renderer_canvas_render_rd.cpp 110 KB

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  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "core/math/transform_interpolator.h"
  36. #include "renderer_compositor_rd.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  40. #include "servers/rendering/rendering_server_default.h"
  41. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  42. p_mat4[0] = p_transform.columns[0][0];
  43. p_mat4[1] = p_transform.columns[0][1];
  44. p_mat4[2] = 0;
  45. p_mat4[3] = 0;
  46. p_mat4[4] = p_transform.columns[1][0];
  47. p_mat4[5] = p_transform.columns[1][1];
  48. p_mat4[6] = 0;
  49. p_mat4[7] = 0;
  50. p_mat4[8] = 0;
  51. p_mat4[9] = 0;
  52. p_mat4[10] = 1;
  53. p_mat4[11] = 0;
  54. p_mat4[12] = p_transform.columns[2][0];
  55. p_mat4[13] = p_transform.columns[2][1];
  56. p_mat4[14] = 0;
  57. p_mat4[15] = 1;
  58. }
  59. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  60. p_mat2x4[0] = p_transform.columns[0][0];
  61. p_mat2x4[1] = p_transform.columns[1][0];
  62. p_mat2x4[2] = 0;
  63. p_mat2x4[3] = p_transform.columns[2][0];
  64. p_mat2x4[4] = p_transform.columns[0][1];
  65. p_mat2x4[5] = p_transform.columns[1][1];
  66. p_mat2x4[6] = 0;
  67. p_mat2x4[7] = p_transform.columns[2][1];
  68. }
  69. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  70. p_mat2x3[0] = p_transform.columns[0][0];
  71. p_mat2x3[1] = p_transform.columns[0][1];
  72. p_mat2x3[2] = p_transform.columns[1][0];
  73. p_mat2x3[3] = p_transform.columns[1][1];
  74. p_mat2x3[4] = p_transform.columns[2][0];
  75. p_mat2x3[5] = p_transform.columns[2][1];
  76. }
  77. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  78. p_mat4[0] = p_transform.basis.rows[0][0];
  79. p_mat4[1] = p_transform.basis.rows[1][0];
  80. p_mat4[2] = p_transform.basis.rows[2][0];
  81. p_mat4[3] = 0;
  82. p_mat4[4] = p_transform.basis.rows[0][1];
  83. p_mat4[5] = p_transform.basis.rows[1][1];
  84. p_mat4[6] = p_transform.basis.rows[2][1];
  85. p_mat4[7] = 0;
  86. p_mat4[8] = p_transform.basis.rows[0][2];
  87. p_mat4[9] = p_transform.basis.rows[1][2];
  88. p_mat4[10] = p_transform.basis.rows[2][2];
  89. p_mat4[11] = 0;
  90. p_mat4[12] = p_transform.origin.x;
  91. p_mat4[13] = p_transform.origin.y;
  92. p_mat4[14] = p_transform.origin.z;
  93. p_mat4[15] = 1;
  94. }
  95. RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
  96. // Care must be taken to generate array formats
  97. // in ways where they could be reused, so we will
  98. // put single-occuring elements first, and repeated
  99. // elements later. This way the generated formats are
  100. // the same no matter the length of the arrays.
  101. // This dramatically reduces the amount of pipeline objects
  102. // that need to be created for these formats.
  103. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  104. uint32_t vertex_count = p_points.size();
  105. uint32_t stride = 2; //vertices always repeat
  106. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  107. stride += 4;
  108. }
  109. if ((uint32_t)p_uvs.size() == vertex_count) {
  110. stride += 2;
  111. }
  112. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  113. stride += 4;
  114. }
  115. uint32_t buffer_size = stride * p_points.size();
  116. Vector<uint8_t> polygon_buffer;
  117. polygon_buffer.resize(buffer_size * sizeof(float));
  118. Vector<RD::VertexAttribute> descriptions;
  119. descriptions.resize(5);
  120. Vector<RID> buffers;
  121. buffers.resize(5);
  122. {
  123. uint8_t *r = polygon_buffer.ptrw();
  124. float *fptr = reinterpret_cast<float *>(r);
  125. uint32_t *uptr = reinterpret_cast<uint32_t *>(r);
  126. uint32_t base_offset = 0;
  127. { //vertices
  128. RD::VertexAttribute vd;
  129. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  130. vd.offset = base_offset * sizeof(float);
  131. vd.location = RS::ARRAY_VERTEX;
  132. vd.stride = stride * sizeof(float);
  133. descriptions.write[0] = vd;
  134. const Vector2 *points_ptr = p_points.ptr();
  135. for (uint32_t i = 0; i < vertex_count; i++) {
  136. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  137. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  138. }
  139. base_offset += 2;
  140. }
  141. //colors
  142. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  143. RD::VertexAttribute vd;
  144. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  145. vd.offset = base_offset * sizeof(float);
  146. vd.location = RS::ARRAY_COLOR;
  147. vd.stride = stride * sizeof(float);
  148. descriptions.write[1] = vd;
  149. if (p_colors.size() == 1) {
  150. Color color = p_colors[0];
  151. for (uint32_t i = 0; i < vertex_count; i++) {
  152. fptr[base_offset + i * stride + 0] = color.r;
  153. fptr[base_offset + i * stride + 1] = color.g;
  154. fptr[base_offset + i * stride + 2] = color.b;
  155. fptr[base_offset + i * stride + 3] = color.a;
  156. }
  157. } else {
  158. const Color *color_ptr = p_colors.ptr();
  159. for (uint32_t i = 0; i < vertex_count; i++) {
  160. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  161. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  162. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  163. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  164. }
  165. }
  166. base_offset += 4;
  167. } else {
  168. RD::VertexAttribute vd;
  169. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  170. vd.offset = 0;
  171. vd.location = RS::ARRAY_COLOR;
  172. vd.stride = 0;
  173. descriptions.write[1] = vd;
  174. buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
  175. }
  176. //uvs
  177. if ((uint32_t)p_uvs.size() == vertex_count) {
  178. RD::VertexAttribute vd;
  179. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  180. vd.offset = base_offset * sizeof(float);
  181. vd.location = RS::ARRAY_TEX_UV;
  182. vd.stride = stride * sizeof(float);
  183. descriptions.write[2] = vd;
  184. const Vector2 *uv_ptr = p_uvs.ptr();
  185. for (uint32_t i = 0; i < vertex_count; i++) {
  186. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  187. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  188. }
  189. base_offset += 2;
  190. } else {
  191. RD::VertexAttribute vd;
  192. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  193. vd.offset = 0;
  194. vd.location = RS::ARRAY_TEX_UV;
  195. vd.stride = 0;
  196. descriptions.write[2] = vd;
  197. buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
  198. }
  199. //bones
  200. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  201. RD::VertexAttribute vd;
  202. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  203. vd.offset = base_offset * sizeof(float);
  204. vd.location = RS::ARRAY_BONES;
  205. vd.stride = stride * sizeof(float);
  206. descriptions.write[3] = vd;
  207. const int *bone_ptr = p_bones.ptr();
  208. for (uint32_t i = 0; i < vertex_count; i++) {
  209. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  210. bone16w[0] = bone_ptr[i * 4 + 0];
  211. bone16w[1] = bone_ptr[i * 4 + 1];
  212. bone16w[2] = bone_ptr[i * 4 + 2];
  213. bone16w[3] = bone_ptr[i * 4 + 3];
  214. }
  215. base_offset += 2;
  216. } else {
  217. RD::VertexAttribute vd;
  218. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  219. vd.offset = 0;
  220. vd.location = RS::ARRAY_BONES;
  221. vd.stride = 0;
  222. descriptions.write[3] = vd;
  223. buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
  224. }
  225. //weights
  226. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  227. RD::VertexAttribute vd;
  228. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  229. vd.offset = base_offset * sizeof(float);
  230. vd.location = RS::ARRAY_WEIGHTS;
  231. vd.stride = stride * sizeof(float);
  232. descriptions.write[4] = vd;
  233. const float *weight_ptr = p_weights.ptr();
  234. for (uint32_t i = 0; i < vertex_count; i++) {
  235. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  236. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  237. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  238. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  239. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  240. }
  241. base_offset += 2;
  242. } else {
  243. RD::VertexAttribute vd;
  244. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  245. vd.offset = 0;
  246. vd.location = RS::ARRAY_WEIGHTS;
  247. vd.stride = 0;
  248. descriptions.write[4] = vd;
  249. buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
  250. }
  251. //check that everything is as it should be
  252. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  253. }
  254. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  255. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  256. PolygonBuffers pb;
  257. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  258. for (int i = 0; i < descriptions.size(); i++) {
  259. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  260. buffers.write[i] = pb.vertex_buffer;
  261. }
  262. }
  263. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  264. pb.primitive_count = vertex_count;
  265. if (p_indices.size()) {
  266. //create indices, as indices were requested
  267. Vector<uint8_t> index_buffer;
  268. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  269. {
  270. uint8_t *w = index_buffer.ptrw();
  271. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  272. }
  273. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  274. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  275. pb.primitive_count = p_indices.size();
  276. }
  277. pb.vertex_format_id = vertex_id;
  278. PolygonID id = polygon_buffers.last_id++;
  279. polygon_buffers.polygons[id] = pb;
  280. return id;
  281. }
  282. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  283. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  284. ERR_FAIL_NULL(pb_ptr);
  285. PolygonBuffers &pb = *pb_ptr;
  286. if (pb.indices.is_valid()) {
  287. RD::get_singleton()->free(pb.indices);
  288. }
  289. if (pb.index_buffer.is_valid()) {
  290. RD::get_singleton()->free(pb.index_buffer);
  291. }
  292. RD::get_singleton()->free(pb.vertex_array);
  293. RD::get_singleton()->free(pb.vertex_buffer);
  294. polygon_buffers.polygons.erase(p_polygon);
  295. }
  296. ////////////////////
  297. void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size, bool p_texture_is_data) {
  298. if (p_texture == RID()) {
  299. p_texture = default_canvas_texture;
  300. }
  301. if (r_last_texture == p_texture) {
  302. return; //nothing to do, its the same
  303. }
  304. RID uniform_set;
  305. Color specular_shininess;
  306. Size2i size;
  307. bool use_normal;
  308. bool use_specular;
  309. bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, bool(push_constant.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR), uniform_set, size, specular_shininess, use_normal, use_specular, p_texture_is_data);
  310. //something odd happened
  311. if (!success) {
  312. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  313. return;
  314. }
  315. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  316. if (specular_shininess.a < 0.999) {
  317. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  318. } else {
  319. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  320. }
  321. if (use_normal) {
  322. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  323. } else {
  324. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  325. }
  326. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  327. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  328. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  329. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  330. r_texpixel_size.x = 1.0 / float(size.x);
  331. r_texpixel_size.y = 1.0 / float(size.y);
  332. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  333. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  334. r_last_texture = p_texture;
  335. }
  336. _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
  337. static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
  338. static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
  339. return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
  340. }
  341. void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used, const Point2 &p_repeat_offset, RenderingMethod::RenderInfo *r_render_info) {
  342. //create an empty push constant
  343. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  344. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  345. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  346. RS::CanvasItemTextureFilter current_filter = default_filter;
  347. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  348. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  349. current_filter = p_item->texture_filter;
  350. }
  351. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  352. current_repeat = p_item->texture_repeat;
  353. }
  354. PushConstant push_constant;
  355. Transform2D base_transform = p_item->final_transform;
  356. if (p_item->repeat_source_item && (p_repeat_offset.x || p_repeat_offset.y)) {
  357. base_transform.columns[2] += p_item->repeat_source_item->final_transform.basis_xform(p_repeat_offset);
  358. }
  359. base_transform = p_canvas_transform_inverse * base_transform;
  360. Transform2D draw_transform;
  361. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  362. Color base_color = p_item->final_modulate;
  363. bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_render_target);
  364. for (int i = 0; i < 4; i++) {
  365. push_constant.modulation[i] = 0;
  366. push_constant.ninepatch_margins[i] = 0;
  367. push_constant.src_rect[i] = 0;
  368. push_constant.dst_rect[i] = 0;
  369. }
  370. push_constant.flags = 0;
  371. push_constant.color_texture_pixel_size[0] = 0;
  372. push_constant.color_texture_pixel_size[1] = 0;
  373. push_constant.pad[0] = 0;
  374. push_constant.pad[1] = 0;
  375. push_constant.lights[0] = 0;
  376. push_constant.lights[1] = 0;
  377. push_constant.lights[2] = 0;
  378. push_constant.lights[3] = 0;
  379. uint32_t base_flags = 0;
  380. base_flags |= use_linear_colors ? FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
  381. uint16_t light_count = 0;
  382. PipelineLightMode light_mode;
  383. {
  384. Light *light = p_lights;
  385. while (light) {
  386. 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)) {
  387. uint32_t light_index = light->render_index_cache;
  388. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  389. light_count++;
  390. if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
  391. break;
  392. }
  393. }
  394. light = light->next_ptr;
  395. }
  396. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  397. }
  398. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  399. PipelineVariants *pipeline_variants = p_pipeline_variants;
  400. bool reclip = false;
  401. RID last_texture;
  402. Size2 texpixel_size;
  403. bool skipping = false;
  404. const Item::Command *c = p_item->commands;
  405. while (c) {
  406. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  407. c = c->next;
  408. continue;
  409. }
  410. push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); // Reset on each command for safety, keep canvastexture binding config.
  411. switch (c->type) {
  412. case Item::Command::TYPE_RECT: {
  413. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  414. if (rect->flags & CANVAS_RECT_TILE) {
  415. current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  416. }
  417. Color modulated = rect->modulate * base_color;
  418. if (use_linear_colors) {
  419. modulated = modulated.srgb_to_linear();
  420. }
  421. //bind pipeline
  422. if (rect->flags & CANVAS_RECT_LCD) {
  423. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  424. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  425. RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, modulated);
  426. } else {
  427. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  428. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  429. }
  430. //bind textures
  431. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size, bool(rect->flags & CANVAS_RECT_MSDF));
  432. Rect2 src_rect;
  433. Rect2 dst_rect;
  434. if (rect->texture != RID()) {
  435. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  436. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  437. if (dst_rect.size.width < 0) {
  438. dst_rect.position.x += dst_rect.size.width;
  439. dst_rect.size.width *= -1;
  440. }
  441. if (dst_rect.size.height < 0) {
  442. dst_rect.position.y += dst_rect.size.height;
  443. dst_rect.size.height *= -1;
  444. }
  445. if (rect->flags & CANVAS_RECT_FLIP_H) {
  446. src_rect.size.x *= -1;
  447. push_constant.flags |= FLAGS_FLIP_H;
  448. }
  449. if (rect->flags & CANVAS_RECT_FLIP_V) {
  450. src_rect.size.y *= -1;
  451. push_constant.flags |= FLAGS_FLIP_V;
  452. }
  453. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  454. push_constant.flags |= FLAGS_TRANSPOSE_RECT;
  455. }
  456. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  457. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  458. }
  459. } else {
  460. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  461. if (dst_rect.size.width < 0) {
  462. dst_rect.position.x += dst_rect.size.width;
  463. dst_rect.size.width *= -1;
  464. }
  465. if (dst_rect.size.height < 0) {
  466. dst_rect.position.y += dst_rect.size.height;
  467. dst_rect.size.height *= -1;
  468. }
  469. src_rect = Rect2(0, 0, 1, 1);
  470. }
  471. if (rect->flags & CANVAS_RECT_MSDF) {
  472. push_constant.flags |= FLAGS_USE_MSDF;
  473. push_constant.msdf[0] = rect->px_range; // Pixel range.
  474. push_constant.msdf[1] = rect->outline; // Outline size.
  475. push_constant.msdf[2] = 0.f; // Reserved.
  476. push_constant.msdf[3] = 0.f; // Reserved.
  477. } else if (rect->flags & CANVAS_RECT_LCD) {
  478. push_constant.flags |= FLAGS_USE_LCD;
  479. }
  480. push_constant.modulation[0] = modulated.r;
  481. push_constant.modulation[1] = modulated.g;
  482. push_constant.modulation[2] = modulated.b;
  483. push_constant.modulation[3] = modulated.a;
  484. push_constant.src_rect[0] = src_rect.position.x;
  485. push_constant.src_rect[1] = src_rect.position.y;
  486. push_constant.src_rect[2] = src_rect.size.width;
  487. push_constant.src_rect[3] = src_rect.size.height;
  488. push_constant.dst_rect[0] = dst_rect.position.x;
  489. push_constant.dst_rect[1] = dst_rect.position.y;
  490. push_constant.dst_rect[2] = dst_rect.size.width;
  491. push_constant.dst_rect[3] = dst_rect.size.height;
  492. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  493. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  494. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  495. if (r_render_info) {
  496. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  497. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2;
  498. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  499. }
  500. } break;
  501. case Item::Command::TYPE_NINEPATCH: {
  502. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  503. //bind pipeline
  504. {
  505. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  506. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  507. }
  508. //bind textures
  509. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  510. Rect2 src_rect;
  511. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  512. if (np->texture == RID()) {
  513. texpixel_size = Size2(1, 1);
  514. src_rect = Rect2(0, 0, 1, 1);
  515. } else {
  516. if (np->source != Rect2()) {
  517. 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);
  518. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  519. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  520. } else {
  521. src_rect = Rect2(0, 0, 1, 1);
  522. }
  523. }
  524. Color modulated = np->color * base_color;
  525. if (use_linear_colors) {
  526. modulated = modulated.srgb_to_linear();
  527. }
  528. push_constant.modulation[0] = modulated.r;
  529. push_constant.modulation[1] = modulated.g;
  530. push_constant.modulation[2] = modulated.b;
  531. push_constant.modulation[3] = modulated.a;
  532. push_constant.src_rect[0] = src_rect.position.x;
  533. push_constant.src_rect[1] = src_rect.position.y;
  534. push_constant.src_rect[2] = src_rect.size.width;
  535. push_constant.src_rect[3] = src_rect.size.height;
  536. push_constant.dst_rect[0] = dst_rect.position.x;
  537. push_constant.dst_rect[1] = dst_rect.position.y;
  538. push_constant.dst_rect[2] = dst_rect.size.width;
  539. push_constant.dst_rect[3] = dst_rect.size.height;
  540. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  541. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  542. if (np->draw_center) {
  543. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  544. }
  545. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  546. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  547. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  548. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  549. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  550. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  551. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  552. if (r_render_info) {
  553. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  554. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2;
  555. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  556. }
  557. // Restore if overridden.
  558. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  559. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  560. } break;
  561. case Item::Command::TYPE_POLYGON: {
  562. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  563. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  564. ERR_CONTINUE(!pb);
  565. //bind pipeline
  566. {
  567. 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 };
  568. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  569. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  570. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  571. }
  572. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  573. //not supported in most hardware, so pointless
  574. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  575. }
  576. //bind textures
  577. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  578. Color color = base_color;
  579. if (use_linear_colors) {
  580. color = color.srgb_to_linear();
  581. }
  582. push_constant.modulation[0] = color.r;
  583. push_constant.modulation[1] = color.g;
  584. push_constant.modulation[2] = color.b;
  585. push_constant.modulation[3] = color.a;
  586. for (int j = 0; j < 4; j++) {
  587. push_constant.src_rect[j] = 0;
  588. push_constant.dst_rect[j] = 0;
  589. push_constant.ninepatch_margins[j] = 0;
  590. }
  591. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  592. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  593. if (pb->indices.is_valid()) {
  594. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  595. }
  596. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  597. if (r_render_info) {
  598. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  599. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(polygon->primitive, pb->primitive_count);
  600. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  601. }
  602. } break;
  603. case Item::Command::TYPE_PRIMITIVE: {
  604. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  605. //bind pipeline
  606. {
  607. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  608. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  609. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  610. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  611. }
  612. //bind textures
  613. _bind_canvas_texture(p_draw_list, primitive->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  614. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
  615. for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
  616. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  617. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  618. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  619. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  620. Color col = primitive->colors[j] * base_color;
  621. if (use_linear_colors) {
  622. col = col.srgb_to_linear();
  623. }
  624. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  625. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  626. }
  627. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  628. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  629. if (r_render_info) {
  630. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  631. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME]++;
  632. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  633. }
  634. if (primitive->point_count == 4) {
  635. for (uint32_t j = 1; j < 3; j++) {
  636. //second half of triangle
  637. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  638. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  639. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  640. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  641. Color col = primitive->colors[j + 1] * base_color;
  642. if (use_linear_colors) {
  643. col = col.srgb_to_linear();
  644. }
  645. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  646. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  647. }
  648. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  649. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  650. if (r_render_info) {
  651. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  652. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME]++;
  653. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  654. }
  655. }
  656. } break;
  657. case Item::Command::TYPE_MESH:
  658. case Item::Command::TYPE_MULTIMESH:
  659. case Item::Command::TYPE_PARTICLES: {
  660. RID mesh;
  661. RID mesh_instance;
  662. RID texture;
  663. Color modulate(1, 1, 1, 1);
  664. float world_backup[6];
  665. int instance_count = 1;
  666. for (int j = 0; j < 6; j++) {
  667. world_backup[j] = push_constant.world[j];
  668. }
  669. if (c->type == Item::Command::TYPE_MESH) {
  670. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  671. mesh = m->mesh;
  672. mesh_instance = m->mesh_instance;
  673. texture = m->texture;
  674. modulate = m->modulate;
  675. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
  676. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  677. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  678. RID multimesh = mm->multimesh;
  679. mesh = mesh_storage->multimesh_get_mesh(multimesh);
  680. texture = mm->texture;
  681. if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  682. break;
  683. }
  684. instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
  685. if (instance_count == 0) {
  686. break;
  687. }
  688. RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  689. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  690. push_constant.flags |= 1; //multimesh, trails disabled
  691. if (mesh_storage->multimesh_uses_colors(multimesh)) {
  692. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  693. }
  694. if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
  695. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  696. }
  697. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  698. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  699. ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  700. particles_storage->particles_request_process(pt->particles);
  701. if (particles_storage->particles_is_inactive(pt->particles) || particles_storage->particles_get_frame_counter(pt->particles) == 0) {
  702. break;
  703. }
  704. RenderingServerDefault::redraw_request(); // active particles means redraw request
  705. int dpc = particles_storage->particles_get_draw_passes(pt->particles);
  706. if (dpc == 0) {
  707. break; //nothing to draw
  708. }
  709. uint32_t divisor = 1;
  710. instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
  711. RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  712. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  713. push_constant.flags |= divisor;
  714. instance_count /= divisor;
  715. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  716. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  717. mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  718. texture = pt->texture;
  719. if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
  720. //pass collision information
  721. Transform2D xform = p_item->final_transform;
  722. RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
  723. Rect2 to_screen;
  724. {
  725. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  726. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  727. to_screen.position = -sdf_rect.position * to_screen.size;
  728. }
  729. particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  730. } else {
  731. particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  732. }
  733. // Signal that SDF texture needs to be updated.
  734. r_sdf_used |= particles_storage->particles_has_collision(pt->particles);
  735. }
  736. if (mesh.is_null()) {
  737. break;
  738. }
  739. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  740. uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
  741. 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 };
  742. Color modulated = modulate * base_color;
  743. if (use_linear_colors) {
  744. modulated = modulated.srgb_to_linear();
  745. }
  746. push_constant.modulation[0] = modulated.r;
  747. push_constant.modulation[1] = modulated.g;
  748. push_constant.modulation[2] = modulated.b;
  749. push_constant.modulation[3] = modulated.a;
  750. for (int j = 0; j < 4; j++) {
  751. push_constant.src_rect[j] = 0;
  752. push_constant.dst_rect[j] = 0;
  753. push_constant.ninepatch_margins[j] = 0;
  754. }
  755. for (uint32_t j = 0; j < surf_count; j++) {
  756. void *surface = mesh_storage->mesh_get_surface(mesh, j);
  757. RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
  758. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  759. uint64_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  760. RID vertex_array;
  761. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  762. if (mesh_instance.is_valid()) {
  763. mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
  764. } else {
  765. mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
  766. }
  767. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  768. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  769. RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
  770. if (index_array.is_valid()) {
  771. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  772. }
  773. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  774. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  775. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  776. if (r_render_info) {
  777. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  778. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(primitive, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)) * instance_count;
  779. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  780. }
  781. }
  782. for (int j = 0; j < 6; j++) {
  783. push_constant.world[j] = world_backup[j];
  784. }
  785. } break;
  786. case Item::Command::TYPE_TRANSFORM: {
  787. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  788. draw_transform = transform->xform;
  789. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  790. } break;
  791. case Item::Command::TYPE_CLIP_IGNORE: {
  792. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  793. if (current_clip) {
  794. if (ci->ignore != reclip) {
  795. if (ci->ignore) {
  796. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  797. reclip = true;
  798. } else {
  799. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  800. reclip = false;
  801. }
  802. }
  803. }
  804. } break;
  805. case Item::Command::TYPE_ANIMATION_SLICE: {
  806. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  807. double current_time = RendererCompositorRD::get_singleton()->get_total_time();
  808. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  809. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  810. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  811. } break;
  812. }
  813. c = c->next;
  814. }
  815. #ifdef DEBUG_ENABLED
  816. if (debug_redraw && p_item->debug_redraw_time > 0.0) {
  817. Color dc = debug_redraw_color;
  818. dc.a *= p_item->debug_redraw_time / debug_redraw_time;
  819. RID pipeline = pipeline_variants->variants[PIPELINE_LIGHT_MODE_DISABLED][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  820. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  821. //bind textures
  822. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  823. Rect2 src_rect;
  824. Rect2 dst_rect;
  825. dst_rect = Rect2(Vector2(), p_item->rect.size);
  826. src_rect = Rect2(0, 0, 1, 1);
  827. push_constant.modulation[0] = dc.r;
  828. push_constant.modulation[1] = dc.g;
  829. push_constant.modulation[2] = dc.b;
  830. push_constant.modulation[3] = dc.a;
  831. push_constant.src_rect[0] = src_rect.position.x;
  832. push_constant.src_rect[1] = src_rect.position.y;
  833. push_constant.src_rect[2] = src_rect.size.width;
  834. push_constant.src_rect[3] = src_rect.size.height;
  835. push_constant.dst_rect[0] = dst_rect.position.x;
  836. push_constant.dst_rect[1] = dst_rect.position.y;
  837. push_constant.dst_rect[2] = dst_rect.size.width;
  838. push_constant.dst_rect[3] = dst_rect.size.height;
  839. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  840. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  841. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  842. p_item->debug_redraw_time -= RSG::rasterizer->get_frame_delta_time();
  843. RenderingServerDefault::redraw_request();
  844. }
  845. #endif
  846. if (current_clip && reclip) {
  847. //will make it re-enable clipping if needed afterwards
  848. current_clip = nullptr;
  849. }
  850. }
  851. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  852. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  853. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  854. //re create canvas state
  855. Vector<RD::Uniform> uniforms;
  856. {
  857. RD::Uniform u;
  858. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  859. u.binding = 1;
  860. u.append_id(state.canvas_state_buffer);
  861. uniforms.push_back(u);
  862. }
  863. {
  864. RD::Uniform u;
  865. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  866. u.binding = 2;
  867. u.append_id(state.lights_uniform_buffer);
  868. uniforms.push_back(u);
  869. }
  870. {
  871. RD::Uniform u;
  872. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  873. u.binding = 3;
  874. u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
  875. uniforms.push_back(u);
  876. }
  877. {
  878. RD::Uniform u;
  879. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  880. u.binding = 4;
  881. u.append_id(state.shadow_texture);
  882. uniforms.push_back(u);
  883. }
  884. {
  885. RD::Uniform u;
  886. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  887. u.binding = 5;
  888. u.append_id(state.shadow_sampler);
  889. uniforms.push_back(u);
  890. }
  891. {
  892. RD::Uniform u;
  893. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  894. u.binding = 6;
  895. RID screen;
  896. if (p_backbuffer) {
  897. screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
  898. } else {
  899. screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
  900. if (screen.is_null()) { //unallocated backbuffer
  901. screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  902. }
  903. }
  904. u.append_id(screen);
  905. uniforms.push_back(u);
  906. }
  907. {
  908. RD::Uniform u;
  909. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  910. u.binding = 7;
  911. RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
  912. u.append_id(sdf);
  913. uniforms.push_back(u);
  914. }
  915. {
  916. RD::Uniform u;
  917. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  918. u.binding = 9;
  919. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  920. uniforms.push_back(u);
  921. }
  922. uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
  923. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  924. if (p_backbuffer) {
  925. texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  926. } else {
  927. texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  928. }
  929. return uniform_set;
  930. }
  931. void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) {
  932. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  933. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  934. Item *current_clip = nullptr;
  935. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  936. RID framebuffer;
  937. RID fb_uniform_set;
  938. bool clear = false;
  939. Vector<Color> clear_colors;
  940. if (p_to_backbuffer) {
  941. framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  942. fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  943. } else {
  944. framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
  945. texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target, false); // If MSAA is enabled, our framebuffer will be resolved!
  946. if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
  947. clear = true;
  948. clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
  949. texture_storage->render_target_disable_clear_request(p_to_render_target);
  950. }
  951. // TODO: Obtain from framebuffer format eventually when this is implemented.
  952. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  953. }
  954. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  955. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  956. }
  957. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  958. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, clear_colors, 1, 0, Rect2(), RDD::BreadcrumbMarker::UI_PASS);
  959. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  960. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  961. RID prev_material;
  962. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  963. for (int i = 0; i < p_item_count; i++) {
  964. Item *ci = items[i];
  965. if (current_clip != ci->final_clip_owner) {
  966. current_clip = ci->final_clip_owner;
  967. //setup clip
  968. if (current_clip) {
  969. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  970. } else {
  971. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  972. }
  973. }
  974. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  975. if (ci->use_canvas_group) {
  976. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  977. material = default_clip_children_material;
  978. } else {
  979. if (material.is_null()) {
  980. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
  981. material = default_clip_children_material;
  982. } else {
  983. material = default_canvas_group_material;
  984. }
  985. }
  986. }
  987. }
  988. if (material != prev_material) {
  989. CanvasMaterialData *material_data = nullptr;
  990. if (material.is_valid()) {
  991. material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  992. }
  993. if (material_data) {
  994. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  995. pipeline_variants = &material_data->shader_data->pipeline_variants;
  996. // Update uniform set.
  997. RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
  998. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
  999. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
  1000. material_data->set_as_used();
  1001. }
  1002. } else {
  1003. pipeline_variants = &shader.pipeline_variants;
  1004. }
  1005. } else {
  1006. pipeline_variants = &shader.pipeline_variants;
  1007. }
  1008. }
  1009. if (!ci->repeat_size.x && !ci->repeat_size.y) {
  1010. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, Point2(), r_render_info);
  1011. } else {
  1012. Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
  1013. Point2 offset;
  1014. int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;
  1015. int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;
  1016. for (int ry = 0; ry <= repeat_times_y; ry++) {
  1017. offset.y = start_pos.y + ry * ci->repeat_size.y;
  1018. for (int rx = 0; rx <= repeat_times_x; rx++) {
  1019. offset.x = start_pos.x + rx * ci->repeat_size.x;
  1020. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, offset, r_render_info);
  1021. }
  1022. }
  1023. }
  1024. prev_material = material;
  1025. }
  1026. RD::get_singleton()->draw_list_end();
  1027. }
  1028. void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {
  1029. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1030. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1031. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  1032. r_sdf_used = false;
  1033. int item_count = 0;
  1034. //setup canvas state uniforms if needed
  1035. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  1036. //setup directional lights if exist
  1037. uint32_t light_count = 0;
  1038. uint32_t directional_light_count = 0;
  1039. {
  1040. Light *l = p_directional_light_list;
  1041. uint32_t index = 0;
  1042. while (l) {
  1043. if (index == state.max_lights_per_render) {
  1044. l->render_index_cache = -1;
  1045. l = l->next_ptr;
  1046. continue;
  1047. }
  1048. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  1049. if (!clight) { //unused or invalid texture
  1050. l->render_index_cache = -1;
  1051. l = l->next_ptr;
  1052. ERR_CONTINUE(!clight);
  1053. }
  1054. Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
  1055. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  1056. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  1057. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  1058. state.light_uniforms[index].height = l->height; //0..1 here
  1059. for (int i = 0; i < 4; i++) {
  1060. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  1061. state.light_uniforms[index].color[i] = l->color[i];
  1062. }
  1063. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  1064. if (state.shadow_fb.is_valid()) {
  1065. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  1066. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  1067. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  1068. } else {
  1069. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1070. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1071. state.light_uniforms[index].shadow_y_ofs = 0;
  1072. }
  1073. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1074. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1075. if (clight->shadow.enabled) {
  1076. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1077. }
  1078. l->render_index_cache = index;
  1079. index++;
  1080. l = l->next_ptr;
  1081. }
  1082. light_count = index;
  1083. directional_light_count = light_count;
  1084. using_directional_lights = directional_light_count > 0;
  1085. }
  1086. //setup lights if exist
  1087. {
  1088. Light *l = p_light_list;
  1089. uint32_t index = light_count;
  1090. while (l) {
  1091. if (index == state.max_lights_per_render) {
  1092. l->render_index_cache = -1;
  1093. l = l->next_ptr;
  1094. continue;
  1095. }
  1096. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  1097. if (!clight) { //unused or invalid texture
  1098. l->render_index_cache = -1;
  1099. l = l->next_ptr;
  1100. ERR_CONTINUE(!clight);
  1101. }
  1102. Transform2D final_xform;
  1103. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated) {
  1104. final_xform = l->xform_curr;
  1105. } else {
  1106. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  1107. TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);
  1108. }
  1109. // Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.
  1110. Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());
  1111. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  1112. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  1113. _update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
  1114. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  1115. state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  1116. for (int i = 0; i < 4; i++) {
  1117. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  1118. state.light_uniforms[index].color[i] = l->color[i];
  1119. }
  1120. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  1121. if (state.shadow_fb.is_valid()) {
  1122. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  1123. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  1124. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  1125. } else {
  1126. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1127. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1128. state.light_uniforms[index].shadow_y_ofs = 0;
  1129. }
  1130. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1131. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1132. if (clight->shadow.enabled) {
  1133. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1134. }
  1135. if (clight->texture.is_valid()) {
  1136. Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
  1137. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  1138. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  1139. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  1140. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  1141. } else {
  1142. state.light_uniforms[index].atlas_rect[0] = 0;
  1143. state.light_uniforms[index].atlas_rect[1] = 0;
  1144. state.light_uniforms[index].atlas_rect[2] = 0;
  1145. state.light_uniforms[index].atlas_rect[3] = 0;
  1146. }
  1147. l->render_index_cache = index;
  1148. index++;
  1149. l = l->next_ptr;
  1150. }
  1151. light_count = index;
  1152. }
  1153. if (light_count > 0) {
  1154. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  1155. }
  1156. {
  1157. //update canvas state uniform buffer
  1158. State::Buffer state_buffer;
  1159. Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
  1160. Transform3D screen_transform;
  1161. screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1162. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1163. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1164. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1165. Transform2D normal_transform = p_canvas_transform;
  1166. normal_transform.columns[0].normalize();
  1167. normal_transform.columns[1].normalize();
  1168. normal_transform.columns[2] = Vector2();
  1169. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1170. bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
  1171. Color modulate = p_modulate;
  1172. if (use_linear_colors) {
  1173. modulate = p_modulate.srgb_to_linear();
  1174. }
  1175. state_buffer.canvas_modulate[0] = modulate.r;
  1176. state_buffer.canvas_modulate[1] = modulate.g;
  1177. state_buffer.canvas_modulate[2] = modulate.b;
  1178. state_buffer.canvas_modulate[3] = modulate.a;
  1179. Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
  1180. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1181. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1182. state_buffer.time = state.time;
  1183. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1184. state_buffer.directional_light_count = directional_light_count;
  1185. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1186. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1187. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1188. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1189. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1190. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
  1191. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1192. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1193. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1194. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1195. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1196. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1197. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1198. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1199. }
  1200. { //default filter/repeat
  1201. default_filter = p_default_filter;
  1202. default_repeat = p_default_repeat;
  1203. }
  1204. Item *ci = p_item_list;
  1205. //fill the list until rendering is possible.
  1206. bool material_screen_texture_cached = false;
  1207. bool material_screen_texture_mipmaps_cached = false;
  1208. Rect2 back_buffer_rect;
  1209. bool backbuffer_copy = false;
  1210. bool backbuffer_gen_mipmaps = false;
  1211. Item *canvas_group_owner = nullptr;
  1212. bool skip_item = false;
  1213. bool update_skeletons = false;
  1214. bool time_used = false;
  1215. bool backbuffer_cleared = false;
  1216. while (ci) {
  1217. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1218. backbuffer_copy = true;
  1219. if (ci->copy_back_buffer->full) {
  1220. back_buffer_rect = Rect2();
  1221. } else {
  1222. back_buffer_rect = ci->copy_back_buffer->rect;
  1223. }
  1224. }
  1225. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1226. if (material.is_valid()) {
  1227. CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  1228. if (md && md->shader_data->valid) {
  1229. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1230. if (!material_screen_texture_cached) {
  1231. backbuffer_copy = true;
  1232. back_buffer_rect = Rect2();
  1233. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  1234. } else if (!material_screen_texture_mipmaps_cached) {
  1235. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  1236. }
  1237. }
  1238. if (md->shader_data->uses_sdf) {
  1239. r_sdf_used = true;
  1240. }
  1241. if (md->shader_data->uses_time) {
  1242. time_used = true;
  1243. }
  1244. }
  1245. }
  1246. if (ci->skeleton.is_valid()) {
  1247. const Item::Command *c = ci->commands;
  1248. while (c) {
  1249. if (c->type == Item::Command::TYPE_MESH) {
  1250. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1251. if (cm->mesh_instance.is_valid()) {
  1252. mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
  1253. mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
  1254. update_skeletons = true;
  1255. }
  1256. }
  1257. c = c->next;
  1258. }
  1259. }
  1260. if (ci->canvas_group_owner != nullptr) {
  1261. if (canvas_group_owner == nullptr) {
  1262. // Canvas group begins here, render until before this item
  1263. if (update_skeletons) {
  1264. mesh_storage->update_mesh_instances();
  1265. update_skeletons = false;
  1266. }
  1267. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  1268. item_count = 0;
  1269. if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
  1270. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1271. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1272. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  1273. ci->canvas_group_owner->use_canvas_group = false;
  1274. items[item_count++] = ci->canvas_group_owner;
  1275. }
  1276. } else if (!backbuffer_cleared) {
  1277. texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
  1278. backbuffer_cleared = true;
  1279. }
  1280. backbuffer_copy = false;
  1281. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1282. }
  1283. ci->canvas_group_owner = nullptr; //must be cleared
  1284. }
  1285. if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  1286. skip_item = true;
  1287. }
  1288. if (ci == canvas_group_owner) {
  1289. if (update_skeletons) {
  1290. mesh_storage->update_mesh_instances();
  1291. update_skeletons = false;
  1292. }
  1293. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
  1294. item_count = 0;
  1295. if (ci->canvas_group->blur_mipmaps) {
  1296. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1297. }
  1298. canvas_group_owner = nullptr;
  1299. // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
  1300. backbuffer_cleared = false;
  1301. // Tell the renderer to paint this as a canvas group
  1302. ci->use_canvas_group = true;
  1303. } else {
  1304. ci->use_canvas_group = false;
  1305. }
  1306. if (backbuffer_copy) {
  1307. //render anything pending, including clearing if no items
  1308. if (update_skeletons) {
  1309. mesh_storage->update_mesh_instances();
  1310. update_skeletons = false;
  1311. }
  1312. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  1313. item_count = 0;
  1314. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
  1315. backbuffer_copy = false;
  1316. material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
  1317. material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
  1318. backbuffer_gen_mipmaps = false;
  1319. }
  1320. if (backbuffer_gen_mipmaps) {
  1321. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
  1322. backbuffer_gen_mipmaps = false;
  1323. material_screen_texture_mipmaps_cached = true;
  1324. }
  1325. if (skip_item) {
  1326. skip_item = false;
  1327. } else {
  1328. items[item_count++] = ci;
  1329. }
  1330. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1331. if (update_skeletons) {
  1332. mesh_storage->update_mesh_instances();
  1333. update_skeletons = false;
  1334. }
  1335. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
  1336. //then reset
  1337. item_count = 0;
  1338. }
  1339. ci = ci->next;
  1340. }
  1341. if (time_used) {
  1342. RenderingServerDefault::redraw_request();
  1343. }
  1344. }
  1345. RID RendererCanvasRenderRD::light_create() {
  1346. CanvasLight canvas_light;
  1347. return canvas_light_owner.make_rid(canvas_light);
  1348. }
  1349. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1350. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1351. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1352. ERR_FAIL_NULL(cl);
  1353. if (cl->texture == p_texture) {
  1354. return;
  1355. }
  1356. ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
  1357. if (cl->texture.is_valid()) {
  1358. texture_storage->texture_remove_from_decal_atlas(cl->texture);
  1359. }
  1360. cl->texture = p_texture;
  1361. if (cl->texture.is_valid()) {
  1362. texture_storage->texture_add_to_decal_atlas(cl->texture);
  1363. }
  1364. }
  1365. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1366. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1367. ERR_FAIL_NULL(cl);
  1368. cl->shadow.enabled = p_enable;
  1369. }
  1370. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1371. if (state.shadow_fb == RID()) {
  1372. //ah, we lack the shadow texture..
  1373. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1374. Vector<RID> fb_textures;
  1375. { //texture
  1376. RD::TextureFormat tf;
  1377. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1378. tf.width = state.shadow_texture_size;
  1379. tf.height = state.max_lights_per_render * 2;
  1380. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1381. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1382. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1383. fb_textures.push_back(state.shadow_texture);
  1384. }
  1385. {
  1386. RD::TextureFormat tf;
  1387. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1388. tf.width = state.shadow_texture_size;
  1389. tf.height = state.max_lights_per_render * 2;
  1390. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1391. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1392. //chunks to write
  1393. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1394. fb_textures.push_back(state.shadow_depth_texture);
  1395. }
  1396. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1397. }
  1398. }
  1399. void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
  1400. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1401. ERR_FAIL_COND(!cl->shadow.enabled);
  1402. _update_shadow_atlas();
  1403. cl->shadow.z_far = p_far;
  1404. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1405. Vector<Color> cc;
  1406. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1407. for (int i = 0; i < 4; i++) {
  1408. //make sure it remains orthogonal, makes easy to read angle later
  1409. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1410. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1411. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1412. Projection projection;
  1413. {
  1414. real_t fov = 90;
  1415. real_t nearp = p_near;
  1416. real_t farp = p_far;
  1417. real_t aspect = 1.0;
  1418. real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
  1419. real_t ymin = -ymax;
  1420. real_t xmin = ymin * aspect;
  1421. real_t xmax = ymax * aspect;
  1422. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1423. }
  1424. Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1425. projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1426. ShadowRenderPushConstant push_constant;
  1427. for (int y = 0; y < 4; y++) {
  1428. for (int x = 0; x < 4; x++) {
  1429. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  1430. }
  1431. }
  1432. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1433. push_constant.direction[0] = directions[i].x;
  1434. push_constant.direction[1] = directions[i].y;
  1435. push_constant.z_far = p_far;
  1436. push_constant.pad = 0;
  1437. LightOccluderInstance *instance = p_occluders;
  1438. while (instance) {
  1439. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1440. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1441. instance = instance->next;
  1442. continue;
  1443. }
  1444. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1445. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1446. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1447. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1448. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1449. RD::get_singleton()->draw_list_draw(draw_list, true);
  1450. instance = instance->next;
  1451. }
  1452. RD::get_singleton()->draw_list_end();
  1453. }
  1454. }
  1455. void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
  1456. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1457. ERR_FAIL_COND(!cl->shadow.enabled);
  1458. _update_shadow_atlas();
  1459. Vector2 light_dir = p_light_xform.columns[1].normalized();
  1460. Vector2 center = p_clip_rect.get_center();
  1461. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1462. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1463. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1464. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1465. cl->shadow.z_far = distance;
  1466. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1467. Transform2D to_light_xform;
  1468. to_light_xform[2] = from_pos;
  1469. to_light_xform[1] = light_dir;
  1470. to_light_xform[0] = -light_dir.orthogonal();
  1471. to_light_xform.invert();
  1472. Vector<Color> cc;
  1473. cc.push_back(Color(1, 1, 1, 1));
  1474. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1475. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1476. Projection projection;
  1477. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1478. projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1479. ShadowRenderPushConstant push_constant;
  1480. for (int y = 0; y < 4; y++) {
  1481. for (int x = 0; x < 4; x++) {
  1482. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  1483. }
  1484. }
  1485. push_constant.direction[0] = 0.0;
  1486. push_constant.direction[1] = 1.0;
  1487. push_constant.z_far = distance;
  1488. push_constant.pad = 0;
  1489. LightOccluderInstance *instance = p_occluders;
  1490. while (instance) {
  1491. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1492. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1493. instance = instance->next;
  1494. continue;
  1495. }
  1496. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1497. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1498. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1499. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1500. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1501. RD::get_singleton()->draw_list_draw(draw_list, true);
  1502. instance = instance->next;
  1503. }
  1504. RD::get_singleton()->draw_list_end();
  1505. Transform2D to_shadow;
  1506. to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
  1507. to_shadow.columns[2].x = 0.5;
  1508. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1509. }
  1510. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1511. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1512. RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
  1513. Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  1514. Transform2D to_sdf;
  1515. to_sdf.columns[0] *= rect.size.width;
  1516. to_sdf.columns[1] *= rect.size.height;
  1517. to_sdf.columns[2] = rect.position;
  1518. Transform2D to_clip;
  1519. to_clip.columns[0] *= 2.0;
  1520. to_clip.columns[1] *= 2.0;
  1521. to_clip.columns[2] = -Vector2(1.0, 1.0);
  1522. to_clip = to_clip * to_sdf.affine_inverse();
  1523. Vector<Color> cc;
  1524. cc.push_back(Color(0, 0, 0, 0));
  1525. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
  1526. Projection projection;
  1527. ShadowRenderPushConstant push_constant;
  1528. for (int y = 0; y < 4; y++) {
  1529. for (int x = 0; x < 4; x++) {
  1530. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  1531. }
  1532. }
  1533. push_constant.direction[0] = 0.0;
  1534. push_constant.direction[1] = 0.0;
  1535. push_constant.z_far = 0;
  1536. push_constant.pad = 0;
  1537. LightOccluderInstance *instance = p_occluders;
  1538. while (instance) {
  1539. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1540. if (!co || co->sdf_index_array.is_null() || !instance->sdf_collision) {
  1541. instance = instance->next;
  1542. continue;
  1543. }
  1544. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1545. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]);
  1546. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1547. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1548. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1549. RD::get_singleton()->draw_list_draw(draw_list, true);
  1550. instance = instance->next;
  1551. }
  1552. RD::get_singleton()->draw_list_end();
  1553. texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1554. }
  1555. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1556. OccluderPolygon occluder;
  1557. occluder.line_point_count = 0;
  1558. occluder.sdf_point_count = 0;
  1559. occluder.sdf_index_count = 0;
  1560. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1561. return occluder_polygon_owner.make_rid(occluder);
  1562. }
  1563. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1564. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1565. ERR_FAIL_NULL(oc);
  1566. Vector<Vector2> lines;
  1567. if (p_points.size()) {
  1568. int lc = p_points.size() * 2;
  1569. lines.resize(lc - (p_closed ? 0 : 2));
  1570. {
  1571. Vector2 *w = lines.ptrw();
  1572. const Vector2 *r = p_points.ptr();
  1573. int max = lc / 2;
  1574. if (!p_closed) {
  1575. max--;
  1576. }
  1577. for (int i = 0; i < max; i++) {
  1578. Vector2 a = r[i];
  1579. Vector2 b = r[(i + 1) % (lc / 2)];
  1580. w[i * 2 + 0] = a;
  1581. w[i * 2 + 1] = b;
  1582. }
  1583. }
  1584. }
  1585. if ((oc->line_point_count != lines.size() || lines.size() == 0) && oc->vertex_array.is_valid()) {
  1586. RD::get_singleton()->free(oc->vertex_array);
  1587. RD::get_singleton()->free(oc->vertex_buffer);
  1588. RD::get_singleton()->free(oc->index_array);
  1589. RD::get_singleton()->free(oc->index_buffer);
  1590. oc->vertex_array = RID();
  1591. oc->vertex_buffer = RID();
  1592. oc->index_array = RID();
  1593. oc->index_buffer = RID();
  1594. oc->line_point_count = lines.size();
  1595. }
  1596. if (lines.size()) {
  1597. oc->line_point_count = lines.size();
  1598. Vector<uint8_t> geometry;
  1599. Vector<uint8_t> indices;
  1600. int lc = lines.size();
  1601. geometry.resize(lc * 6 * sizeof(float));
  1602. indices.resize(lc * 3 * sizeof(uint16_t));
  1603. {
  1604. uint8_t *vw = geometry.ptrw();
  1605. float *vwptr = reinterpret_cast<float *>(vw);
  1606. uint8_t *iw = indices.ptrw();
  1607. uint16_t *iwptr = (uint16_t *)iw;
  1608. const Vector2 *lr = lines.ptr();
  1609. const int POLY_HEIGHT = 16384;
  1610. for (int i = 0; i < lc / 2; i++) {
  1611. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1612. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1613. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1614. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1615. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1616. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1617. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1618. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1619. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1620. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1621. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1622. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1623. iwptr[i * 6 + 0] = i * 4 + 0;
  1624. iwptr[i * 6 + 1] = i * 4 + 1;
  1625. iwptr[i * 6 + 2] = i * 4 + 2;
  1626. iwptr[i * 6 + 3] = i * 4 + 2;
  1627. iwptr[i * 6 + 4] = i * 4 + 3;
  1628. iwptr[i * 6 + 5] = i * 4 + 0;
  1629. }
  1630. }
  1631. //if same buffer len is being set, just use buffer_update to avoid a pipeline flush
  1632. if (oc->vertex_array.is_null()) {
  1633. //create from scratch
  1634. //vertices
  1635. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);
  1636. Vector<RID> buffer;
  1637. buffer.push_back(oc->vertex_buffer);
  1638. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1639. //indices
  1640. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1641. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1642. } else {
  1643. //update existing
  1644. const uint8_t *vr = geometry.ptr();
  1645. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1646. const uint8_t *ir = indices.ptr();
  1647. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1648. }
  1649. }
  1650. // sdf
  1651. Vector<int> sdf_indices;
  1652. if (p_points.size()) {
  1653. if (p_closed) {
  1654. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1655. oc->sdf_is_lines = false;
  1656. } else {
  1657. int max = p_points.size();
  1658. sdf_indices.resize(max * 2);
  1659. int *iw = sdf_indices.ptrw();
  1660. for (int i = 0; i < max; i++) {
  1661. iw[i * 2 + 0] = i;
  1662. iw[i * 2 + 1] = (i + 1) % max;
  1663. }
  1664. oc->sdf_is_lines = true;
  1665. }
  1666. }
  1667. if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.size() == 0) && oc->sdf_vertex_array.is_valid()) {
  1668. RD::get_singleton()->free(oc->sdf_vertex_array);
  1669. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1670. RD::get_singleton()->free(oc->sdf_index_array);
  1671. RD::get_singleton()->free(oc->sdf_index_buffer);
  1672. oc->sdf_vertex_array = RID();
  1673. oc->sdf_vertex_buffer = RID();
  1674. oc->sdf_index_array = RID();
  1675. oc->sdf_index_buffer = RID();
  1676. oc->sdf_index_count = sdf_indices.size();
  1677. oc->sdf_point_count = p_points.size();
  1678. oc->sdf_is_lines = false;
  1679. }
  1680. if (sdf_indices.size()) {
  1681. if (oc->sdf_vertex_array.is_null()) {
  1682. //create from scratch
  1683. //vertices
  1684. #ifdef REAL_T_IS_DOUBLE
  1685. PackedFloat32Array float_points;
  1686. float_points.resize(p_points.size() * 2);
  1687. float *float_points_ptr = (float *)float_points.ptrw();
  1688. for (int i = 0; i < p_points.size(); i++) {
  1689. float_points_ptr[i * 2] = p_points[i].x;
  1690. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1691. }
  1692. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.to_byte_array());
  1693. #else
  1694. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.to_byte_array());
  1695. #endif
  1696. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1697. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1698. Vector<RID> buffer;
  1699. buffer.push_back(oc->sdf_vertex_buffer);
  1700. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1701. //indices
  1702. } else {
  1703. //update existing
  1704. #ifdef REAL_T_IS_DOUBLE
  1705. PackedFloat32Array float_points;
  1706. float_points.resize(p_points.size() * 2);
  1707. float *float_points_ptr = (float *)float_points.ptrw();
  1708. for (int i = 0; i < p_points.size(); i++) {
  1709. float_points_ptr[i * 2] = p_points[i].x;
  1710. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1711. }
  1712. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());
  1713. #else
  1714. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());
  1715. #endif
  1716. RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1717. }
  1718. }
  1719. }
  1720. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1721. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1722. ERR_FAIL_NULL(oc);
  1723. oc->cull_mode = p_mode;
  1724. }
  1725. void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
  1726. //compile
  1727. code = p_code;
  1728. valid = false;
  1729. ubo_size = 0;
  1730. uniforms.clear();
  1731. uses_screen_texture = false;
  1732. uses_screen_texture_mipmaps = false;
  1733. uses_sdf = false;
  1734. uses_time = false;
  1735. if (code.is_empty()) {
  1736. return; //just invalid, but no error
  1737. }
  1738. ShaderCompiler::GeneratedCode gen_code;
  1739. int blend_mode = BLEND_MODE_MIX;
  1740. ShaderCompiler::IdentifierActions actions;
  1741. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  1742. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  1743. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  1744. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1745. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1746. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1747. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1748. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1749. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1750. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1751. actions.usage_flag_pointers["TIME"] = &uses_time;
  1752. actions.uniforms = &uniforms;
  1753. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1754. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1755. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  1756. uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
  1757. uses_screen_texture = gen_code.uses_screen_texture;
  1758. if (version.is_null()) {
  1759. version = canvas_singleton->shader.canvas_shader.version_create();
  1760. }
  1761. #if 0
  1762. print_line("**compiling shader:");
  1763. print_line("**defines:\n");
  1764. for (int i = 0; i < gen_code.defines.size(); i++) {
  1765. print_line(gen_code.defines[i]);
  1766. }
  1767. HashMap<String, String>::Iterator el = gen_code.code.begin();
  1768. while (el) {
  1769. print_line("\n**code " + el->key + ":\n" + el->value);
  1770. ++el;
  1771. }
  1772. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1773. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  1774. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  1775. #endif
  1776. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
  1777. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1778. ubo_size = gen_code.uniform_total_size;
  1779. ubo_offsets = gen_code.uniform_offsets;
  1780. texture_uniforms = gen_code.texture_uniforms;
  1781. //update them pipelines
  1782. RD::PipelineColorBlendState::Attachment attachment;
  1783. switch (blend_mode) {
  1784. case BLEND_MODE_DISABLED: {
  1785. // nothing to do here, disabled by default
  1786. } break;
  1787. case BLEND_MODE_MIX: {
  1788. attachment.enable_blend = true;
  1789. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1790. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1791. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1792. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1793. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1794. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1795. } break;
  1796. case BLEND_MODE_ADD: {
  1797. attachment.enable_blend = true;
  1798. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1799. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1800. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1801. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1802. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1803. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1804. } break;
  1805. case BLEND_MODE_SUB: {
  1806. attachment.enable_blend = true;
  1807. attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  1808. attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  1809. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1810. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1811. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1812. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1813. } break;
  1814. case BLEND_MODE_MUL: {
  1815. attachment.enable_blend = true;
  1816. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1817. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1818. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1819. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1820. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1821. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1822. } break;
  1823. case BLEND_MODE_PMALPHA: {
  1824. attachment.enable_blend = true;
  1825. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1826. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1827. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1828. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1829. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1830. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1831. } break;
  1832. }
  1833. RD::PipelineColorBlendState blend_state;
  1834. blend_state.attachments.push_back(attachment);
  1835. RD::PipelineColorBlendState::Attachment attachment_lcd;
  1836. attachment_lcd.enable_blend = true;
  1837. attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
  1838. attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
  1839. attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1840. attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1841. attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1842. attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1843. RD::PipelineColorBlendState blend_state_lcd;
  1844. blend_state_lcd.attachments.push_back(attachment_lcd);
  1845. //update pipelines
  1846. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1847. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1848. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1849. RD::RENDER_PRIMITIVE_TRIANGLES,
  1850. RD::RENDER_PRIMITIVE_TRIANGLES,
  1851. RD::RENDER_PRIMITIVE_TRIANGLES,
  1852. RD::RENDER_PRIMITIVE_LINES,
  1853. RD::RENDER_PRIMITIVE_POINTS,
  1854. RD::RENDER_PRIMITIVE_TRIANGLES,
  1855. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1856. RD::RENDER_PRIMITIVE_LINES,
  1857. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1858. RD::RENDER_PRIMITIVE_POINTS,
  1859. RD::RENDER_PRIMITIVE_TRIANGLES,
  1860. };
  1861. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1862. {
  1863. //non lit
  1864. SHADER_VARIANT_QUAD,
  1865. SHADER_VARIANT_NINEPATCH,
  1866. SHADER_VARIANT_PRIMITIVE,
  1867. SHADER_VARIANT_PRIMITIVE,
  1868. SHADER_VARIANT_PRIMITIVE_POINTS,
  1869. SHADER_VARIANT_ATTRIBUTES,
  1870. SHADER_VARIANT_ATTRIBUTES,
  1871. SHADER_VARIANT_ATTRIBUTES,
  1872. SHADER_VARIANT_ATTRIBUTES,
  1873. SHADER_VARIANT_ATTRIBUTES_POINTS,
  1874. SHADER_VARIANT_QUAD,
  1875. },
  1876. {
  1877. //lit
  1878. SHADER_VARIANT_QUAD_LIGHT,
  1879. SHADER_VARIANT_NINEPATCH_LIGHT,
  1880. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1881. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1882. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1883. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1884. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1885. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1886. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1887. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
  1888. SHADER_VARIANT_QUAD_LIGHT,
  1889. },
  1890. };
  1891. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1892. if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
  1893. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
  1894. } else {
  1895. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1896. }
  1897. }
  1898. }
  1899. valid = true;
  1900. }
  1901. bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
  1902. return false;
  1903. }
  1904. bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
  1905. return false;
  1906. }
  1907. RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
  1908. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1909. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1910. }
  1911. RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
  1912. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1913. ERR_FAIL_NULL(canvas_singleton);
  1914. //pipeline variants will clear themselves if shader is gone
  1915. if (version.is_valid()) {
  1916. canvas_singleton->shader.canvas_shader.version_free(version);
  1917. }
  1918. }
  1919. RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1920. CanvasShaderData *shader_data = memnew(CanvasShaderData);
  1921. return shader_data;
  1922. }
  1923. bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1924. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1925. bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, true, false);
  1926. bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false, false);
  1927. return uniform_set_changed || uniform_set_srgb_changed;
  1928. }
  1929. RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
  1930. free_parameters_uniform_set(uniform_set);
  1931. free_parameters_uniform_set(uniform_set_srgb);
  1932. }
  1933. RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
  1934. CanvasMaterialData *material_data = memnew(CanvasMaterialData);
  1935. material_data->shader_data = p_shader;
  1936. //update will happen later anyway so do nothing.
  1937. return material_data;
  1938. }
  1939. void RendererCanvasRenderRD::set_time(double p_time) {
  1940. state.time = p_time;
  1941. }
  1942. void RendererCanvasRenderRD::update() {
  1943. }
  1944. RendererCanvasRenderRD::RendererCanvasRenderRD() {
  1945. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1946. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1947. { //create default samplers
  1948. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1949. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1950. }
  1951. { //shader variants
  1952. String global_defines;
  1953. uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1954. if (uniform_max_size < 65536) {
  1955. //Yes, you guessed right, ARM again
  1956. state.max_lights_per_render = 64;
  1957. global_defines += "#define MAX_LIGHTS 64\n";
  1958. } else {
  1959. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1960. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1961. }
  1962. global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
  1963. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1964. Vector<String> variants;
  1965. //non light variants
  1966. variants.push_back(""); //none by default is first variant
  1967. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1968. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1969. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1970. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1971. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1972. //light variants
  1973. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1974. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1975. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1976. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1977. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1978. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1979. shader.canvas_shader.initialize(variants, global_defines);
  1980. shader.default_version = shader.canvas_shader.version_create();
  1981. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1982. RD::PipelineColorBlendState blend_state;
  1983. RD::PipelineColorBlendState::Attachment blend_attachment;
  1984. blend_attachment.enable_blend = true;
  1985. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1986. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1987. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1988. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1989. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1990. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1991. blend_state.attachments.push_back(blend_attachment);
  1992. RD::PipelineColorBlendState::Attachment attachment_lcd;
  1993. attachment_lcd.enable_blend = true;
  1994. attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
  1995. attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
  1996. attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1997. attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1998. attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1999. attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  2000. RD::PipelineColorBlendState blend_state_lcd;
  2001. blend_state_lcd.attachments.push_back(attachment_lcd);
  2002. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  2003. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  2004. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  2005. RD::RENDER_PRIMITIVE_TRIANGLES,
  2006. RD::RENDER_PRIMITIVE_TRIANGLES,
  2007. RD::RENDER_PRIMITIVE_TRIANGLES,
  2008. RD::RENDER_PRIMITIVE_LINES,
  2009. RD::RENDER_PRIMITIVE_POINTS,
  2010. RD::RENDER_PRIMITIVE_TRIANGLES,
  2011. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  2012. RD::RENDER_PRIMITIVE_LINES,
  2013. RD::RENDER_PRIMITIVE_LINESTRIPS,
  2014. RD::RENDER_PRIMITIVE_POINTS,
  2015. RD::RENDER_PRIMITIVE_TRIANGLES,
  2016. };
  2017. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  2018. {
  2019. //non lit
  2020. SHADER_VARIANT_QUAD,
  2021. SHADER_VARIANT_NINEPATCH,
  2022. SHADER_VARIANT_PRIMITIVE,
  2023. SHADER_VARIANT_PRIMITIVE,
  2024. SHADER_VARIANT_PRIMITIVE_POINTS,
  2025. SHADER_VARIANT_ATTRIBUTES,
  2026. SHADER_VARIANT_ATTRIBUTES,
  2027. SHADER_VARIANT_ATTRIBUTES,
  2028. SHADER_VARIANT_ATTRIBUTES,
  2029. SHADER_VARIANT_ATTRIBUTES_POINTS,
  2030. SHADER_VARIANT_QUAD,
  2031. },
  2032. {
  2033. //lit
  2034. SHADER_VARIANT_QUAD_LIGHT,
  2035. SHADER_VARIANT_NINEPATCH_LIGHT,
  2036. SHADER_VARIANT_PRIMITIVE_LIGHT,
  2037. SHADER_VARIANT_PRIMITIVE_LIGHT,
  2038. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  2039. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2040. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2041. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2042. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2043. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
  2044. SHADER_VARIANT_QUAD_LIGHT,
  2045. },
  2046. };
  2047. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  2048. if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
  2049. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
  2050. } else {
  2051. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  2052. }
  2053. }
  2054. }
  2055. }
  2056. {
  2057. //shader compiler
  2058. ShaderCompiler::DefaultIdentifierActions actions;
  2059. actions.renames["VERTEX"] = "vertex";
  2060. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  2061. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  2062. actions.renames["UV"] = "uv";
  2063. actions.renames["POINT_SIZE"] = "point_size";
  2064. actions.renames["MODEL_MATRIX"] = "model_matrix";
  2065. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  2066. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  2067. actions.renames["TIME"] = "canvas_data.time";
  2068. actions.renames["PI"] = _MKSTR(Math_PI);
  2069. actions.renames["TAU"] = _MKSTR(Math_TAU);
  2070. actions.renames["E"] = _MKSTR(Math_E);
  2071. actions.renames["AT_LIGHT_PASS"] = "false";
  2072. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  2073. actions.renames["COLOR"] = "color";
  2074. actions.renames["NORMAL"] = "normal";
  2075. actions.renames["NORMAL_MAP"] = "normal_map";
  2076. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  2077. actions.renames["TEXTURE"] = "color_texture";
  2078. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  2079. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  2080. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  2081. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  2082. actions.renames["SCREEN_UV"] = "screen_uv";
  2083. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  2084. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  2085. actions.renames["POINT_COORD"] = "gl_PointCoord";
  2086. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  2087. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  2088. actions.renames["CUSTOM0"] = "custom0";
  2089. actions.renames["CUSTOM1"] = "custom1";
  2090. actions.renames["LIGHT_POSITION"] = "light_position";
  2091. actions.renames["LIGHT_DIRECTION"] = "light_direction";
  2092. actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
  2093. actions.renames["LIGHT_COLOR"] = "light_color";
  2094. actions.renames["LIGHT_ENERGY"] = "light_energy";
  2095. actions.renames["LIGHT"] = "light";
  2096. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  2097. actions.renames["texture_sdf"] = "texture_sdf";
  2098. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  2099. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  2100. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  2101. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  2102. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  2103. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  2104. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  2105. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  2106. actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
  2107. actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
  2108. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
  2109. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
  2110. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  2111. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  2112. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  2113. actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
  2114. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  2115. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  2116. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  2117. actions.base_texture_binding_index = 1;
  2118. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  2119. actions.base_uniform_string = "material.";
  2120. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  2121. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  2122. actions.base_varying_index = 4;
  2123. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  2124. shader.compiler.initialize(actions);
  2125. }
  2126. { //shadow rendering
  2127. Vector<String> versions;
  2128. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  2129. versions.push_back("\n#define MODE_SDF\n"); //sdf
  2130. shadow_render.shader.initialize(versions);
  2131. {
  2132. Vector<RD::AttachmentFormat> attachments;
  2133. RD::AttachmentFormat af_color;
  2134. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  2135. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2136. attachments.push_back(af_color);
  2137. RD::AttachmentFormat af_depth;
  2138. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  2139. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2140. attachments.push_back(af_depth);
  2141. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2142. }
  2143. {
  2144. Vector<RD::AttachmentFormat> attachments;
  2145. RD::AttachmentFormat af_color;
  2146. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  2147. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2148. attachments.push_back(af_color);
  2149. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2150. }
  2151. //pipelines
  2152. Vector<RD::VertexAttribute> vf;
  2153. RD::VertexAttribute vd;
  2154. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  2155. vd.stride = sizeof(float) * 3;
  2156. vd.location = 0;
  2157. vd.offset = 0;
  2158. vf.push_back(vd);
  2159. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2160. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  2161. vd.stride = sizeof(float) * 2;
  2162. vf.write[0] = vd;
  2163. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2164. shadow_render.shader_version = shadow_render.shader.version_create();
  2165. for (int i = 0; i < 3; i++) {
  2166. RD::PipelineRasterizationState rs;
  2167. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  2168. RD::PipelineDepthStencilState ds;
  2169. ds.enable_depth_write = true;
  2170. ds.enable_depth_test = true;
  2171. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  2172. shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SHADOW), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  2173. }
  2174. for (int i = 0; i < 2; i++) {
  2175. shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
  2176. }
  2177. }
  2178. { //bindings
  2179. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2180. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2181. RD::SamplerState shadow_sampler_state;
  2182. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2183. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2184. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2185. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2186. shadow_sampler_state.enable_compare = true;
  2187. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2188. }
  2189. {
  2190. //polygon buffers
  2191. polygon_buffers.last_id = 1;
  2192. }
  2193. { // default index buffer
  2194. Vector<uint8_t> pv;
  2195. pv.resize(6 * 2);
  2196. {
  2197. uint8_t *w = pv.ptrw();
  2198. uint16_t *p16 = (uint16_t *)w;
  2199. p16[0] = 0;
  2200. p16[1] = 1;
  2201. p16[2] = 2;
  2202. p16[3] = 0;
  2203. p16[4] = 2;
  2204. p16[5] = 3;
  2205. }
  2206. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  2207. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2208. }
  2209. { //primitive
  2210. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2211. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2212. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2213. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2214. }
  2215. {
  2216. //default shadow texture to keep uniform set happy
  2217. RD::TextureFormat tf;
  2218. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2219. tf.width = 4;
  2220. tf.height = 4;
  2221. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2222. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2223. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2224. }
  2225. {
  2226. Vector<RD::Uniform> uniforms;
  2227. {
  2228. RD::Uniform u;
  2229. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2230. u.binding = 0;
  2231. u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
  2232. uniforms.push_back(u);
  2233. }
  2234. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2235. }
  2236. default_canvas_texture = texture_storage->canvas_texture_allocate();
  2237. texture_storage->canvas_texture_initialize(default_canvas_texture);
  2238. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2239. //create functions for shader and material
  2240. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
  2241. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
  2242. state.time = 0;
  2243. {
  2244. default_canvas_group_shader = material_storage->shader_allocate();
  2245. material_storage->shader_initialize(default_canvas_group_shader);
  2246. material_storage->shader_set_code(default_canvas_group_shader, R"(
  2247. // Default CanvasGroup shader.
  2248. shader_type canvas_item;
  2249. render_mode unshaded;
  2250. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  2251. void fragment() {
  2252. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  2253. if (c.a > 0.0001) {
  2254. c.rgb /= c.a;
  2255. }
  2256. COLOR *= c;
  2257. }
  2258. )");
  2259. default_canvas_group_material = material_storage->material_allocate();
  2260. material_storage->material_initialize(default_canvas_group_material);
  2261. material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2262. }
  2263. {
  2264. default_clip_children_shader = material_storage->shader_allocate();
  2265. material_storage->shader_initialize(default_clip_children_shader);
  2266. material_storage->shader_set_code(default_clip_children_shader, R"(
  2267. // Default clip children shader.
  2268. shader_type canvas_item;
  2269. render_mode unshaded;
  2270. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  2271. void fragment() {
  2272. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  2273. COLOR.rgb = c.rgb;
  2274. }
  2275. )");
  2276. default_clip_children_material = material_storage->material_allocate();
  2277. material_storage->material_initialize(default_clip_children_material);
  2278. material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
  2279. }
  2280. static_assert(sizeof(PushConstant) == 128);
  2281. }
  2282. bool RendererCanvasRenderRD::free(RID p_rid) {
  2283. if (canvas_light_owner.owns(p_rid)) {
  2284. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  2285. ERR_FAIL_NULL_V(cl, false);
  2286. light_set_use_shadow(p_rid, false);
  2287. canvas_light_owner.free(p_rid);
  2288. } else if (occluder_polygon_owner.owns(p_rid)) {
  2289. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2290. occluder_polygon_owner.free(p_rid);
  2291. } else {
  2292. return false;
  2293. }
  2294. return true;
  2295. }
  2296. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2297. p_size = MAX(1, nearest_power_of_2_templated(p_size));
  2298. if (p_size == state.shadow_texture_size) {
  2299. return;
  2300. }
  2301. state.shadow_texture_size = p_size;
  2302. if (state.shadow_fb.is_valid()) {
  2303. RD::get_singleton()->free(state.shadow_texture);
  2304. RD::get_singleton()->free(state.shadow_depth_texture);
  2305. state.shadow_fb = RID();
  2306. {
  2307. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2308. RD::TextureFormat tf;
  2309. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2310. tf.width = 4;
  2311. tf.height = 4;
  2312. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2313. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2314. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2315. }
  2316. }
  2317. }
  2318. void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {
  2319. debug_redraw = p_enabled;
  2320. debug_redraw_time = p_time;
  2321. debug_redraw_color = p_color;
  2322. }
  2323. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2324. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2325. //canvas state
  2326. material_storage->material_free(default_canvas_group_material);
  2327. material_storage->shader_free(default_canvas_group_shader);
  2328. material_storage->material_free(default_clip_children_material);
  2329. material_storage->shader_free(default_clip_children_shader);
  2330. {
  2331. if (state.canvas_state_buffer.is_valid()) {
  2332. RD::get_singleton()->free(state.canvas_state_buffer);
  2333. }
  2334. memdelete_arr(state.light_uniforms);
  2335. RD::get_singleton()->free(state.lights_uniform_buffer);
  2336. }
  2337. //shadow rendering
  2338. {
  2339. shadow_render.shader.version_free(shadow_render.shader_version);
  2340. //this will also automatically clear all pipelines
  2341. RD::get_singleton()->free(state.shadow_sampler);
  2342. }
  2343. //bindings
  2344. //shaders
  2345. shader.canvas_shader.version_free(shader.default_version);
  2346. //buffers
  2347. {
  2348. RD::get_singleton()->free(shader.quad_index_array);
  2349. RD::get_singleton()->free(shader.quad_index_buffer);
  2350. //primitives are erase by dependency
  2351. }
  2352. if (state.shadow_fb.is_valid()) {
  2353. RD::get_singleton()->free(state.shadow_depth_texture);
  2354. }
  2355. RD::get_singleton()->free(state.shadow_texture);
  2356. RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
  2357. //pipelines don't need freeing, they are all gone after shaders are gone
  2358. }