rasterizer_canvas_rd.cpp 93 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 "rasterizer_canvas_rd.h"
  31. #include "core/math/math_funcs.h"
  32. #include "core/project_settings.h"
  33. #include "rasterizer_rd.h"
  34. void RasterizerCanvasRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  35. p_mat4[0] = p_transform.elements[0][0];
  36. p_mat4[1] = p_transform.elements[0][1];
  37. p_mat4[2] = 0;
  38. p_mat4[3] = 0;
  39. p_mat4[4] = p_transform.elements[1][0];
  40. p_mat4[5] = p_transform.elements[1][1];
  41. p_mat4[6] = 0;
  42. p_mat4[7] = 0;
  43. p_mat4[8] = 0;
  44. p_mat4[9] = 0;
  45. p_mat4[10] = 1;
  46. p_mat4[11] = 0;
  47. p_mat4[12] = p_transform.elements[2][0];
  48. p_mat4[13] = p_transform.elements[2][1];
  49. p_mat4[14] = 0;
  50. p_mat4[15] = 1;
  51. }
  52. void RasterizerCanvasRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  53. p_mat2x4[0] = p_transform.elements[0][0];
  54. p_mat2x4[1] = p_transform.elements[1][0];
  55. p_mat2x4[2] = 0;
  56. p_mat2x4[3] = p_transform.elements[2][0];
  57. p_mat2x4[4] = p_transform.elements[0][1];
  58. p_mat2x4[5] = p_transform.elements[1][1];
  59. p_mat2x4[6] = 0;
  60. p_mat2x4[7] = p_transform.elements[2][1];
  61. }
  62. void RasterizerCanvasRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  63. p_mat2x3[0] = p_transform.elements[0][0];
  64. p_mat2x3[1] = p_transform.elements[0][1];
  65. p_mat2x3[2] = p_transform.elements[1][0];
  66. p_mat2x3[3] = p_transform.elements[1][1];
  67. p_mat2x3[4] = p_transform.elements[2][0];
  68. p_mat2x3[5] = p_transform.elements[2][1];
  69. }
  70. void RasterizerCanvasRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) {
  71. p_mat4[0] = p_transform.basis.elements[0][0];
  72. p_mat4[1] = p_transform.basis.elements[1][0];
  73. p_mat4[2] = p_transform.basis.elements[2][0];
  74. p_mat4[3] = 0;
  75. p_mat4[4] = p_transform.basis.elements[0][1];
  76. p_mat4[5] = p_transform.basis.elements[1][1];
  77. p_mat4[6] = p_transform.basis.elements[2][1];
  78. p_mat4[7] = 0;
  79. p_mat4[8] = p_transform.basis.elements[0][2];
  80. p_mat4[9] = p_transform.basis.elements[1][2];
  81. p_mat4[10] = p_transform.basis.elements[2][2];
  82. p_mat4[11] = 0;
  83. p_mat4[12] = p_transform.origin.x;
  84. p_mat4[13] = p_transform.origin.y;
  85. p_mat4[14] = p_transform.origin.z;
  86. p_mat4[15] = 1;
  87. }
  88. void RasterizerCanvasRD::_update_specular_shininess(const Color &p_transform, uint32_t *r_ss) {
  89. *r_ss = uint32_t(CLAMP(p_transform.a * 255.0, 0, 255)) << 24;
  90. *r_ss |= uint32_t(CLAMP(p_transform.b * 255.0, 0, 255)) << 16;
  91. *r_ss |= uint32_t(CLAMP(p_transform.g * 255.0, 0, 255)) << 8;
  92. *r_ss |= uint32_t(CLAMP(p_transform.r * 255.0, 0, 255));
  93. }
  94. RID RasterizerCanvasRD::_create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
  95. Vector<RD::Uniform> uniform_set;
  96. { // COLOR TEXTURE
  97. RD::Uniform u;
  98. u.type = RD::UNIFORM_TYPE_TEXTURE;
  99. u.binding = 1;
  100. RID texture = storage->texture_get_rd_texture(p_texture);
  101. if (!texture.is_valid()) {
  102. //use default white texture
  103. texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  104. }
  105. u.ids.push_back(texture);
  106. uniform_set.push_back(u);
  107. }
  108. { // NORMAL TEXTURE
  109. RD::Uniform u;
  110. u.type = RD::UNIFORM_TYPE_TEXTURE;
  111. u.binding = 2;
  112. RID texture = storage->texture_get_rd_texture(p_normalmap);
  113. if (!texture.is_valid()) {
  114. //use default normal texture
  115. texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
  116. }
  117. u.ids.push_back(texture);
  118. uniform_set.push_back(u);
  119. }
  120. { // SPECULAR TEXTURE
  121. RD::Uniform u;
  122. u.type = RD::UNIFORM_TYPE_TEXTURE;
  123. u.binding = 3;
  124. RID texture = storage->texture_get_rd_texture(p_specular);
  125. if (!texture.is_valid()) {
  126. //use default white texture
  127. texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  128. }
  129. u.ids.push_back(texture);
  130. uniform_set.push_back(u);
  131. }
  132. { // SAMPLER
  133. RD::Uniform u;
  134. u.type = RD::UNIFORM_TYPE_SAMPLER;
  135. u.binding = 4;
  136. RID sampler = storage->sampler_rd_get_default(p_filter, p_repeat);
  137. ERR_FAIL_COND_V(sampler.is_null(), RID());
  138. u.ids.push_back(sampler);
  139. uniform_set.push_back(u);
  140. }
  141. { // MULTIMESH TEXTURE BUFFER
  142. RD::Uniform u;
  143. u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
  144. u.binding = 5;
  145. u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
  146. uniform_set.push_back(u);
  147. }
  148. return RD::get_singleton()->uniform_set_create(uniform_set, shader.default_version_rd_shader, 0);
  149. }
  150. RasterizerCanvas::TextureBindingID RasterizerCanvasRD::request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
  151. if (p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  152. p_filter = default_samplers.default_filter;
  153. }
  154. if (p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  155. p_repeat = default_samplers.default_repeat;
  156. }
  157. TextureBindingKey key;
  158. key.texture = p_texture;
  159. key.normalmap = p_normalmap;
  160. key.specular = p_specular;
  161. key.multimesh = p_multimesh;
  162. key.texture_filter = p_filter;
  163. key.texture_repeat = p_repeat;
  164. TextureBinding *binding;
  165. TextureBindingID id;
  166. {
  167. TextureBindingID *idptr = bindings.texture_key_bindings.getptr(key);
  168. if (!idptr) {
  169. id = bindings.id_generator++;
  170. bindings.texture_key_bindings[key] = id;
  171. binding = memnew(TextureBinding);
  172. binding->key = key;
  173. binding->id = id;
  174. bindings.texture_bindings[id] = binding;
  175. } else {
  176. id = *idptr;
  177. binding = bindings.texture_bindings[id];
  178. }
  179. }
  180. binding->reference_count++;
  181. if (binding->to_dispose.in_list()) {
  182. //was queued for disposal previously, but ended up reused.
  183. bindings.to_dispose_list.remove(&binding->to_dispose);
  184. }
  185. if (binding->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
  186. binding->uniform_set = _create_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
  187. }
  188. return id;
  189. }
  190. void RasterizerCanvasRD::free_texture_binding(TextureBindingID p_binding) {
  191. TextureBinding **binding_ptr = bindings.texture_bindings.getptr(p_binding);
  192. ERR_FAIL_COND(!binding_ptr);
  193. TextureBinding *binding = *binding_ptr;
  194. ERR_FAIL_COND(binding->reference_count == 0);
  195. binding->reference_count--;
  196. if (binding->reference_count == 0) {
  197. bindings.to_dispose_list.add(&binding->to_dispose);
  198. }
  199. }
  200. void RasterizerCanvasRD::_dispose_bindings() {
  201. while (bindings.to_dispose_list.first()) {
  202. TextureBinding *binding = bindings.to_dispose_list.first()->self();
  203. if (binding->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
  204. RD::get_singleton()->free(binding->uniform_set);
  205. }
  206. bindings.texture_key_bindings.erase(binding->key);
  207. bindings.texture_bindings.erase(binding->id);
  208. bindings.to_dispose_list.remove(&binding->to_dispose);
  209. memdelete(binding);
  210. }
  211. }
  212. RasterizerCanvas::PolygonID RasterizerCanvasRD::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) {
  213. // Care must be taken to generate array formats
  214. // in ways where they could be reused, so we will
  215. // put single-occuring elements first, and repeated
  216. // elements later. This way the generated formats are
  217. // the same no matter the length of the arrays.
  218. // This dramatically reduces the amount of pipeline objects
  219. // that need to be created for these formats.
  220. uint32_t vertex_count = p_points.size();
  221. uint32_t stride = 2; //vertices always repeat
  222. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  223. stride += 4;
  224. }
  225. if ((uint32_t)p_uvs.size() == vertex_count) {
  226. stride += 2;
  227. }
  228. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  229. stride += 4;
  230. }
  231. uint32_t buffer_size = stride * p_points.size();
  232. Vector<uint8_t> polygon_buffer;
  233. polygon_buffer.resize(buffer_size * sizeof(float));
  234. Vector<RD::VertexAttribute> descriptions;
  235. descriptions.resize(4);
  236. Vector<RID> buffers;
  237. buffers.resize(4);
  238. {
  239. const uint8_t *r = polygon_buffer.ptr();
  240. float *fptr = (float *)r;
  241. uint32_t *uptr = (uint32_t *)r;
  242. uint32_t base_offset = 0;
  243. { //vertices
  244. RD::VertexAttribute vd;
  245. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  246. vd.offset = base_offset * sizeof(float);
  247. vd.location = RS::ARRAY_VERTEX;
  248. vd.stride = stride * sizeof(float);
  249. descriptions.write[0] = vd;
  250. const Vector2 *points_ptr = p_points.ptr();
  251. for (uint32_t i = 0; i < vertex_count; i++) {
  252. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  253. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  254. }
  255. base_offset += 2;
  256. }
  257. //colors
  258. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  259. RD::VertexAttribute vd;
  260. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  261. vd.offset = base_offset * sizeof(float);
  262. vd.location = RS::ARRAY_COLOR;
  263. vd.stride = stride * sizeof(float);
  264. descriptions.write[1] = vd;
  265. if (p_colors.size() == 1) {
  266. Color color = p_colors[0];
  267. for (uint32_t i = 0; i < vertex_count; i++) {
  268. fptr[base_offset + i * stride + 0] = color.r;
  269. fptr[base_offset + i * stride + 1] = color.g;
  270. fptr[base_offset + i * stride + 2] = color.b;
  271. fptr[base_offset + i * stride + 3] = color.a;
  272. }
  273. } else {
  274. const Color *color_ptr = p_colors.ptr();
  275. for (uint32_t i = 0; i < vertex_count; i++) {
  276. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  277. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  278. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  279. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  280. }
  281. }
  282. base_offset += 4;
  283. } else {
  284. RD::VertexAttribute vd;
  285. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  286. vd.offset = 0;
  287. vd.location = RS::ARRAY_COLOR;
  288. vd.stride = 0;
  289. descriptions.write[1] = vd;
  290. buffers.write[1] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_COLOR);
  291. }
  292. //uvs
  293. if ((uint32_t)p_uvs.size() == vertex_count) {
  294. RD::VertexAttribute vd;
  295. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  296. vd.offset = base_offset * sizeof(float);
  297. vd.location = RS::ARRAY_TEX_UV;
  298. vd.stride = stride * sizeof(float);
  299. descriptions.write[2] = vd;
  300. const Vector2 *uv_ptr = p_uvs.ptr();
  301. for (uint32_t i = 0; i < vertex_count; i++) {
  302. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  303. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  304. }
  305. base_offset += 2;
  306. } else {
  307. RD::VertexAttribute vd;
  308. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  309. vd.offset = 0;
  310. vd.location = RS::ARRAY_TEX_UV;
  311. vd.stride = 0;
  312. descriptions.write[2] = vd;
  313. buffers.write[2] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
  314. }
  315. //bones
  316. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  317. RD::VertexAttribute vd;
  318. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  319. vd.offset = base_offset * sizeof(float);
  320. vd.location = RS::ARRAY_BONES;
  321. vd.stride = stride * sizeof(float);
  322. descriptions.write[3] = vd;
  323. const int *bone_ptr = p_bones.ptr();
  324. const float *weight_ptr = p_weights.ptr();
  325. for (uint32_t i = 0; i < vertex_count; i++) {
  326. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  327. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride + 2];
  328. bone16w[0] = bone_ptr[i * 4 + 0];
  329. bone16w[1] = bone_ptr[i * 4 + 1];
  330. bone16w[2] = bone_ptr[i * 4 + 2];
  331. bone16w[3] = bone_ptr[i * 4 + 3];
  332. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  333. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  334. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  335. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  336. }
  337. base_offset += 4;
  338. } else {
  339. RD::VertexAttribute vd;
  340. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  341. vd.offset = 0;
  342. vd.location = RS::ARRAY_BONES;
  343. vd.stride = 0;
  344. descriptions.write[3] = vd;
  345. buffers.write[3] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_BONES);
  346. }
  347. //check that everything is as it should be
  348. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  349. }
  350. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  351. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  352. PolygonBuffers pb;
  353. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  354. for (int i = 0; i < descriptions.size(); i++) {
  355. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  356. buffers.write[i] = pb.vertex_buffer;
  357. }
  358. }
  359. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  360. if (p_indices.size()) {
  361. //create indices, as indices were requested
  362. Vector<uint8_t> index_buffer;
  363. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  364. {
  365. uint8_t *w = index_buffer.ptrw();
  366. copymem(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  367. }
  368. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  369. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  370. }
  371. pb.vertex_format_id = vertex_id;
  372. PolygonID id = polygon_buffers.last_id++;
  373. polygon_buffers.polygons[id] = pb;
  374. return id;
  375. }
  376. void RasterizerCanvasRD::free_polygon(PolygonID p_polygon) {
  377. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  378. ERR_FAIL_COND(!pb_ptr);
  379. PolygonBuffers &pb = *pb_ptr;
  380. if (pb.indices.is_valid()) {
  381. RD::get_singleton()->free(pb.indices);
  382. }
  383. if (pb.index_buffer.is_valid()) {
  384. RD::get_singleton()->free(pb.index_buffer);
  385. }
  386. RD::get_singleton()->free(pb.vertex_array);
  387. RD::get_singleton()->free(pb.vertex_buffer);
  388. polygon_buffers.polygons.erase(p_polygon);
  389. }
  390. Size2i RasterizerCanvasRD::_bind_texture_binding(TextureBindingID p_binding, RD::DrawListID p_draw_list, uint32_t &flags) {
  391. TextureBinding **texture_binding_ptr = bindings.texture_bindings.getptr(p_binding);
  392. ERR_FAIL_COND_V(!texture_binding_ptr, Size2i());
  393. TextureBinding *texture_binding = *texture_binding_ptr;
  394. if (texture_binding->key.normalmap.is_valid()) {
  395. flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  396. }
  397. if (texture_binding->key.specular.is_valid()) {
  398. flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  399. }
  400. if (!RD::get_singleton()->uniform_set_is_valid(texture_binding->uniform_set)) {
  401. //texture may have changed (erased or replaced, see if we can fix)
  402. texture_binding->uniform_set = _create_texture_binding(texture_binding->key.texture, texture_binding->key.normalmap, texture_binding->key.specular, texture_binding->key.texture_filter, texture_binding->key.texture_repeat, texture_binding->key.multimesh);
  403. ERR_FAIL_COND_V(!texture_binding->uniform_set.is_valid(), Size2i(1, 1));
  404. }
  405. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, texture_binding->uniform_set, 0);
  406. if (texture_binding->key.texture.is_valid()) {
  407. return storage->texture_2d_get_size(texture_binding->key.texture);
  408. } else {
  409. return Size2i(1, 1);
  410. }
  411. }
  412. ////////////////////
  413. void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, 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) {
  414. //create an empty push constant
  415. PushConstant push_constant;
  416. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  417. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  418. Color base_color = p_item->final_modulate;
  419. for (int i = 0; i < 4; i++) {
  420. push_constant.modulation[i] = 0;
  421. push_constant.ninepatch_margins[i] = 0;
  422. push_constant.src_rect[i] = 0;
  423. push_constant.dst_rect[i] = 0;
  424. }
  425. push_constant.flags = 0;
  426. push_constant.color_texture_pixel_size[0] = 0;
  427. push_constant.color_texture_pixel_size[1] = 0;
  428. push_constant.pad[0] = 0;
  429. push_constant.pad[1] = 0;
  430. push_constant.lights[0] = 0;
  431. push_constant.lights[1] = 0;
  432. push_constant.lights[2] = 0;
  433. push_constant.lights[3] = 0;
  434. uint32_t base_flags = 0;
  435. bool light_uniform_set_dirty = false;
  436. if (!p_item->custom_data) {
  437. p_item->custom_data = memnew(ItemStateData);
  438. light_uniform_set_dirty = true;
  439. }
  440. ItemStateData *state_data = (ItemStateData *)p_item->custom_data;
  441. Light *light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
  442. uint16_t light_count = 0;
  443. PipelineLightMode light_mode;
  444. {
  445. Light *light = p_lights;
  446. while (light) {
  447. 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)) {
  448. uint32_t light_index = light->render_index_cache;
  449. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  450. if (!light_uniform_set_dirty && (state_data->light_cache[light_count].light != light || state_data->light_cache[light_count].light_version != light->version)) {
  451. light_uniform_set_dirty = true;
  452. }
  453. light_cache[light_count] = light;
  454. light_count++;
  455. if (light->mode == RS::CANVAS_LIGHT_MODE_MASK) {
  456. base_flags |= FLAGS_USING_LIGHT_MASK;
  457. }
  458. if (light_count == state.max_lights_per_item) {
  459. break;
  460. }
  461. }
  462. light = light->next_ptr;
  463. }
  464. if (light_count != state_data->light_cache_count) {
  465. light_uniform_set_dirty = true;
  466. }
  467. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  468. }
  469. {
  470. RID &canvas_item_state = light_count ? state_data->state_uniform_set_with_light : state_data->state_uniform_set;
  471. bool invalid_uniform = canvas_item_state.is_valid() && !RD::get_singleton()->uniform_set_is_valid(canvas_item_state);
  472. if (canvas_item_state.is_null() || invalid_uniform || (light_count > 0 && light_uniform_set_dirty)) {
  473. //re create canvas state
  474. Vector<RD::Uniform> uniforms;
  475. if (state_data->state_uniform_set_with_light.is_valid() && !invalid_uniform) {
  476. RD::get_singleton()->free(canvas_item_state);
  477. }
  478. {
  479. RD::Uniform u;
  480. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  481. u.binding = 0;
  482. u.ids.push_back(state.canvas_state_buffer);
  483. uniforms.push_back(u);
  484. }
  485. if (false && p_item->skeleton.is_valid()) {
  486. //bind skeleton stuff
  487. } else {
  488. //bind default
  489. {
  490. RD::Uniform u;
  491. u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
  492. u.binding = 1;
  493. u.ids.push_back(shader.default_skeleton_texture_buffer);
  494. uniforms.push_back(u);
  495. }
  496. {
  497. RD::Uniform u;
  498. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  499. u.binding = 2;
  500. u.ids.push_back(shader.default_skeleton_uniform_buffer);
  501. uniforms.push_back(u);
  502. }
  503. }
  504. {
  505. RD::Uniform u;
  506. u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  507. u.binding = 7;
  508. u.ids.push_back(storage->global_variables_get_storage_buffer());
  509. uniforms.push_back(u);
  510. }
  511. //validate and update lighs if they are being used
  512. if (light_count > 0) {
  513. //recreate uniform set
  514. {
  515. RD::Uniform u;
  516. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  517. u.binding = 3;
  518. u.ids.push_back(state.lights_uniform_buffer);
  519. uniforms.push_back(u);
  520. }
  521. {
  522. RD::Uniform u_lights;
  523. u_lights.type = RD::UNIFORM_TYPE_TEXTURE;
  524. u_lights.binding = 4;
  525. RD::Uniform u_shadows;
  526. u_shadows.type = RD::UNIFORM_TYPE_TEXTURE;
  527. u_shadows.binding = 5;
  528. //lights
  529. for (uint32_t i = 0; i < state.max_lights_per_item; i++) {
  530. if (i < light_count) {
  531. CanvasLight *cl = canvas_light_owner.getornull(light_cache[i]->light_internal);
  532. ERR_CONTINUE(!cl);
  533. RID rd_texture;
  534. if (cl->texture.is_valid()) {
  535. rd_texture = storage->texture_get_rd_texture(cl->texture);
  536. }
  537. if (rd_texture.is_valid()) {
  538. u_lights.ids.push_back(rd_texture);
  539. } else {
  540. u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  541. }
  542. if (cl->shadow.texture.is_valid()) {
  543. u_shadows.ids.push_back(cl->shadow.texture);
  544. } else {
  545. u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  546. }
  547. } else {
  548. u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
  549. u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
  550. }
  551. }
  552. uniforms.push_back(u_lights);
  553. uniforms.push_back(u_shadows);
  554. }
  555. {
  556. RD::Uniform u;
  557. u.type = RD::UNIFORM_TYPE_SAMPLER;
  558. u.binding = 6;
  559. u.ids.push_back(state.shadow_sampler);
  560. uniforms.push_back(u);
  561. }
  562. canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader_light, 2);
  563. } else {
  564. canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 2);
  565. }
  566. }
  567. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, canvas_item_state, 2);
  568. }
  569. light_mode = light_count > 0 ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  570. PipelineVariants *pipeline_variants = p_pipeline_variants;
  571. bool reclip = false;
  572. const Item::Command *c = p_item->commands;
  573. while (c) {
  574. push_constant.flags = base_flags; //reset on each command for sanity
  575. push_constant.specular_shininess = 0xFFFFFFFF;
  576. switch (c->type) {
  577. case Item::Command::TYPE_RECT: {
  578. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  579. //bind pipeline
  580. {
  581. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  582. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  583. }
  584. //bind textures
  585. Size2 texpixel_size;
  586. {
  587. texpixel_size = _bind_texture_binding(rect->texture_binding.binding_id, p_draw_list, push_constant.flags);
  588. texpixel_size.x = 1.0 / texpixel_size.x;
  589. texpixel_size.y = 1.0 / texpixel_size.y;
  590. }
  591. if (rect->specular_shininess.a < 0.999) {
  592. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  593. }
  594. _update_specular_shininess(rect->specular_shininess, &push_constant.specular_shininess);
  595. Rect2 src_rect;
  596. Rect2 dst_rect;
  597. if (texpixel_size != Vector2()) {
  598. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  599. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  600. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  601. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  602. if (dst_rect.size.width < 0) {
  603. dst_rect.position.x += dst_rect.size.width;
  604. dst_rect.size.width *= -1;
  605. }
  606. if (dst_rect.size.height < 0) {
  607. dst_rect.position.y += dst_rect.size.height;
  608. dst_rect.size.height *= -1;
  609. }
  610. if (rect->flags & CANVAS_RECT_FLIP_H) {
  611. src_rect.size.x *= -1;
  612. }
  613. if (rect->flags & CANVAS_RECT_FLIP_V) {
  614. src_rect.size.y *= -1;
  615. }
  616. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  617. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  618. }
  619. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  620. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  621. }
  622. } else {
  623. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  624. if (dst_rect.size.width < 0) {
  625. dst_rect.position.x += dst_rect.size.width;
  626. dst_rect.size.width *= -1;
  627. }
  628. if (dst_rect.size.height < 0) {
  629. dst_rect.position.y += dst_rect.size.height;
  630. dst_rect.size.height *= -1;
  631. }
  632. src_rect = Rect2(0, 0, 1, 1);
  633. texpixel_size = Vector2(1, 1);
  634. }
  635. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  636. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  637. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  638. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  639. push_constant.src_rect[0] = src_rect.position.x;
  640. push_constant.src_rect[1] = src_rect.position.y;
  641. push_constant.src_rect[2] = src_rect.size.width;
  642. push_constant.src_rect[3] = src_rect.size.height;
  643. push_constant.dst_rect[0] = dst_rect.position.x;
  644. push_constant.dst_rect[1] = dst_rect.position.y;
  645. push_constant.dst_rect[2] = dst_rect.size.width;
  646. push_constant.dst_rect[3] = dst_rect.size.height;
  647. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  648. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  649. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  650. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  651. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  652. } break;
  653. case Item::Command::TYPE_NINEPATCH: {
  654. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  655. //bind pipeline
  656. {
  657. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  658. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  659. }
  660. //bind textures
  661. Size2 texpixel_size;
  662. {
  663. texpixel_size = _bind_texture_binding(np->texture_binding.binding_id, p_draw_list, push_constant.flags);
  664. texpixel_size.x = 1.0 / texpixel_size.x;
  665. texpixel_size.y = 1.0 / texpixel_size.y;
  666. }
  667. if (np->specular_shininess.a < 0.999) {
  668. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  669. }
  670. _update_specular_shininess(np->specular_shininess, &push_constant.specular_shininess);
  671. Rect2 src_rect;
  672. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  673. if (texpixel_size == Size2()) {
  674. texpixel_size = Size2(1, 1);
  675. src_rect = Rect2(0, 0, 1, 1);
  676. } else {
  677. if (np->source != Rect2()) {
  678. 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);
  679. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  680. } else {
  681. src_rect = Rect2(0, 0, 1, 1);
  682. }
  683. }
  684. push_constant.modulation[0] = np->color.r * base_color.r;
  685. push_constant.modulation[1] = np->color.g * base_color.g;
  686. push_constant.modulation[2] = np->color.b * base_color.b;
  687. push_constant.modulation[3] = np->color.a * base_color.a;
  688. push_constant.src_rect[0] = src_rect.position.x;
  689. push_constant.src_rect[1] = src_rect.position.y;
  690. push_constant.src_rect[2] = src_rect.size.width;
  691. push_constant.src_rect[3] = src_rect.size.height;
  692. push_constant.dst_rect[0] = dst_rect.position.x;
  693. push_constant.dst_rect[1] = dst_rect.position.y;
  694. push_constant.dst_rect[2] = dst_rect.size.width;
  695. push_constant.dst_rect[3] = dst_rect.size.height;
  696. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  697. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  698. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  699. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  700. if (np->draw_center) {
  701. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  702. }
  703. push_constant.ninepatch_margins[0] = np->margin[MARGIN_LEFT];
  704. push_constant.ninepatch_margins[1] = np->margin[MARGIN_TOP];
  705. push_constant.ninepatch_margins[2] = np->margin[MARGIN_RIGHT];
  706. push_constant.ninepatch_margins[3] = np->margin[MARGIN_BOTTOM];
  707. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  708. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  709. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  710. } break;
  711. case Item::Command::TYPE_POLYGON: {
  712. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  713. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  714. ERR_CONTINUE(!pb);
  715. //bind pipeline
  716. {
  717. 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 };
  718. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  719. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  720. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  721. }
  722. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  723. //not supported in most hardware, so pointless
  724. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  725. }
  726. //bind textures
  727. Size2 texpixel_size;
  728. {
  729. texpixel_size = _bind_texture_binding(polygon->texture_binding.binding_id, p_draw_list, push_constant.flags);
  730. texpixel_size.x = 1.0 / texpixel_size.x;
  731. texpixel_size.y = 1.0 / texpixel_size.y;
  732. }
  733. if (polygon->specular_shininess.a < 0.999) {
  734. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  735. }
  736. _update_specular_shininess(polygon->specular_shininess, &push_constant.specular_shininess);
  737. push_constant.modulation[0] = base_color.r;
  738. push_constant.modulation[1] = base_color.g;
  739. push_constant.modulation[2] = base_color.b;
  740. push_constant.modulation[3] = base_color.a;
  741. for (int j = 0; j < 4; j++) {
  742. push_constant.src_rect[j] = 0;
  743. push_constant.dst_rect[j] = 0;
  744. push_constant.ninepatch_margins[j] = 0;
  745. }
  746. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  747. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  748. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  749. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  750. if (pb->indices.is_valid()) {
  751. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  752. }
  753. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  754. } break;
  755. case Item::Command::TYPE_PRIMITIVE: {
  756. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  757. //bind pipeline
  758. {
  759. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  760. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  761. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  762. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  763. }
  764. //bind textures
  765. {
  766. _bind_texture_binding(primitive->texture_binding.binding_id, p_draw_list, push_constant.flags);
  767. }
  768. if (primitive->specular_shininess.a < 0.999) {
  769. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  770. }
  771. _update_specular_shininess(primitive->specular_shininess, &push_constant.specular_shininess);
  772. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
  773. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  774. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  775. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  776. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  777. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  778. Color col = primitive->colors[j] * base_color;
  779. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  780. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  781. }
  782. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  783. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  784. if (primitive->point_count == 4) {
  785. for (uint32_t j = 1; j < 3; j++) {
  786. //second half of triangle
  787. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  788. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  789. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  790. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  791. Color col = primitive->colors[j + 1] * base_color;
  792. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  793. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  794. }
  795. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  796. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  797. }
  798. } break;
  799. case Item::Command::TYPE_MESH:
  800. case Item::Command::TYPE_MULTIMESH:
  801. case Item::Command::TYPE_PARTICLES: {
  802. ERR_PRINT("FIXME: Mesh, MultiMesh and Particles render commands are unimplemented currently, they need to be ported to the 4.0 rendering architecture.");
  803. #ifndef _MSC_VER
  804. #warning Item::Command types for Mesh, MultiMesh and Particles need to be implemented.
  805. #endif
  806. // See #if 0'ed code below to port from GLES3.
  807. } break;
  808. #if 0
  809. case Item::Command::TYPE_MESH: {
  810. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  811. _set_texture_rect_mode(false);
  812. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  813. if (texture) {
  814. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  815. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  816. }
  817. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
  818. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  819. if (mesh_data) {
  820. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  821. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  822. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  823. glBindVertexArray(s->array_id);
  824. glVertexAttrib4f(RS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
  825. if (s->index_array_len) {
  826. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  827. } else {
  828. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  829. }
  830. glBindVertexArray(0);
  831. }
  832. }
  833. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  834. } break;
  835. case Item::Command::TYPE_MULTIMESH: {
  836. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
  837. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  838. if (!multi_mesh)
  839. break;
  840. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  841. if (!mesh_data)
  842. break;
  843. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  844. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE);
  845. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  846. //reset shader and force rebind
  847. state.using_texture_rect = true;
  848. _set_texture_rect_mode(false);
  849. if (texture) {
  850. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  851. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  852. }
  853. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  854. if (amount == -1) {
  855. amount = multi_mesh->size;
  856. }
  857. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  858. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  859. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  860. glBindVertexArray(s->instancing_array_id);
  861. glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
  862. int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
  863. glEnableVertexAttribArray(8);
  864. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
  865. glVertexAttribDivisor(8, 1);
  866. glEnableVertexAttribArray(9);
  867. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
  868. glVertexAttribDivisor(9, 1);
  869. int color_ofs;
  870. if (multi_mesh->transform_format == RS::MULTIMESH_TRANSFORM_3D) {
  871. glEnableVertexAttribArray(10);
  872. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
  873. glVertexAttribDivisor(10, 1);
  874. color_ofs = 12 * 4;
  875. } else {
  876. glDisableVertexAttribArray(10);
  877. glVertexAttrib4f(10, 0, 0, 1, 0);
  878. color_ofs = 8 * 4;
  879. }
  880. int custom_data_ofs = color_ofs;
  881. switch (multi_mesh->color_format) {
  882. case RS::MULTIMESH_COLOR_NONE: {
  883. glDisableVertexAttribArray(11);
  884. glVertexAttrib4f(11, 1, 1, 1, 1);
  885. } break;
  886. case RS::MULTIMESH_COLOR_8BIT: {
  887. glEnableVertexAttribArray(11);
  888. glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  889. glVertexAttribDivisor(11, 1);
  890. custom_data_ofs += 4;
  891. } break;
  892. case RS::MULTIMESH_COLOR_FLOAT: {
  893. glEnableVertexAttribArray(11);
  894. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  895. glVertexAttribDivisor(11, 1);
  896. custom_data_ofs += 4 * 4;
  897. } break;
  898. }
  899. switch (multi_mesh->custom_data_format) {
  900. case RS::MULTIMESH_CUSTOM_DATA_NONE: {
  901. glDisableVertexAttribArray(12);
  902. glVertexAttrib4f(12, 1, 1, 1, 1);
  903. } break;
  904. case RS::MULTIMESH_CUSTOM_DATA_8BIT: {
  905. glEnableVertexAttribArray(12);
  906. glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  907. glVertexAttribDivisor(12, 1);
  908. } break;
  909. case RS::MULTIMESH_CUSTOM_DATA_FLOAT: {
  910. glEnableVertexAttribArray(12);
  911. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  912. glVertexAttribDivisor(12, 1);
  913. } break;
  914. }
  915. if (s->index_array_len) {
  916. glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
  917. } else {
  918. glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
  919. }
  920. glBindVertexArray(0);
  921. }
  922. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  923. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  924. state.using_texture_rect = true;
  925. _set_texture_rect_mode(false);
  926. } break;
  927. case Item::Command::TYPE_PARTICLES: {
  928. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  929. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  930. if (!particles)
  931. break;
  932. if (particles->inactive && !particles->emitting)
  933. break;
  934. glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  935. RenderingServerRaster::redraw_request();
  936. storage->particles_request_process(particles_cmd->particles);
  937. //enable instancing
  938. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  939. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  940. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  941. //reset shader and force rebind
  942. state.using_texture_rect = true;
  943. _set_texture_rect_mode(false);
  944. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  945. if (texture) {
  946. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  947. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  948. } else {
  949. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  950. }
  951. if (!particles->use_local_coords) {
  952. Transform2D inv_xf;
  953. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  954. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  955. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  956. inv_xf.affine_invert();
  957. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  958. }
  959. glBindVertexArray(data.particle_quad_array); //use particle quad array
  960. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  961. int stride = sizeof(float) * 4 * 6;
  962. int amount = particles->amount;
  963. if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_LIFETIME) {
  964. glEnableVertexAttribArray(8); //xform x
  965. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  966. glVertexAttribDivisor(8, 1);
  967. glEnableVertexAttribArray(9); //xform y
  968. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  969. glVertexAttribDivisor(9, 1);
  970. glEnableVertexAttribArray(10); //xform z
  971. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  972. glVertexAttribDivisor(10, 1);
  973. glEnableVertexAttribArray(11); //color
  974. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
  975. glVertexAttribDivisor(11, 1);
  976. glEnableVertexAttribArray(12); //custom
  977. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  978. glVertexAttribDivisor(12, 1);
  979. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  980. } else {
  981. //split
  982. int split = int(Math::ceil(particles->phase * particles->amount));
  983. if (amount - split > 0) {
  984. glEnableVertexAttribArray(8); //xform x
  985. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
  986. glVertexAttribDivisor(8, 1);
  987. glEnableVertexAttribArray(9); //xform y
  988. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
  989. glVertexAttribDivisor(9, 1);
  990. glEnableVertexAttribArray(10); //xform z
  991. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
  992. glVertexAttribDivisor(10, 1);
  993. glEnableVertexAttribArray(11); //color
  994. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
  995. glVertexAttribDivisor(11, 1);
  996. glEnableVertexAttribArray(12); //custom
  997. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
  998. glVertexAttribDivisor(12, 1);
  999. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  1000. }
  1001. if (split > 0) {
  1002. glEnableVertexAttribArray(8); //xform x
  1003. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  1004. glVertexAttribDivisor(8, 1);
  1005. glEnableVertexAttribArray(9); //xform y
  1006. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  1007. glVertexAttribDivisor(9, 1);
  1008. glEnableVertexAttribArray(10); //xform z
  1009. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  1010. glVertexAttribDivisor(10, 1);
  1011. glEnableVertexAttribArray(11); //color
  1012. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
  1013. glVertexAttribDivisor(11, 1);
  1014. glEnableVertexAttribArray(12); //custom
  1015. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  1016. glVertexAttribDivisor(12, 1);
  1017. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  1018. }
  1019. }
  1020. glBindVertexArray(0);
  1021. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  1022. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  1023. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  1024. state.using_texture_rect = true;
  1025. _set_texture_rect_mode(false);
  1026. } break;
  1027. #endif
  1028. case Item::Command::TYPE_TRANSFORM: {
  1029. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  1030. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  1031. } break;
  1032. case Item::Command::TYPE_CLIP_IGNORE: {
  1033. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  1034. if (current_clip) {
  1035. if (ci->ignore != reclip) {
  1036. if (ci->ignore) {
  1037. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  1038. reclip = true;
  1039. } else {
  1040. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  1041. reclip = false;
  1042. }
  1043. }
  1044. }
  1045. } break;
  1046. }
  1047. c = c->next;
  1048. }
  1049. if (current_clip && reclip) {
  1050. //will make it re-enable clipping if needed afterwards
  1051. current_clip = nullptr;
  1052. }
  1053. }
  1054. void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set) {
  1055. Item *current_clip = nullptr;
  1056. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  1057. RID framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  1058. Vector<Color> clear_colors;
  1059. bool clear = false;
  1060. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  1061. clear = true;
  1062. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  1063. storage->render_target_disable_clear_request(p_to_render_target);
  1064. }
  1065. #ifndef _MSC_VER
  1066. #warning TODO obtain from framebuffer format eventually when this is implemented
  1067. #endif
  1068. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  1069. 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);
  1070. if (p_screen_uniform_set.is_valid()) {
  1071. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_screen_uniform_set, 3);
  1072. }
  1073. RID prev_material;
  1074. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  1075. for (int i = 0; i < p_item_count; i++) {
  1076. Item *ci = items[i];
  1077. if (current_clip != ci->final_clip_owner) {
  1078. current_clip = ci->final_clip_owner;
  1079. //setup clip
  1080. if (current_clip) {
  1081. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  1082. } else {
  1083. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  1084. }
  1085. }
  1086. if (ci->material != prev_material) {
  1087. MaterialData *material_data = nullptr;
  1088. if (ci->material.is_valid()) {
  1089. material_data = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
  1090. }
  1091. if (material_data) {
  1092. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  1093. pipeline_variants = &material_data->shader_data->pipeline_variants;
  1094. if (material_data->uniform_set.is_valid()) {
  1095. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, 1);
  1096. }
  1097. } else {
  1098. pipeline_variants = &shader.pipeline_variants;
  1099. }
  1100. } else {
  1101. pipeline_variants = &shader.pipeline_variants;
  1102. }
  1103. }
  1104. _render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  1105. prev_material = ci->material;
  1106. }
  1107. RD::get_singleton()->draw_list_end();
  1108. }
  1109. void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) {
  1110. int item_count = 0;
  1111. //setup canvas state uniforms if needed
  1112. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  1113. {
  1114. //update canvas state uniform buffer
  1115. State::Buffer state_buffer;
  1116. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  1117. Transform screen_transform;
  1118. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1119. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1120. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1121. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1122. Transform2D normal_transform = p_canvas_transform;
  1123. normal_transform.elements[0].normalize();
  1124. normal_transform.elements[1].normalize();
  1125. normal_transform.elements[2] = Vector2();
  1126. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1127. state_buffer.canvas_modulate[0] = p_modulate.r;
  1128. state_buffer.canvas_modulate[1] = p_modulate.g;
  1129. state_buffer.canvas_modulate[2] = p_modulate.b;
  1130. state_buffer.canvas_modulate[3] = p_modulate.a;
  1131. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  1132. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1133. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1134. state_buffer.time = state.time;
  1135. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
  1136. }
  1137. //setup lights if exist
  1138. {
  1139. Light *l = p_light_list;
  1140. uint32_t index = 0;
  1141. while (l) {
  1142. if (index == state.max_lights_per_render) {
  1143. l->render_index_cache = -1;
  1144. l = l->next_ptr;
  1145. continue;
  1146. }
  1147. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  1148. if (!clight) { //unused or invalid texture
  1149. l->render_index_cache = -1;
  1150. l = l->next_ptr;
  1151. ERR_CONTINUE(!clight);
  1152. }
  1153. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  1154. 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
  1155. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  1156. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  1157. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  1158. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  1159. 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
  1160. for (int i = 0; i < 4; i++) {
  1161. state.light_uniforms[index].shadow_color[i] = l->shadow_color[i];
  1162. state.light_uniforms[index].color[i] = l->color[i];
  1163. }
  1164. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  1165. if (clight->shadow.texture.is_valid()) {
  1166. state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth);
  1167. } else {
  1168. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1169. }
  1170. state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
  1171. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1172. if (clight->shadow.texture.is_valid()) {
  1173. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1174. }
  1175. l->render_index_cache = index;
  1176. index++;
  1177. l = l->next_ptr;
  1178. }
  1179. if (index > 0) {
  1180. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * index, &state.light_uniforms[0], true);
  1181. }
  1182. }
  1183. //fill the list until rendering is possible.
  1184. bool material_screen_texture_found = false;
  1185. Item *ci = p_item_list;
  1186. Rect2 back_buffer_rect;
  1187. bool backbuffer_copy = false;
  1188. RID screen_uniform_set;
  1189. while (ci) {
  1190. if (ci->copy_back_buffer) {
  1191. backbuffer_copy = true;
  1192. if (ci->copy_back_buffer->full) {
  1193. back_buffer_rect = Rect2();
  1194. } else {
  1195. back_buffer_rect = ci->copy_back_buffer->rect;
  1196. }
  1197. }
  1198. if (ci->material.is_valid()) {
  1199. MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
  1200. if (md && md->shader_data->valid) {
  1201. if (md->shader_data->uses_screen_texture) {
  1202. if (!material_screen_texture_found) {
  1203. backbuffer_copy = true;
  1204. back_buffer_rect = Rect2();
  1205. }
  1206. if (screen_uniform_set.is_null()) {
  1207. RID backbuffer_shader = shader.canvas_shader.version_get_shader(md->shader_data->version, 0); //any version is fine
  1208. screen_uniform_set = storage->render_target_get_back_buffer_uniform_set(p_to_render_target, backbuffer_shader);
  1209. }
  1210. }
  1211. if (md->last_frame != RasterizerRD::singleton->get_frame_number()) {
  1212. md->last_frame = RasterizerRD::singleton->get_frame_number();
  1213. if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
  1214. // uniform set may be gone because a dependency was erased. In this case, it will happen
  1215. // if a texture is deleted, so just re-create it.
  1216. storage->material_force_update_textures(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
  1217. }
  1218. }
  1219. }
  1220. }
  1221. if (backbuffer_copy) {
  1222. //render anything pending, including clearing if no items
  1223. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
  1224. item_count = 0;
  1225. storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect);
  1226. backbuffer_copy = false;
  1227. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1228. }
  1229. items[item_count++] = ci;
  1230. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1231. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
  1232. //then reset
  1233. item_count = 0;
  1234. }
  1235. ci = ci->next;
  1236. }
  1237. }
  1238. RID RasterizerCanvasRD::light_create() {
  1239. CanvasLight canvas_light;
  1240. canvas_light.shadow.size = 0;
  1241. return canvas_light_owner.make_rid(canvas_light);
  1242. }
  1243. void RasterizerCanvasRD::light_set_texture(RID p_rid, RID p_texture) {
  1244. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1245. ERR_FAIL_COND(!cl);
  1246. if (cl->texture == p_texture) {
  1247. return;
  1248. }
  1249. cl->texture = p_texture;
  1250. }
  1251. void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) {
  1252. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1253. ERR_FAIL_COND(!cl);
  1254. ERR_FAIL_COND(p_resolution < 64);
  1255. if (cl->shadow.texture.is_valid() == p_enable && p_resolution == cl->shadow.size) {
  1256. return;
  1257. }
  1258. if (cl->shadow.texture.is_valid()) {
  1259. RD::get_singleton()->free(cl->shadow.fb);
  1260. RD::get_singleton()->free(cl->shadow.depth);
  1261. RD::get_singleton()->free(cl->shadow.texture);
  1262. cl->shadow.fb = RID();
  1263. cl->shadow.texture = RID();
  1264. cl->shadow.depth = RID();
  1265. }
  1266. if (p_enable) {
  1267. Vector<RID> fb_textures;
  1268. { //texture
  1269. RD::TextureFormat tf;
  1270. tf.type = RD::TEXTURE_TYPE_2D;
  1271. tf.width = p_resolution;
  1272. tf.height = 1;
  1273. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1274. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1275. cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1276. fb_textures.push_back(cl->shadow.texture);
  1277. }
  1278. {
  1279. RD::TextureFormat tf;
  1280. tf.type = RD::TEXTURE_TYPE_2D;
  1281. tf.width = p_resolution;
  1282. tf.height = 1;
  1283. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1284. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
  1285. //chunks to write
  1286. cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1287. fb_textures.push_back(cl->shadow.depth);
  1288. }
  1289. cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1290. }
  1291. cl->shadow.size = p_resolution;
  1292. }
  1293. void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
  1294. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1295. ERR_FAIL_COND(cl->shadow.texture.is_null());
  1296. for (int i = 0; i < 4; i++) {
  1297. //make sure it remains orthogonal, makes easy to read angle later
  1298. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1299. Vector<Color> cc;
  1300. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1301. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1));
  1302. CameraMatrix projection;
  1303. {
  1304. real_t fov = 90;
  1305. real_t nearp = p_near;
  1306. real_t farp = p_far;
  1307. real_t aspect = 1.0;
  1308. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1309. real_t ymin = -ymax;
  1310. real_t xmin = ymin * aspect;
  1311. real_t xmax = ymax * aspect;
  1312. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1313. }
  1314. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1315. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1316. ShadowRenderPushConstant push_constant;
  1317. for (int y = 0; y < 4; y++) {
  1318. for (int x = 0; x < 4; x++) {
  1319. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1320. }
  1321. }
  1322. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1323. push_constant.direction[0] = directions[i].x;
  1324. push_constant.direction[1] = directions[i].y;
  1325. push_constant.pad[0] = 0;
  1326. push_constant.pad[1] = 0;
  1327. /*if (i == 0)
  1328. *p_xform_cache = projection;*/
  1329. LightOccluderInstance *instance = p_occluders;
  1330. while (instance) {
  1331. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1332. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1333. instance = instance->next;
  1334. continue;
  1335. }
  1336. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1337. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1338. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1339. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1340. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1341. RD::get_singleton()->draw_list_draw(draw_list, true);
  1342. instance = instance->next;
  1343. }
  1344. RD::get_singleton()->draw_list_end();
  1345. }
  1346. }
  1347. RID RasterizerCanvasRD::occluder_polygon_create() {
  1348. OccluderPolygon occluder;
  1349. occluder.point_count = 0;
  1350. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1351. return occluder_polygon_owner.make_rid(occluder);
  1352. }
  1353. void RasterizerCanvasRD::occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines) {
  1354. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1355. ERR_FAIL_COND(!oc);
  1356. if (oc->point_count != p_lines.size() && oc->vertex_array.is_valid()) {
  1357. RD::get_singleton()->free(oc->vertex_array);
  1358. RD::get_singleton()->free(oc->vertex_buffer);
  1359. RD::get_singleton()->free(oc->index_array);
  1360. RD::get_singleton()->free(oc->index_buffer);
  1361. oc->vertex_array = RID();
  1362. oc->vertex_buffer = RID();
  1363. oc->index_array = RID();
  1364. oc->index_buffer = RID();
  1365. }
  1366. if (p_lines.size()) {
  1367. Vector<uint8_t> geometry;
  1368. Vector<uint8_t> indices;
  1369. int lc = p_lines.size();
  1370. geometry.resize(lc * 6 * sizeof(float));
  1371. indices.resize(lc * 3 * sizeof(uint16_t));
  1372. {
  1373. uint8_t *vw = geometry.ptrw();
  1374. float *vwptr = (float *)vw;
  1375. uint8_t *iw = indices.ptrw();
  1376. uint16_t *iwptr = (uint16_t *)iw;
  1377. const Vector2 *lr = p_lines.ptr();
  1378. const int POLY_HEIGHT = 16384;
  1379. for (int i = 0; i < lc / 2; i++) {
  1380. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1381. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1382. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1383. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1384. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1385. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1386. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1387. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1388. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1389. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1390. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1391. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1392. iwptr[i * 6 + 0] = i * 4 + 0;
  1393. iwptr[i * 6 + 1] = i * 4 + 1;
  1394. iwptr[i * 6 + 2] = i * 4 + 2;
  1395. iwptr[i * 6 + 3] = i * 4 + 2;
  1396. iwptr[i * 6 + 4] = i * 4 + 3;
  1397. iwptr[i * 6 + 5] = i * 4 + 0;
  1398. }
  1399. }
  1400. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1401. if (oc->vertex_array.is_null()) {
  1402. //create from scratch
  1403. //vertices
  1404. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1405. Vector<RID> buffer;
  1406. buffer.push_back(oc->vertex_buffer);
  1407. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1408. //indices
  1409. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1410. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1411. } else {
  1412. //update existing
  1413. const uint8_t *vr = geometry.ptr();
  1414. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1415. const uint8_t *ir = indices.ptr();
  1416. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1417. }
  1418. }
  1419. }
  1420. void RasterizerCanvasRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1421. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1422. ERR_FAIL_COND(!oc);
  1423. oc->cull_mode = p_mode;
  1424. }
  1425. void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
  1426. //compile
  1427. code = p_code;
  1428. valid = false;
  1429. ubo_size = 0;
  1430. uniforms.clear();
  1431. uses_screen_texture = false;
  1432. uses_material_samplers = false;
  1433. if (code == String()) {
  1434. return; //just invalid, but no error
  1435. }
  1436. ShaderCompilerRD::GeneratedCode gen_code;
  1437. int light_mode = LIGHT_MODE_NORMAL;
  1438. int blend_mode = BLEND_MODE_MIX;
  1439. uses_screen_texture = false;
  1440. ShaderCompilerRD::IdentifierActions actions;
  1441. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1442. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1443. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1444. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1445. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1446. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1447. actions.render_mode_values["unshaded"] = Pair<int *, int>(&light_mode, LIGHT_MODE_UNSHADED);
  1448. actions.render_mode_values["light_only"] = Pair<int *, int>(&light_mode, LIGHT_MODE_LIGHT_ONLY);
  1449. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1450. actions.uniforms = &uniforms;
  1451. RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
  1452. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1453. ERR_FAIL_COND(err != OK);
  1454. if (version.is_null()) {
  1455. version = canvas_singleton->shader.canvas_shader.version_create();
  1456. }
  1457. if (gen_code.texture_uniforms.size() || uses_screen_texture) { //requires the samplers
  1458. gen_code.defines.push_back("\n#define USE_MATERIAL_SAMPLERS\n");
  1459. uses_material_samplers = true;
  1460. }
  1461. #if 0
  1462. print_line("**compiling shader:");
  1463. print_line("**defines:\n");
  1464. for (int i = 0; i < gen_code.defines.size(); i++) {
  1465. print_line(gen_code.defines[i]);
  1466. }
  1467. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1468. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1469. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1470. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1471. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1472. print_line("\n**light_code:\n" + gen_code.light);
  1473. #endif
  1474. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
  1475. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1476. ubo_size = gen_code.uniform_total_size;
  1477. ubo_offsets = gen_code.uniform_offsets;
  1478. texture_uniforms = gen_code.texture_uniforms;
  1479. //update them pipelines
  1480. RD::PipelineColorBlendState::Attachment attachment;
  1481. switch (blend_mode) {
  1482. case BLEND_MODE_DISABLED: {
  1483. // nothing to do here, disabled by default
  1484. } break;
  1485. case BLEND_MODE_MIX: {
  1486. attachment.enable_blend = true;
  1487. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1488. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1489. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1490. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1491. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1492. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1493. } break;
  1494. case BLEND_MODE_ADD: {
  1495. attachment.enable_blend = true;
  1496. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1497. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1498. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1499. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1500. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1501. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1502. } break;
  1503. case BLEND_MODE_SUB: {
  1504. attachment.enable_blend = true;
  1505. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1506. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1507. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1508. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1509. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1510. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1511. } break;
  1512. case BLEND_MODE_MUL: {
  1513. attachment.enable_blend = true;
  1514. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1515. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1516. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1517. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1518. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1519. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1520. } break;
  1521. case BLEND_MODE_PMALPHA: {
  1522. attachment.enable_blend = true;
  1523. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1524. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1525. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1526. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1527. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1528. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1529. } break;
  1530. }
  1531. RD::PipelineColorBlendState blend_state;
  1532. blend_state.attachments.push_back(attachment);
  1533. //update pipelines
  1534. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1535. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1536. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1537. RD::RENDER_PRIMITIVE_TRIANGLES,
  1538. RD::RENDER_PRIMITIVE_TRIANGLES,
  1539. RD::RENDER_PRIMITIVE_TRIANGLES,
  1540. RD::RENDER_PRIMITIVE_LINES,
  1541. RD::RENDER_PRIMITIVE_POINTS,
  1542. RD::RENDER_PRIMITIVE_TRIANGLES,
  1543. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1544. RD::RENDER_PRIMITIVE_LINES,
  1545. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1546. RD::RENDER_PRIMITIVE_POINTS,
  1547. };
  1548. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1549. { //non lit
  1550. SHADER_VARIANT_QUAD,
  1551. SHADER_VARIANT_NINEPATCH,
  1552. SHADER_VARIANT_PRIMITIVE,
  1553. SHADER_VARIANT_PRIMITIVE,
  1554. SHADER_VARIANT_PRIMITIVE_POINTS,
  1555. SHADER_VARIANT_ATTRIBUTES,
  1556. SHADER_VARIANT_ATTRIBUTES,
  1557. SHADER_VARIANT_ATTRIBUTES,
  1558. SHADER_VARIANT_ATTRIBUTES,
  1559. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1560. { //lit
  1561. SHADER_VARIANT_QUAD_LIGHT,
  1562. SHADER_VARIANT_NINEPATCH_LIGHT,
  1563. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1564. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1565. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1566. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1567. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1568. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1569. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1570. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1571. };
  1572. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1573. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1574. }
  1575. }
  1576. valid = true;
  1577. }
  1578. void RasterizerCanvasRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  1579. if (!p_texture.is_valid()) {
  1580. default_texture_params.erase(p_name);
  1581. } else {
  1582. default_texture_params[p_name] = p_texture;
  1583. }
  1584. }
  1585. void RasterizerCanvasRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1586. Map<int, StringName> order;
  1587. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1588. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1589. continue;
  1590. }
  1591. if (E->get().texture_order >= 0) {
  1592. order[E->get().texture_order + 100000] = E->key();
  1593. } else {
  1594. order[E->get().order] = E->key();
  1595. }
  1596. }
  1597. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  1598. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  1599. pi.name = E->get();
  1600. p_param_list->push_back(pi);
  1601. }
  1602. }
  1603. void RasterizerCanvasRD::ShaderData::get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const {
  1604. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1605. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1606. continue;
  1607. }
  1608. RasterizerStorage::InstanceShaderParam p;
  1609. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  1610. p.info.name = E->key(); //supply name
  1611. p.index = E->get().instance_index;
  1612. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  1613. p_param_list->push_back(p);
  1614. }
  1615. }
  1616. bool RasterizerCanvasRD::ShaderData::is_param_texture(const StringName &p_param) const {
  1617. if (!uniforms.has(p_param)) {
  1618. return false;
  1619. }
  1620. return uniforms[p_param].texture_order >= 0;
  1621. }
  1622. bool RasterizerCanvasRD::ShaderData::is_animated() const {
  1623. return false;
  1624. }
  1625. bool RasterizerCanvasRD::ShaderData::casts_shadows() const {
  1626. return false;
  1627. }
  1628. Variant RasterizerCanvasRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  1629. if (uniforms.has(p_parameter)) {
  1630. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1631. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1632. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  1633. }
  1634. return Variant();
  1635. }
  1636. RasterizerCanvasRD::ShaderData::ShaderData() {
  1637. valid = false;
  1638. uses_screen_texture = false;
  1639. uses_material_samplers = false;
  1640. }
  1641. RasterizerCanvasRD::ShaderData::~ShaderData() {
  1642. RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
  1643. ERR_FAIL_COND(!canvas_singleton);
  1644. //pipeline variants will clear themselves if shader is gone
  1645. if (version.is_valid()) {
  1646. canvas_singleton->shader.canvas_shader.version_free(version);
  1647. }
  1648. }
  1649. RasterizerStorageRD::ShaderData *RasterizerCanvasRD::_create_shader_func() {
  1650. ShaderData *shader_data = memnew(ShaderData);
  1651. return shader_data;
  1652. }
  1653. void RasterizerCanvasRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1654. RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
  1655. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  1656. p_uniform_dirty = true;
  1657. if (uniform_buffer.is_valid()) {
  1658. RD::get_singleton()->free(uniform_buffer);
  1659. uniform_buffer = RID();
  1660. }
  1661. ubo_data.resize(shader_data->ubo_size);
  1662. if (ubo_data.size()) {
  1663. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  1664. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1665. }
  1666. //clear previous uniform set
  1667. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1668. RD::get_singleton()->free(uniform_set);
  1669. uniform_set = RID();
  1670. }
  1671. }
  1672. //check whether buffer changed
  1673. if (p_uniform_dirty && ubo_data.size()) {
  1674. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  1675. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  1676. }
  1677. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  1678. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  1679. texture_cache.resize(tex_uniform_count);
  1680. p_textures_dirty = true;
  1681. //clear previous uniform set
  1682. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1683. RD::get_singleton()->free(uniform_set);
  1684. uniform_set = RID();
  1685. }
  1686. }
  1687. if (p_textures_dirty && tex_uniform_count) {
  1688. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
  1689. }
  1690. if (shader_data->ubo_size == 0 && !shader_data->uses_material_samplers) {
  1691. // This material does not require an uniform set, so don't create it.
  1692. return;
  1693. }
  1694. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1695. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1696. return;
  1697. }
  1698. Vector<RD::Uniform> uniforms;
  1699. {
  1700. if (shader_data->uses_material_samplers) {
  1701. //needs samplers for the material (uses custom textures) create them
  1702. RD::Uniform u;
  1703. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1704. u.binding = 0;
  1705. u.ids.resize(12);
  1706. RID *ids_ptr = u.ids.ptrw();
  1707. ids_ptr[0] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1708. ids_ptr[1] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1709. ids_ptr[2] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1710. ids_ptr[3] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1711. ids_ptr[4] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1712. ids_ptr[5] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  1713. ids_ptr[6] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1714. ids_ptr[7] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1715. ids_ptr[8] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1716. ids_ptr[9] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1717. ids_ptr[10] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1718. ids_ptr[11] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  1719. uniforms.push_back(u);
  1720. }
  1721. if (shader_data->ubo_size) {
  1722. RD::Uniform u;
  1723. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1724. u.binding = 1;
  1725. u.ids.push_back(uniform_buffer);
  1726. uniforms.push_back(u);
  1727. }
  1728. const RID *textures = texture_cache.ptrw();
  1729. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  1730. RD::Uniform u;
  1731. u.type = RD::UNIFORM_TYPE_TEXTURE;
  1732. u.binding = 2 + i;
  1733. u.ids.push_back(textures[i]);
  1734. uniforms.push_back(u);
  1735. }
  1736. }
  1737. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), 1);
  1738. }
  1739. RasterizerCanvasRD::MaterialData::~MaterialData() {
  1740. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1741. RD::get_singleton()->free(uniform_set);
  1742. }
  1743. if (uniform_buffer.is_valid()) {
  1744. RD::get_singleton()->free(uniform_buffer);
  1745. }
  1746. }
  1747. RasterizerStorageRD::MaterialData *RasterizerCanvasRD::_create_material_func(ShaderData *p_shader) {
  1748. MaterialData *material_data = memnew(MaterialData);
  1749. material_data->shader_data = p_shader;
  1750. material_data->last_frame = false;
  1751. //update will happen later anyway so do nothing.
  1752. return material_data;
  1753. }
  1754. void RasterizerCanvasRD::set_time(double p_time) {
  1755. state.time = p_time;
  1756. }
  1757. void RasterizerCanvasRD::update() {
  1758. _dispose_bindings();
  1759. }
  1760. RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
  1761. storage = p_storage;
  1762. { //create default samplers
  1763. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1764. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1765. }
  1766. { //shader variants
  1767. uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
  1768. String global_defines;
  1769. if (textures_per_stage <= 16) {
  1770. //ARM pretty much, and very old Intel GPUs under Linux
  1771. state.max_lights_per_item = 4; //sad
  1772. global_defines += "#define MAX_LIGHT_TEXTURES 4\n";
  1773. } else if (textures_per_stage <= 32) {
  1774. //Apple (Metal)
  1775. state.max_lights_per_item = 8; //sad
  1776. global_defines += "#define MAX_LIGHT_TEXTURES 8\n";
  1777. } else {
  1778. //Anything else (16 lights per item)
  1779. state.max_lights_per_item = DEFAULT_MAX_LIGHTS_PER_ITEM;
  1780. global_defines += "#define MAX_LIGHT_TEXTURES " + itos(DEFAULT_MAX_LIGHTS_PER_ITEM) + "\n";
  1781. }
  1782. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1783. if (uniform_max_size < 65536) {
  1784. //Yes, you guessed right, ARM again
  1785. state.max_lights_per_render = 64;
  1786. global_defines += "#define MAX_LIGHTS 64\n";
  1787. } else {
  1788. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1789. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1790. }
  1791. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1792. Vector<String> variants;
  1793. //non light variants
  1794. variants.push_back(""); //none by default is first variant
  1795. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1796. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1797. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1798. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1799. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1800. //light variants
  1801. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1802. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1803. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1804. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1805. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1806. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1807. shader.canvas_shader.initialize(variants, global_defines);
  1808. shader.default_version = shader.canvas_shader.version_create();
  1809. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1810. shader.default_version_rd_shader_light = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD_LIGHT);
  1811. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1812. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1813. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1814. RD::RENDER_PRIMITIVE_TRIANGLES,
  1815. RD::RENDER_PRIMITIVE_TRIANGLES,
  1816. RD::RENDER_PRIMITIVE_TRIANGLES,
  1817. RD::RENDER_PRIMITIVE_LINES,
  1818. RD::RENDER_PRIMITIVE_POINTS,
  1819. RD::RENDER_PRIMITIVE_TRIANGLES,
  1820. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1821. RD::RENDER_PRIMITIVE_LINES,
  1822. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1823. RD::RENDER_PRIMITIVE_POINTS,
  1824. };
  1825. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1826. { //non lit
  1827. SHADER_VARIANT_QUAD,
  1828. SHADER_VARIANT_NINEPATCH,
  1829. SHADER_VARIANT_PRIMITIVE,
  1830. SHADER_VARIANT_PRIMITIVE,
  1831. SHADER_VARIANT_PRIMITIVE_POINTS,
  1832. SHADER_VARIANT_ATTRIBUTES,
  1833. SHADER_VARIANT_ATTRIBUTES,
  1834. SHADER_VARIANT_ATTRIBUTES,
  1835. SHADER_VARIANT_ATTRIBUTES,
  1836. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1837. { //lit
  1838. SHADER_VARIANT_QUAD_LIGHT,
  1839. SHADER_VARIANT_NINEPATCH_LIGHT,
  1840. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1841. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1842. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1843. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1844. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1845. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1846. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1847. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1848. };
  1849. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1850. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
  1851. }
  1852. }
  1853. }
  1854. {
  1855. //shader compiler
  1856. ShaderCompilerRD::DefaultIdentifierActions actions;
  1857. actions.renames["VERTEX"] = "vertex";
  1858. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1859. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1860. actions.renames["UV"] = "uv";
  1861. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1862. actions.renames["WORLD_MATRIX"] = "world_matrix";
  1863. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1864. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1865. actions.renames["TIME"] = "canvas_data.time";
  1866. actions.renames["AT_LIGHT_PASS"] = "false";
  1867. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1868. actions.renames["COLOR"] = "color";
  1869. actions.renames["NORMAL"] = "normal";
  1870. actions.renames["NORMALMAP"] = "normal_map";
  1871. actions.renames["NORMALMAP_DEPTH"] = "normal_depth";
  1872. actions.renames["TEXTURE"] = "color_texture";
  1873. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1874. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1875. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1876. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1877. actions.renames["SCREEN_UV"] = "screen_uv";
  1878. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1879. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1880. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1881. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1882. actions.renames["LIGHT_POSITION"] = "light_pos";
  1883. actions.renames["LIGHT_COLOR"] = "light_color";
  1884. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1885. actions.renames["LIGHT"] = "light";
  1886. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1887. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1888. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1889. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1890. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1891. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1892. actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
  1893. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1894. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1895. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1896. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1897. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1898. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  1899. actions.sampler_array_name = "material_samplers";
  1900. actions.base_texture_binding_index = 2;
  1901. actions.texture_layout_set = 1;
  1902. actions.base_uniform_string = "material.";
  1903. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1904. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1905. actions.base_varying_index = 4;
  1906. actions.global_buffer_array_variable = "global_variables.data";
  1907. shader.compiler.initialize(actions);
  1908. }
  1909. { //shadow rendering
  1910. Vector<String> versions;
  1911. versions.push_back(String()); //no versions
  1912. shadow_render.shader.initialize(versions);
  1913. {
  1914. Vector<RD::AttachmentFormat> attachments;
  1915. RD::AttachmentFormat af_color;
  1916. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1917. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1918. attachments.push_back(af_color);
  1919. RD::AttachmentFormat af_depth;
  1920. af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
  1921. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1922. attachments.push_back(af_depth);
  1923. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1924. }
  1925. //pipelines
  1926. Vector<RD::VertexAttribute> vf;
  1927. RD::VertexAttribute vd;
  1928. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  1929. vd.location = 0;
  1930. vd.offset = 0;
  1931. vd.stride = sizeof(float) * 3;
  1932. vf.push_back(vd);
  1933. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1934. shadow_render.shader_version = shadow_render.shader.version_create();
  1935. for (int i = 0; i < 3; i++) {
  1936. RD::PipelineRasterizationState rs;
  1937. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  1938. RD::PipelineDepthStencilState ds;
  1939. ds.enable_depth_write = true;
  1940. ds.enable_depth_test = true;
  1941. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1942. shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, 0), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  1943. }
  1944. }
  1945. { //bindings
  1946. bindings.id_generator = 0;
  1947. //generate for 0
  1948. bindings.default_empty = request_texture_binding(RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, RID());
  1949. { //state allocate
  1950. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  1951. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  1952. RD::SamplerState shadow_sampler_state;
  1953. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1954. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1955. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  1956. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  1957. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  1958. }
  1959. }
  1960. {
  1961. //polygon buffers
  1962. polygon_buffers.last_id = 1;
  1963. }
  1964. { // default index buffer
  1965. Vector<uint8_t> pv;
  1966. pv.resize(6 * 4);
  1967. {
  1968. uint8_t *w = pv.ptrw();
  1969. int *p32 = (int *)w;
  1970. p32[0] = 0;
  1971. p32[1] = 1;
  1972. p32[2] = 2;
  1973. p32[3] = 0;
  1974. p32[4] = 2;
  1975. p32[5] = 3;
  1976. }
  1977. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  1978. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1979. }
  1980. { //primitive
  1981. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  1982. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  1983. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  1984. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1985. }
  1986. { //default skeleton buffer
  1987. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  1988. SkeletonUniform su;
  1989. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  1990. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  1991. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  1992. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  1993. }
  1994. //create functions for shader and material
  1995. storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
  1996. storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_2D, _create_material_funcs);
  1997. state.time = 0;
  1998. static_assert(sizeof(PushConstant) == 128);
  1999. }
  2000. bool RasterizerCanvasRD::free(RID p_rid) {
  2001. if (canvas_light_owner.owns(p_rid)) {
  2002. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  2003. ERR_FAIL_COND_V(!cl, false);
  2004. light_set_use_shadow(p_rid, false, 64);
  2005. canvas_light_owner.free(p_rid);
  2006. } else if (occluder_polygon_owner.owns(p_rid)) {
  2007. occluder_polygon_set_shape_as_lines(p_rid, Vector<Vector2>());
  2008. occluder_polygon_owner.free(p_rid);
  2009. } else {
  2010. return false;
  2011. }
  2012. return true;
  2013. }
  2014. RasterizerCanvasRD::~RasterizerCanvasRD() {
  2015. //canvas state
  2016. {
  2017. if (state.canvas_state_buffer.is_valid()) {
  2018. RD::get_singleton()->free(state.canvas_state_buffer);
  2019. }
  2020. memdelete_arr(state.light_uniforms);
  2021. RD::get_singleton()->free(state.lights_uniform_buffer);
  2022. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2023. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2024. }
  2025. //shadow rendering
  2026. {
  2027. shadow_render.shader.version_free(shadow_render.shader_version);
  2028. //this will also automatically clear all pipelines
  2029. RD::get_singleton()->free(state.shadow_sampler);
  2030. }
  2031. //bindings
  2032. {
  2033. free_texture_binding(bindings.default_empty);
  2034. //dispose pending
  2035. _dispose_bindings();
  2036. //anything remains?
  2037. if (bindings.texture_bindings.size()) {
  2038. ERR_PRINT("Some texture bindings were not properly freed (leaked canvasitems?");
  2039. const TextureBindingID *key = nullptr;
  2040. while ((key = bindings.texture_bindings.next(key))) {
  2041. TextureBinding *tb = bindings.texture_bindings[*key];
  2042. tb->reference_count = 1;
  2043. free_texture_binding(*key);
  2044. }
  2045. //dispose pending
  2046. _dispose_bindings();
  2047. }
  2048. }
  2049. //shaders
  2050. shader.canvas_shader.version_free(shader.default_version);
  2051. //buffers
  2052. {
  2053. RD::get_singleton()->free(shader.quad_index_array);
  2054. RD::get_singleton()->free(shader.quad_index_buffer);
  2055. //primitives are erase by dependency
  2056. }
  2057. //pipelines don't need freeing, they are all gone after shaders are gone
  2058. }