renderer_canvas_render_rd.h 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455
  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.h */
  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. #ifndef RENDERER_CANVAS_RENDER_RD_H
  31. #define RENDERER_CANVAS_RENDER_RD_H
  32. #include "servers/rendering/renderer_canvas_render.h"
  33. #include "servers/rendering/renderer_compositor.h"
  34. #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
  35. #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
  36. #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  38. #include "servers/rendering/rendering_device.h"
  39. #include "servers/rendering/shader_compiler.h"
  40. class RendererCanvasRenderRD : public RendererCanvasRender {
  41. enum {
  42. BASE_UNIFORM_SET = 0,
  43. MATERIAL_UNIFORM_SET = 1,
  44. TRANSFORMS_UNIFORM_SET = 2,
  45. CANVAS_TEXTURE_UNIFORM_SET = 3,
  46. };
  47. enum ShaderVariant {
  48. SHADER_VARIANT_QUAD,
  49. SHADER_VARIANT_NINEPATCH,
  50. SHADER_VARIANT_PRIMITIVE,
  51. SHADER_VARIANT_PRIMITIVE_POINTS,
  52. SHADER_VARIANT_ATTRIBUTES,
  53. SHADER_VARIANT_ATTRIBUTES_POINTS,
  54. SHADER_VARIANT_QUAD_LIGHT,
  55. SHADER_VARIANT_NINEPATCH_LIGHT,
  56. SHADER_VARIANT_PRIMITIVE_LIGHT,
  57. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  58. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  59. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
  60. SHADER_VARIANT_MAX
  61. };
  62. enum {
  63. FLAGS_INSTANCING_MASK = 0x7F,
  64. FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
  65. FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
  66. FLAGS_CLIP_RECT_UV = (1 << 9),
  67. FLAGS_TRANSPOSE_RECT = (1 << 10),
  68. FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
  69. FLAGS_USING_PARTICLES = (1 << 13),
  70. FLAGS_USE_SKELETON = (1 << 15),
  71. FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
  72. FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
  73. FLAGS_LIGHT_COUNT_SHIFT = 20,
  74. FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
  75. FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
  76. FLAGS_USE_MSDF = (1 << 28),
  77. FLAGS_USE_LCD = (1 << 29),
  78. FLAGS_FLIP_H = (1 << 30),
  79. FLAGS_FLIP_V = (1 << 31),
  80. };
  81. enum {
  82. LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
  83. LIGHT_FLAGS_BLEND_SHIFT = 16,
  84. LIGHT_FLAGS_BLEND_MASK = (3 << 16),
  85. LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
  86. LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
  87. LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
  88. LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
  89. LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
  90. LIGHT_FLAGS_FILTER_SHIFT = 22
  91. };
  92. enum {
  93. MAX_RENDER_ITEMS = 256 * 1024,
  94. MAX_LIGHT_TEXTURES = 1024,
  95. MAX_LIGHTS_PER_ITEM = 16,
  96. DEFAULT_MAX_LIGHTS_PER_RENDER = 256
  97. };
  98. /****************/
  99. /**** SHADER ****/
  100. /****************/
  101. enum PipelineVariant {
  102. PIPELINE_VARIANT_QUAD,
  103. PIPELINE_VARIANT_NINEPATCH,
  104. PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
  105. PIPELINE_VARIANT_PRIMITIVE_LINES,
  106. PIPELINE_VARIANT_PRIMITIVE_POINTS,
  107. PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
  108. PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
  109. PIPELINE_VARIANT_ATTRIBUTE_LINES,
  110. PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
  111. PIPELINE_VARIANT_ATTRIBUTE_POINTS,
  112. PIPELINE_VARIANT_QUAD_LCD_BLEND,
  113. PIPELINE_VARIANT_MAX
  114. };
  115. enum PipelineLightMode {
  116. PIPELINE_LIGHT_MODE_DISABLED,
  117. PIPELINE_LIGHT_MODE_ENABLED,
  118. PIPELINE_LIGHT_MODE_MAX
  119. };
  120. struct PipelineVariants {
  121. PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
  122. };
  123. struct {
  124. CanvasShaderRD canvas_shader;
  125. RID default_version;
  126. RID default_version_rd_shader;
  127. RID quad_index_buffer;
  128. RID quad_index_array;
  129. PipelineVariants pipeline_variants;
  130. ShaderCompiler compiler;
  131. } shader;
  132. struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
  133. enum BlendMode { //used internally
  134. BLEND_MODE_MIX,
  135. BLEND_MODE_ADD,
  136. BLEND_MODE_SUB,
  137. BLEND_MODE_MUL,
  138. BLEND_MODE_PMALPHA,
  139. BLEND_MODE_DISABLED,
  140. };
  141. bool valid = false;
  142. RID version;
  143. PipelineVariants pipeline_variants;
  144. Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
  145. Vector<uint32_t> ubo_offsets;
  146. uint32_t ubo_size = 0;
  147. String code;
  148. bool uses_screen_texture = false;
  149. bool uses_screen_texture_mipmaps = false;
  150. bool uses_sdf = false;
  151. bool uses_time = false;
  152. virtual void set_code(const String &p_Code);
  153. virtual bool is_animated() const;
  154. virtual bool casts_shadows() const;
  155. virtual RS::ShaderNativeSourceCode get_native_source_code() const;
  156. CanvasShaderData() {}
  157. virtual ~CanvasShaderData();
  158. };
  159. RendererRD::MaterialStorage::ShaderData *_create_shader_func();
  160. static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
  161. return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
  162. }
  163. struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
  164. CanvasShaderData *shader_data = nullptr;
  165. RID uniform_set;
  166. virtual void set_render_priority(int p_priority) {}
  167. virtual void set_next_pass(RID p_pass) {}
  168. virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
  169. virtual ~CanvasMaterialData();
  170. };
  171. RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
  172. static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
  173. return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
  174. }
  175. /**************************/
  176. /**** CANVAS TEXTURES *****/
  177. /**************************/
  178. struct {
  179. RS::CanvasItemTextureFilter default_filter;
  180. RS::CanvasItemTextureRepeat default_repeat;
  181. } default_samplers;
  182. /******************/
  183. /**** POLYGONS ****/
  184. /******************/
  185. struct PolygonBuffers {
  186. RD::VertexFormatID vertex_format_id;
  187. RID vertex_buffer;
  188. RID vertex_array;
  189. RID index_buffer;
  190. RID indices;
  191. };
  192. struct {
  193. HashMap<PolygonID, PolygonBuffers> polygons;
  194. PolygonID last_id;
  195. } polygon_buffers;
  196. /********************/
  197. /**** PRIMITIVES ****/
  198. /********************/
  199. struct {
  200. RID index_array[4];
  201. } primitive_arrays;
  202. /*******************/
  203. /**** MATERIALS ****/
  204. /*******************/
  205. /******************/
  206. /**** LIGHTING ****/
  207. /******************/
  208. struct CanvasLight {
  209. RID texture;
  210. struct {
  211. bool enabled = false;
  212. float z_far;
  213. float y_offset;
  214. Transform2D directional_xform;
  215. } shadow;
  216. };
  217. RID_Owner<CanvasLight> canvas_light_owner;
  218. struct ShadowRenderPushConstant {
  219. float projection[16];
  220. float modelview[8];
  221. float direction[2];
  222. float z_far;
  223. float pad;
  224. };
  225. struct OccluderPolygon {
  226. RS::CanvasOccluderPolygonCullMode cull_mode;
  227. int line_point_count;
  228. RID vertex_buffer;
  229. RID vertex_array;
  230. RID index_buffer;
  231. RID index_array;
  232. int sdf_point_count;
  233. int sdf_index_count;
  234. RID sdf_vertex_buffer;
  235. RID sdf_vertex_array;
  236. RID sdf_index_buffer;
  237. RID sdf_index_array;
  238. bool sdf_is_lines;
  239. };
  240. struct LightUniform {
  241. float matrix[8]; //light to texture coordinate matrix
  242. float shadow_matrix[8]; //light to shadow coordinate matrix
  243. float color[4];
  244. uint8_t shadow_color[4];
  245. uint32_t flags; //index to light texture
  246. float shadow_pixel_size;
  247. float height;
  248. float position[2];
  249. float shadow_z_far_inv;
  250. float shadow_y_ofs;
  251. float atlas_rect[4];
  252. };
  253. RID_Owner<OccluderPolygon> occluder_polygon_owner;
  254. enum ShadowRenderMode {
  255. SHADOW_RENDER_MODE_SHADOW,
  256. SHADOW_RENDER_MODE_SDF,
  257. };
  258. enum {
  259. SHADOW_RENDER_SDF_TRIANGLES,
  260. SHADOW_RENDER_SDF_LINES,
  261. };
  262. struct {
  263. CanvasOcclusionShaderRD shader;
  264. RID shader_version;
  265. RID render_pipelines[3];
  266. RID sdf_render_pipelines[2];
  267. RD::VertexFormatID vertex_format;
  268. RD::VertexFormatID sdf_vertex_format;
  269. RD::FramebufferFormatID framebuffer_format;
  270. RD::FramebufferFormatID sdf_framebuffer_format;
  271. } shadow_render;
  272. /***************/
  273. /**** STATE ****/
  274. /***************/
  275. //state that does not vary across rendering all items
  276. struct State {
  277. //state buffer
  278. struct Buffer {
  279. float canvas_transform[16];
  280. float screen_transform[16];
  281. float canvas_normal_transform[16];
  282. float canvas_modulate[4];
  283. float screen_pixel_size[2];
  284. float time;
  285. uint32_t use_pixel_snap;
  286. float sdf_to_tex[4];
  287. float sdf_to_screen[2];
  288. float screen_to_sdf[2];
  289. uint32_t directional_light_count;
  290. float tex_to_sdf;
  291. uint32_t pad1;
  292. uint32_t pad2;
  293. };
  294. LightUniform *light_uniforms = nullptr;
  295. RID lights_uniform_buffer;
  296. RID canvas_state_buffer;
  297. RID shadow_sampler;
  298. RID shadow_texture;
  299. RID shadow_depth_texture;
  300. RID shadow_fb;
  301. int shadow_texture_size = 2048;
  302. RID default_transforms_uniform_set;
  303. uint32_t max_lights_per_render;
  304. uint32_t max_lights_per_item;
  305. double time;
  306. } state;
  307. struct PushConstant {
  308. float world[6];
  309. uint32_t flags;
  310. uint32_t specular_shininess;
  311. union {
  312. //rect
  313. struct {
  314. float modulation[4];
  315. union {
  316. float msdf[4];
  317. float ninepatch_margins[4];
  318. };
  319. float dst_rect[4];
  320. float src_rect[4];
  321. float pad[2];
  322. };
  323. //primitive
  324. struct {
  325. float points[6]; // vec2 points[3]
  326. float uvs[6]; // vec2 points[3]
  327. uint32_t colors[6]; // colors encoded as half
  328. };
  329. };
  330. float color_texture_pixel_size[2];
  331. uint32_t lights[4];
  332. };
  333. Item *items[MAX_RENDER_ITEMS];
  334. bool using_directional_lights = false;
  335. RID default_canvas_texture;
  336. RID default_canvas_group_shader;
  337. RID default_canvas_group_material;
  338. RID default_clip_children_material;
  339. RID default_clip_children_shader;
  340. RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  341. RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  342. RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
  343. inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
  344. void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used);
  345. void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false);
  346. _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
  347. _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
  348. _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
  349. _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
  350. void _update_shadow_atlas();
  351. public:
  352. PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
  353. void free_polygon(PolygonID p_polygon);
  354. RID light_create();
  355. void light_set_texture(RID p_rid, RID p_texture);
  356. void light_set_use_shadow(RID p_rid, bool p_enable);
  357. void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
  358. void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders);
  359. virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
  360. RID occluder_polygon_create();
  361. void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
  362. void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
  363. void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used);
  364. virtual void set_shadow_texture_size(int p_size);
  365. void set_time(double p_time);
  366. void update();
  367. bool free(RID p_rid);
  368. RendererCanvasRenderRD();
  369. ~RendererCanvasRenderRD();
  370. };
  371. #endif // RENDERER_CANVAS_RENDER_RD_H