool RendererCanvasRenderRD::free(RID p_rid) {
  2095. if (canvas_light_owner.owns(p_rid)) {
  2096. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  2097. ERR_FAIL_COND_V(!cl, false);
  2098. light_set_use_shadow(p_rid, false);
  2099. canvas_light_owner.free(p_rid);
  2100. } else if (occluder_polygon_owner.owns(p_rid)) {
  2101. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2102. occluder_polygon_owner.free(p_rid);
  2103. } else {
  2104. return false;
  2105. }
  2106. return true;
  2107. }
  2108. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2109. p_size = nearest_power_of_2_templated(p_size);
  2110. if (p_size == state.shadow_texture_size) {
  2111. return;
  2112. }
  2113. state.shadow_texture_size = p_size;
  2114. if (state.shadow_fb.is_valid()) {
  2115. RD::get_singleton()->free(state.shadow_texture);
  2116. RD::get_singleton()->free(state.shadow_depth_texture);
  2117. state.shadow_fb = RID();
  2118. {
  2119. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2120. RD::TextureFormat tf;
  2121. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2122. tf.width = 4;
  2123. tf.height = 4;
  2124. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2125. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2126. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2127. }
  2128. }
  2129. }
  2130. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2131. //canvas state
  2132. storage->free(default_canvas_group_material);
  2133. storage->free(default_canvas_group_shader);
  2134. {
  2135. if (state.canvas_state_buffer.is_valid()) {
  2136. RD::get_singleton()->free(state.canvas_state_buffer);
  2137. }
  2138. memdelete_arr(state.light_uniforms);
  2139. RD::get_singleton()->free(state.lights_uniform_buffer);
  2140. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2141. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2142. }
  2143. //shadow rendering
  2144. {
  2145. shadow_render.shader.version_free(shadow_render.shader_version);
  2146. //this will also automatically clear all pipelines
  2147. RD::get_singleton()->free(state.shadow_sampler);
  2148. }
  2149. //bindings
  2150. //shaders
  2151. shader.canvas_shader.version_free(shader.default_version);
  2152. //buffers
  2153. {
  2154. RD::get_singleton()->free(shader.quad_index_array);
  2155. RD::get_singleton()->free(shader.quad_index_buffer);
  2156. //primitives are erase by dependency
  2157. }
  2158. if (state.shadow_fb.is_valid()) {
  2159. RD::get_singleton()->free(state.shadow_depth_texture);
  2160. }
  2161. RD::get_singleton()->free(state.shadow_texture);
  2162. canvas_texture_storage->canvas_texture_free(default_canvas_texture);
  2163. //pipelines don't need freeing, they are all gone after shaders are gone
  2164. }