renderer_canvas_render_rd.cpp 98 KB

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  1. /*************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_funcs.h"
  34. #include "renderer_compositor_rd.h"
  35. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  36. p_mat4[0] = p_transform.elements[0][0];
  37. p_mat4[1] = p_transform.elements[0][1];
  38. p_mat4[2] = 0;
  39. p_mat4[3] = 0;
  40. p_mat4[4] = p_transform.elements[1][0];
  41. p_mat4[5] = p_transform.elements[1][1];
  42. p_mat4[6] = 0;
  43. p_mat4[7] = 0;
  44. p_mat4[8] = 0;
  45. p_mat4[9] = 0;
  46. p_mat4[10] = 1;
  47. p_mat4[11] = 0;
  48. p_mat4[12] = p_transform.elements[2][0];
  49. p_mat4[13] = p_transform.elements[2][1];
  50. p_mat4[14] = 0;
  51. p_mat4[15] = 1;
  52. }
  53. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  54. p_mat2x4[0] = p_transform.elements[0][0];
  55. p_mat2x4[1] = p_transform.elements[1][0];
  56. p_mat2x4[2] = 0;
  57. p_mat2x4[3] = p_transform.elements[2][0];
  58. p_mat2x4[4] = p_transform.elements[0][1];
  59. p_mat2x4[5] = p_transform.elements[1][1];
  60. p_mat2x4[6] = 0;
  61. p_mat2x4[7] = p_transform.elements[2][1];
  62. }
  63. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  64. p_mat2x3[0] = p_transform.elements[0][0];
  65. p_mat2x3[1] = p_transform.elements[0][1];
  66. p_mat2x3[2] = p_transform.elements[1][0];
  67. p_mat2x3[3] = p_transform.elements[1][1];
  68. p_mat2x3[4] = p_transform.elements[2][0];
  69. p_mat2x3[5] = p_transform.elements[2][1];
  70. }
  71. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) {
  72. p_mat4[0] = p_transform.basis.elements[0][0];
  73. p_mat4[1] = p_transform.basis.elements[1][0];
  74. p_mat4[2] = p_transform.basis.elements[2][0];
  75. p_mat4[3] = 0;
  76. p_mat4[4] = p_transform.basis.elements[0][1];
  77. p_mat4[5] = p_transform.basis.elements[1][1];
  78. p_mat4[6] = p_transform.basis.elements[2][1];
  79. p_mat4[7] = 0;
  80. p_mat4[8] = p_transform.basis.elements[0][2];
  81. p_mat4[9] = p_transform.basis.elements[1][2];
  82. p_mat4[10] = p_transform.basis.elements[2][2];
  83. p_mat4[11] = 0;
  84. p_mat4[12] = p_transform.origin.x;
  85. p_mat4[13] = p_transform.origin.y;
  86. p_mat4[14] = p_transform.origin.z;
  87. p_mat4[15] = 1;
  88. }
  89. 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) {
  90. // Care must be taken to generate array formats
  91. // in ways where they could be reused, so we will
  92. // put single-occuring elements first, and repeated
  93. // elements later. This way the generated formats are
  94. // the same no matter the length of the arrays.
  95. // This dramatically reduces the amount of pipeline objects
  96. // that need to be created for these formats.
  97. uint32_t vertex_count = p_points.size();
  98. uint32_t stride = 2; //vertices always repeat
  99. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  100. stride += 4;
  101. }
  102. if ((uint32_t)p_uvs.size() == vertex_count) {
  103. stride += 2;
  104. }
  105. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  106. stride += 4;
  107. }
  108. uint32_t buffer_size = stride * p_points.size();
  109. Vector<uint8_t> polygon_buffer;
  110. polygon_buffer.resize(buffer_size * sizeof(float));
  111. Vector<RD::VertexAttribute> descriptions;
  112. descriptions.resize(5);
  113. Vector<RID> buffers;
  114. buffers.resize(5);
  115. {
  116. const uint8_t *r = polygon_buffer.ptr();
  117. float *fptr = (float *)r;
  118. uint32_t *uptr = (uint32_t *)r;
  119. uint32_t base_offset = 0;
  120. { //vertices
  121. RD::VertexAttribute vd;
  122. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  123. vd.offset = base_offset * sizeof(float);
  124. vd.location = RS::ARRAY_VERTEX;
  125. vd.stride = stride * sizeof(float);
  126. descriptions.write[0] = vd;
  127. const Vector2 *points_ptr = p_points.ptr();
  128. for (uint32_t i = 0; i < vertex_count; i++) {
  129. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  130. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  131. }
  132. base_offset += 2;
  133. }
  134. //colors
  135. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  136. RD::VertexAttribute vd;
  137. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  138. vd.offset = base_offset * sizeof(float);
  139. vd.location = RS::ARRAY_COLOR;
  140. vd.stride = stride * sizeof(float);
  141. descriptions.write[1] = vd;
  142. if (p_colors.size() == 1) {
  143. Color color = p_colors[0];
  144. for (uint32_t i = 0; i < vertex_count; i++) {
  145. fptr[base_offset + i * stride + 0] = color.r;
  146. fptr[base_offset + i * stride + 1] = color.g;
  147. fptr[base_offset + i * stride + 2] = color.b;
  148. fptr[base_offset + i * stride + 3] = color.a;
  149. }
  150. } else {
  151. const Color *color_ptr = p_colors.ptr();
  152. for (uint32_t i = 0; i < vertex_count; i++) {
  153. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  154. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  155. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  156. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  157. }
  158. }
  159. base_offset += 4;
  160. } else {
  161. RD::VertexAttribute vd;
  162. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  163. vd.offset = 0;
  164. vd.location = RS::ARRAY_COLOR;
  165. vd.stride = 0;
  166. descriptions.write[1] = vd;
  167. buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
  168. }
  169. //uvs
  170. if ((uint32_t)p_uvs.size() == vertex_count) {
  171. RD::VertexAttribute vd;
  172. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  173. vd.offset = base_offset * sizeof(float);
  174. vd.location = RS::ARRAY_TEX_UV;
  175. vd.stride = stride * sizeof(float);
  176. descriptions.write[2] = vd;
  177. const Vector2 *uv_ptr = p_uvs.ptr();
  178. for (uint32_t i = 0; i < vertex_count; i++) {
  179. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  180. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  181. }
  182. base_offset += 2;
  183. } else {
  184. RD::VertexAttribute vd;
  185. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  186. vd.offset = 0;
  187. vd.location = RS::ARRAY_TEX_UV;
  188. vd.stride = 0;
  189. descriptions.write[2] = vd;
  190. buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
  191. }
  192. //bones
  193. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  194. RD::VertexAttribute vd;
  195. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  196. vd.offset = base_offset * sizeof(float);
  197. vd.location = RS::ARRAY_BONES;
  198. vd.stride = stride * sizeof(float);
  199. descriptions.write[3] = vd;
  200. const int *bone_ptr = p_bones.ptr();
  201. for (uint32_t i = 0; i < vertex_count; i++) {
  202. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  203. bone16w[0] = bone_ptr[i * 4 + 0];
  204. bone16w[1] = bone_ptr[i * 4 + 1];
  205. bone16w[2] = bone_ptr[i * 4 + 2];
  206. bone16w[3] = bone_ptr[i * 4 + 3];
  207. }
  208. base_offset += 2;
  209. } else {
  210. RD::VertexAttribute vd;
  211. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  212. vd.offset = 0;
  213. vd.location = RS::ARRAY_BONES;
  214. vd.stride = 0;
  215. descriptions.write[3] = vd;
  216. buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  217. }
  218. //weights
  219. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  220. RD::VertexAttribute vd;
  221. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  222. vd.offset = base_offset * sizeof(float);
  223. vd.location = RS::ARRAY_WEIGHTS;
  224. vd.stride = stride * sizeof(float);
  225. descriptions.write[4] = vd;
  226. const float *weight_ptr = p_weights.ptr();
  227. for (uint32_t i = 0; i < vertex_count; i++) {
  228. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  229. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  230. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  231. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  232. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  233. }
  234. base_offset += 2;
  235. } else {
  236. RD::VertexAttribute vd;
  237. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  238. vd.offset = 0;
  239. vd.location = RS::ARRAY_WEIGHTS;
  240. vd.stride = 0;
  241. descriptions.write[4] = vd;
  242. buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  243. }
  244. //check that everything is as it should be
  245. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  246. }
  247. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  248. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  249. PolygonBuffers pb;
  250. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  251. for (int i = 0; i < descriptions.size(); i++) {
  252. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  253. buffers.write[i] = pb.vertex_buffer;
  254. }
  255. }
  256. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  257. if (p_indices.size()) {
  258. //create indices, as indices were requested
  259. Vector<uint8_t> index_buffer;
  260. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  261. {
  262. uint8_t *w = index_buffer.ptrw();
  263. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  264. }
  265. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  266. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  267. }
  268. pb.vertex_format_id = vertex_id;
  269. PolygonID id = polygon_buffers.last_id++;
  270. polygon_buffers.polygons[id] = pb;
  271. return id;
  272. }
  273. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  274. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  275. ERR_FAIL_COND(!pb_ptr);
  276. PolygonBuffers &pb = *pb_ptr;
  277. if (pb.indices.is_valid()) {
  278. RD::get_singleton()->free(pb.indices);
  279. }
  280. if (pb.index_buffer.is_valid()) {
  281. RD::get_singleton()->free(pb.index_buffer);
  282. }
  283. RD::get_singleton()->free(pb.vertex_array);
  284. RD::get_singleton()->free(pb.vertex_buffer);
  285. polygon_buffers.polygons.erase(p_polygon);
  286. }
  287. ////////////////////
  288. 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) {
  289. if (p_texture == RID()) {
  290. p_texture = default_canvas_texture;
  291. }
  292. if (r_last_texture == p_texture) {
  293. return; //nothing to do, its the same
  294. }
  295. RID uniform_set;
  296. Color specular_shininess;
  297. Size2i size;
  298. bool use_normal;
  299. bool use_specular;
  300. bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
  301. //something odd happened
  302. if (!success) {
  303. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  304. return;
  305. }
  306. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  307. if (specular_shininess.a < 0.999) {
  308. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  309. } else {
  310. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  311. }
  312. if (use_normal) {
  313. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  314. } else {
  315. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  316. }
  317. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  318. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  319. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  320. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  321. r_texpixel_size.x = 1.0 / float(size.x);
  322. r_texpixel_size.y = 1.0 / float(size.y);
  323. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  324. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  325. r_last_texture = p_texture;
  326. }
  327. void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
  328. //create an empty push constant
  329. RS::CanvasItemTextureFilter current_filter = default_filter;
  330. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  331. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  332. current_filter = p_item->texture_filter;
  333. }
  334. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  335. current_repeat = p_item->texture_repeat;
  336. }
  337. PushConstant push_constant;
  338. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  339. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  340. Color base_color = p_item->final_modulate;
  341. for (int i = 0; i < 4; i++) {
  342. push_constant.modulation[i] = 0;
  343. push_constant.ninepatch_margins[i] = 0;
  344. push_constant.src_rect[i] = 0;
  345. push_constant.dst_rect[i] = 0;
  346. }
  347. push_constant.flags = 0;
  348. push_constant.color_texture_pixel_size[0] = 0;
  349. push_constant.color_texture_pixel_size[1] = 0;
  350. push_constant.pad[0] = 0;
  351. push_constant.pad[1] = 0;
  352. push_constant.lights[0] = 0;
  353. push_constant.lights[1] = 0;
  354. push_constant.lights[2] = 0;
  355. push_constant.lights[3] = 0;
  356. uint32_t base_flags = 0;
  357. uint16_t light_count = 0;
  358. PipelineLightMode light_mode;
  359. {
  360. Light *light = p_lights;
  361. while (light) {
  362. 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)) {
  363. uint32_t light_index = light->render_index_cache;
  364. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  365. light_count++;
  366. if (light_count == MAX_LIGHTS_PER_ITEM) {
  367. break;
  368. }
  369. }
  370. light = light->next_ptr;
  371. }
  372. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  373. }
  374. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  375. PipelineVariants *pipeline_variants = p_pipeline_variants;
  376. bool reclip = false;
  377. RID last_texture;
  378. Size2 texpixel_size;
  379. const Item::Command *c = p_item->commands;
  380. while (c) {
  381. push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
  382. switch (c->type) {
  383. case Item::Command::TYPE_RECT: {
  384. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  385. //bind pipeline
  386. {
  387. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  388. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  389. }
  390. //bind textures
  391. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  392. Rect2 src_rect;
  393. Rect2 dst_rect;
  394. if (rect->texture != RID()) {
  395. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  396. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  397. if (dst_rect.size.width < 0) {
  398. dst_rect.position.x += dst_rect.size.width;
  399. dst_rect.size.width *= -1;
  400. }
  401. if (dst_rect.size.height < 0) {
  402. dst_rect.position.y += dst_rect.size.height;
  403. dst_rect.size.height *= -1;
  404. }
  405. if (rect->flags & CANVAS_RECT_FLIP_H) {
  406. src_rect.size.x *= -1;
  407. }
  408. if (rect->flags & CANVAS_RECT_FLIP_V) {
  409. src_rect.size.y *= -1;
  410. }
  411. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  412. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  413. }
  414. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  415. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  416. }
  417. } else {
  418. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  419. if (dst_rect.size.width < 0) {
  420. dst_rect.position.x += dst_rect.size.width;
  421. dst_rect.size.width *= -1;
  422. }
  423. if (dst_rect.size.height < 0) {
  424. dst_rect.position.y += dst_rect.size.height;
  425. dst_rect.size.height *= -1;
  426. }
  427. src_rect = Rect2(0, 0, 1, 1);
  428. }
  429. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  430. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  431. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  432. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  433. push_constant.src_rect[0] = src_rect.position.x;
  434. push_constant.src_rect[1] = src_rect.position.y;
  435. push_constant.src_rect[2] = src_rect.size.width;
  436. push_constant.src_rect[3] = src_rect.size.height;
  437. push_constant.dst_rect[0] = dst_rect.position.x;
  438. push_constant.dst_rect[1] = dst_rect.position.y;
  439. push_constant.dst_rect[2] = dst_rect.size.width;
  440. push_constant.dst_rect[3] = dst_rect.size.height;
  441. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  442. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  443. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  444. } break;
  445. case Item::Command::TYPE_NINEPATCH: {
  446. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  447. //bind pipeline
  448. {
  449. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  450. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  451. }
  452. //bind textures
  453. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  454. Rect2 src_rect;
  455. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  456. if (np->texture == RID()) {
  457. texpixel_size = Size2(1, 1);
  458. src_rect = Rect2(0, 0, 1, 1);
  459. } else {
  460. if (np->source != Rect2()) {
  461. 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);
  462. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  463. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  464. } else {
  465. src_rect = Rect2(0, 0, 1, 1);
  466. }
  467. }
  468. push_constant.modulation[0] = np->color.r * base_color.r;
  469. push_constant.modulation[1] = np->color.g * base_color.g;
  470. push_constant.modulation[2] = np->color.b * base_color.b;
  471. push_constant.modulation[3] = np->color.a * base_color.a;
  472. push_constant.src_rect[0] = src_rect.position.x;
  473. push_constant.src_rect[1] = src_rect.position.y;
  474. push_constant.src_rect[2] = src_rect.size.width;
  475. push_constant.src_rect[3] = src_rect.size.height;
  476. push_constant.dst_rect[0] = dst_rect.position.x;
  477. push_constant.dst_rect[1] = dst_rect.position.y;
  478. push_constant.dst_rect[2] = dst_rect.size.width;
  479. push_constant.dst_rect[3] = dst_rect.size.height;
  480. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  481. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  482. if (np->draw_center) {
  483. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  484. }
  485. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  486. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  487. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  488. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  489. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  490. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  491. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  492. //restore if overrided
  493. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  494. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  495. } break;
  496. case Item::Command::TYPE_POLYGON: {
  497. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  498. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  499. ERR_CONTINUE(!pb);
  500. //bind pipeline
  501. {
  502. 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 };
  503. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  504. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  505. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  506. }
  507. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  508. //not supported in most hardware, so pointless
  509. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  510. }
  511. //bind textures
  512. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  513. push_constant.modulation[0] = base_color.r;
  514. push_constant.modulation[1] = base_color.g;
  515. push_constant.modulation[2] = base_color.b;
  516. push_constant.modulation[3] = base_color.a;
  517. for (int j = 0; j < 4; j++) {
  518. push_constant.src_rect[j] = 0;
  519. push_constant.dst_rect[j] = 0;
  520. push_constant.ninepatch_margins[j] = 0;
  521. }
  522. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  523. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  524. if (pb->indices.is_valid()) {
  525. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  526. }
  527. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  528. } break;
  529. case Item::Command::TYPE_PRIMITIVE: {
  530. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  531. //bind pipeline
  532. {
  533. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  534. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  535. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  536. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  537. }
  538. //bind textures
  539. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  540. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
  541. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  542. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  543. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  544. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  545. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  546. Color col = primitive->colors[j] * base_color;
  547. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  548. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  549. }
  550. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  551. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  552. if (primitive->point_count == 4) {
  553. for (uint32_t j = 1; j < 3; j++) {
  554. //second half of triangle
  555. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  556. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  557. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  558. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  559. Color col = primitive->colors[j + 1] * base_color;
  560. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  561. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  562. }
  563. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  564. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  565. }
  566. } break;
  567. case Item::Command::TYPE_MESH:
  568. case Item::Command::TYPE_MULTIMESH:
  569. case Item::Command::TYPE_PARTICLES: {
  570. RID mesh;
  571. RID mesh_instance;
  572. RID texture;
  573. Color modulate(1, 1, 1, 1);
  574. float world_backup[6];
  575. int instance_count = 1;
  576. for (int j = 0; j < 6; j++) {
  577. world_backup[j] = push_constant.world[j];
  578. }
  579. if (c->type == Item::Command::TYPE_MESH) {
  580. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  581. mesh = m->mesh;
  582. mesh_instance = m->mesh_instance;
  583. texture = m->texture;
  584. modulate = m->modulate;
  585. _update_transform_2d_to_mat2x3(base_transform * m->transform, push_constant.world);
  586. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  587. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  588. RID multimesh = mm->multimesh;
  589. mesh = storage->multimesh_get_mesh(multimesh);
  590. texture = mm->texture;
  591. if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  592. break;
  593. }
  594. instance_count = storage->multimesh_get_instances_to_draw(multimesh);
  595. RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  596. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  597. push_constant.flags |= 1; //multimesh, trails disabled
  598. if (storage->multimesh_uses_colors(multimesh)) {
  599. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  600. }
  601. if (storage->multimesh_uses_custom_data(multimesh)) {
  602. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  603. }
  604. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  605. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  606. ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  607. if (storage->particles_is_inactive(pt->particles)) {
  608. break;
  609. }
  610. int dpc = storage->particles_get_draw_passes(pt->particles);
  611. if (dpc == 0) {
  612. break; //nothing to draw
  613. }
  614. uint32_t divisor = 1;
  615. instance_count = storage->particles_get_amount(pt->particles, divisor);
  616. RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  617. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  618. push_constant.flags |= divisor;
  619. instance_count /= divisor;
  620. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  621. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  622. mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  623. texture = pt->texture;
  624. }
  625. if (mesh.is_null()) {
  626. break;
  627. }
  628. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  629. uint32_t surf_count = storage->mesh_get_surface_count(mesh);
  630. 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 };
  631. push_constant.modulation[0] = base_color.r * modulate.r;
  632. push_constant.modulation[1] = base_color.g * modulate.g;
  633. push_constant.modulation[2] = base_color.b * modulate.b;
  634. push_constant.modulation[3] = base_color.a * modulate.a;
  635. for (int j = 0; j < 4; j++) {
  636. push_constant.src_rect[j] = 0;
  637. push_constant.dst_rect[j] = 0;
  638. push_constant.ninepatch_margins[j] = 0;
  639. }
  640. for (uint32_t j = 0; j < surf_count; j++) {
  641. void *surface = storage->mesh_get_surface(mesh, j);
  642. RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
  643. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  644. uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  645. RID vertex_array;
  646. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  647. if (mesh_instance.is_valid()) {
  648. storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
  649. } else {
  650. storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
  651. }
  652. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  653. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  654. RID index_array = storage->mesh_surface_get_index_array(surface, 0);
  655. if (index_array.is_valid()) {
  656. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  657. }
  658. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  659. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  660. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  661. }
  662. for (int j = 0; j < 6; j++) {
  663. push_constant.world[j] = world_backup[j];
  664. }
  665. } break;
  666. case Item::Command::TYPE_TRANSFORM: {
  667. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  668. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  669. } break;
  670. case Item::Command::TYPE_CLIP_IGNORE: {
  671. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  672. if (current_clip) {
  673. if (ci->ignore != reclip) {
  674. if (ci->ignore) {
  675. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  676. reclip = true;
  677. } else {
  678. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  679. reclip = false;
  680. }
  681. }
  682. }
  683. } break;
  684. }
  685. c = c->next;
  686. }
  687. if (current_clip && reclip) {
  688. //will make it re-enable clipping if needed afterwards
  689. current_clip = nullptr;
  690. }
  691. }
  692. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  693. //re create canvas state
  694. Vector<RD::Uniform> uniforms;
  695. {
  696. RD::Uniform u;
  697. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  698. u.binding = 1;
  699. u.ids.push_back(state.canvas_state_buffer);
  700. uniforms.push_back(u);
  701. }
  702. {
  703. RD::Uniform u;
  704. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  705. u.binding = 2;
  706. u.ids.push_back(state.lights_uniform_buffer);
  707. uniforms.push_back(u);
  708. }
  709. {
  710. RD::Uniform u;
  711. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  712. u.binding = 3;
  713. u.ids.push_back(storage->decal_atlas_get_texture());
  714. uniforms.push_back(u);
  715. }
  716. {
  717. RD::Uniform u;
  718. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  719. u.binding = 4;
  720. u.ids.push_back(state.shadow_texture);
  721. uniforms.push_back(u);
  722. }
  723. {
  724. RD::Uniform u;
  725. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  726. u.binding = 5;
  727. u.ids.push_back(state.shadow_sampler);
  728. uniforms.push_back(u);
  729. }
  730. {
  731. RD::Uniform u;
  732. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  733. u.binding = 6;
  734. RID screen;
  735. if (p_backbuffer) {
  736. screen = storage->render_target_get_rd_texture(p_to_render_target);
  737. } else {
  738. screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
  739. if (screen.is_null()) { //unallocated backbuffer
  740. screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  741. }
  742. }
  743. u.ids.push_back(screen);
  744. uniforms.push_back(u);
  745. }
  746. {
  747. RD::Uniform u;
  748. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  749. u.binding = 7;
  750. RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
  751. u.ids.push_back(sdf);
  752. uniforms.push_back(u);
  753. }
  754. {
  755. //needs samplers for the material (uses custom textures) create them
  756. RD::Uniform u;
  757. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  758. u.binding = 8;
  759. u.ids.resize(12);
  760. RID *ids_ptr = u.ids.ptrw();
  761. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  762. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  763. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  764. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  765. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  766. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  767. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  768. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  769. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  770. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  771. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  772. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  773. uniforms.push_back(u);
  774. }
  775. {
  776. RD::Uniform u;
  777. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  778. u.binding = 9;
  779. u.ids.push_back(storage->global_variables_get_storage_buffer());
  780. uniforms.push_back(u);
  781. }
  782. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  783. if (p_backbuffer) {
  784. storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  785. } else {
  786. storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  787. }
  788. return uniform_set;
  789. }
  790. void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
  791. Item *current_clip = nullptr;
  792. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  793. RID framebuffer;
  794. RID fb_uniform_set;
  795. bool clear = false;
  796. Vector<Color> clear_colors;
  797. if (p_to_backbuffer) {
  798. framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  799. fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  800. } else {
  801. framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  802. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  803. clear = true;
  804. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  805. storage->render_target_disable_clear_request(p_to_render_target);
  806. }
  807. #ifndef _MSC_VER
  808. #warning TODO obtain from framebuffer format eventually when this is implemented
  809. #endif
  810. fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  811. }
  812. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  813. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  814. }
  815. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  816. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
  817. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  818. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  819. RID prev_material;
  820. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  821. for (int i = 0; i < p_item_count; i++) {
  822. Item *ci = items[i];
  823. if (current_clip != ci->final_clip_owner) {
  824. current_clip = ci->final_clip_owner;
  825. //setup clip
  826. if (current_clip) {
  827. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  828. } else {
  829. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  830. }
  831. }
  832. RID material = ci->material;
  833. if (material.is_null() && ci->canvas_group != nullptr) {
  834. material = default_canvas_group_material;
  835. }
  836. if (material != prev_material) {
  837. MaterialData *material_data = nullptr;
  838. if (material.is_valid()) {
  839. material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  840. }
  841. if (material_data) {
  842. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  843. pipeline_variants = &material_data->shader_data->pipeline_variants;
  844. if (material_data->uniform_set.is_valid()) {
  845. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
  846. }
  847. } else {
  848. pipeline_variants = &shader.pipeline_variants;
  849. }
  850. } else {
  851. pipeline_variants = &shader.pipeline_variants;
  852. }
  853. }
  854. _render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  855. prev_material = material;
  856. }
  857. RD::get_singleton()->draw_list_end();
  858. }
  859. 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) {
  860. r_sdf_used = false;
  861. int item_count = 0;
  862. //setup canvas state uniforms if needed
  863. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  864. //setup directional lights if exist
  865. uint32_t light_count = 0;
  866. uint32_t directional_light_count = 0;
  867. {
  868. Light *l = p_directional_light_list;
  869. uint32_t index = 0;
  870. while (l) {
  871. if (index == state.max_lights_per_render) {
  872. l->render_index_cache = -1;
  873. l = l->next_ptr;
  874. continue;
  875. }
  876. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  877. if (!clight) { //unused or invalid texture
  878. l->render_index_cache = -1;
  879. l = l->next_ptr;
  880. ERR_CONTINUE(!clight);
  881. }
  882. Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
  883. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  884. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  885. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  886. state.light_uniforms[index].height = l->height; //0..1 here
  887. for (int i = 0; i < 4; i++) {
  888. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  889. state.light_uniforms[index].color[i] = l->color[i];
  890. }
  891. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  892. if (state.shadow_fb.is_valid()) {
  893. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  894. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  895. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  896. } else {
  897. state.light_uniforms[index].shadow_pixel_size = 1.0;
  898. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  899. state.light_uniforms[index].shadow_y_ofs = 0;
  900. }
  901. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  902. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  903. if (clight->shadow.enabled) {
  904. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  905. }
  906. l->render_index_cache = index;
  907. index++;
  908. l = l->next_ptr;
  909. }
  910. light_count = index;
  911. directional_light_count = light_count;
  912. using_directional_lights = directional_light_count > 0;
  913. }
  914. //setup lights if exist
  915. {
  916. Light *l = p_light_list;
  917. uint32_t index = light_count;
  918. while (l) {
  919. if (index == state.max_lights_per_render) {
  920. l->render_index_cache = -1;
  921. l = l->next_ptr;
  922. continue;
  923. }
  924. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  925. if (!clight) { //unused or invalid texture
  926. l->render_index_cache = -1;
  927. l = l->next_ptr;
  928. ERR_CONTINUE(!clight);
  929. }
  930. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  931. Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
  932. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  933. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  934. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  935. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  936. state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  937. for (int i = 0; i < 4; i++) {
  938. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  939. state.light_uniforms[index].color[i] = l->color[i];
  940. }
  941. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  942. if (state.shadow_fb.is_valid()) {
  943. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  944. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  945. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  946. } else {
  947. state.light_uniforms[index].shadow_pixel_size = 1.0;
  948. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  949. state.light_uniforms[index].shadow_y_ofs = 0;
  950. }
  951. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  952. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  953. if (clight->shadow.enabled) {
  954. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  955. }
  956. if (clight->texture.is_valid()) {
  957. Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
  958. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  959. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  960. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  961. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  962. } else {
  963. state.light_uniforms[index].atlas_rect[0] = 0;
  964. state.light_uniforms[index].atlas_rect[1] = 0;
  965. state.light_uniforms[index].atlas_rect[2] = 0;
  966. state.light_uniforms[index].atlas_rect[3] = 0;
  967. }
  968. l->render_index_cache = index;
  969. index++;
  970. l = l->next_ptr;
  971. }
  972. light_count = index;
  973. }
  974. if (light_count > 0) {
  975. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  976. }
  977. {
  978. //update canvas state uniform buffer
  979. State::Buffer state_buffer;
  980. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  981. Transform screen_transform;
  982. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  983. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  984. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  985. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  986. Transform2D normal_transform = p_canvas_transform;
  987. normal_transform.elements[0].normalize();
  988. normal_transform.elements[1].normalize();
  989. normal_transform.elements[2] = Vector2();
  990. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  991. state_buffer.canvas_modulate[0] = p_modulate.r;
  992. state_buffer.canvas_modulate[1] = p_modulate.g;
  993. state_buffer.canvas_modulate[2] = p_modulate.b;
  994. state_buffer.canvas_modulate[3] = p_modulate.a;
  995. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  996. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  997. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  998. state_buffer.time = state.time;
  999. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1000. state_buffer.directional_light_count = directional_light_count;
  1001. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1002. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1003. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1004. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1005. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1006. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
  1007. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1008. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1009. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1010. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1011. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1012. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1013. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1014. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1015. }
  1016. { //default filter/repeat
  1017. default_filter = p_default_filter;
  1018. default_repeat = p_default_repeat;
  1019. }
  1020. //fill the list until rendering is possible.
  1021. bool material_screen_texture_found = false;
  1022. Item *ci = p_item_list;
  1023. Rect2 back_buffer_rect;
  1024. bool backbuffer_copy = false;
  1025. Item *canvas_group_owner = nullptr;
  1026. bool update_skeletons = false;
  1027. while (ci) {
  1028. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1029. backbuffer_copy = true;
  1030. if (ci->copy_back_buffer->full) {
  1031. back_buffer_rect = Rect2();
  1032. } else {
  1033. back_buffer_rect = ci->copy_back_buffer->rect;
  1034. }
  1035. }
  1036. if (ci->material.is_valid()) {
  1037. MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1038. if (md && md->shader_data->valid) {
  1039. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1040. if (!material_screen_texture_found) {
  1041. backbuffer_copy = true;
  1042. back_buffer_rect = Rect2();
  1043. }
  1044. }
  1045. if (md->shader_data->uses_sdf) {
  1046. r_sdf_used = true;
  1047. }
  1048. if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
  1049. md->last_frame = RendererCompositorRD::singleton->get_frame_number();
  1050. if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
  1051. // uniform set may be gone because a dependency was erased. In this case, it will happen
  1052. // if a texture is deleted, so just re-create it.
  1053. storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1054. }
  1055. }
  1056. }
  1057. }
  1058. if (ci->skeleton.is_valid()) {
  1059. const Item::Command *c = ci->commands;
  1060. while (c) {
  1061. if (c->type == Item::Command::TYPE_MESH) {
  1062. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1063. if (cm->mesh_instance.is_valid()) {
  1064. storage->mesh_instance_check_for_update(cm->mesh_instance);
  1065. update_skeletons = true;
  1066. }
  1067. }
  1068. }
  1069. }
  1070. if (ci->canvas_group_owner != nullptr) {
  1071. if (canvas_group_owner == nullptr) {
  1072. //Canvas group begins here, render until before this item
  1073. if (update_skeletons) {
  1074. storage->update_mesh_instances();
  1075. update_skeletons = false;
  1076. }
  1077. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1078. item_count = 0;
  1079. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1080. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
  1081. storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1082. } else {
  1083. storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
  1084. }
  1085. backbuffer_copy = false;
  1086. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1087. }
  1088. ci->canvas_group_owner = nullptr; //must be cleared
  1089. }
  1090. if (ci == canvas_group_owner) {
  1091. if (update_skeletons) {
  1092. storage->update_mesh_instances();
  1093. update_skeletons = false;
  1094. }
  1095. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
  1096. item_count = 0;
  1097. if (ci->canvas_group->blur_mipmaps) {
  1098. storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1099. }
  1100. canvas_group_owner = nullptr;
  1101. }
  1102. if (backbuffer_copy) {
  1103. //render anything pending, including clearing if no items
  1104. if (update_skeletons) {
  1105. storage->update_mesh_instances();
  1106. update_skeletons = false;
  1107. }
  1108. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1109. item_count = 0;
  1110. storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
  1111. backbuffer_copy = false;
  1112. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1113. }
  1114. items[item_count++] = ci;
  1115. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1116. if (update_skeletons) {
  1117. storage->update_mesh_instances();
  1118. update_skeletons = false;
  1119. }
  1120. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1121. //then reset
  1122. item_count = 0;
  1123. }
  1124. ci = ci->next;
  1125. }
  1126. }
  1127. RID RendererCanvasRenderRD::light_create() {
  1128. CanvasLight canvas_light;
  1129. return canvas_light_owner.make_rid(canvas_light);
  1130. }
  1131. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1132. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1133. ERR_FAIL_COND(!cl);
  1134. if (cl->texture == p_texture) {
  1135. return;
  1136. }
  1137. if (cl->texture.is_valid()) {
  1138. storage->texture_remove_from_decal_atlas(cl->texture);
  1139. }
  1140. cl->texture = p_texture;
  1141. if (cl->texture.is_valid()) {
  1142. storage->texture_add_to_decal_atlas(cl->texture);
  1143. }
  1144. }
  1145. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1146. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1147. ERR_FAIL_COND(!cl);
  1148. cl->shadow.enabled = p_enable;
  1149. }
  1150. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1151. if (state.shadow_fb == RID()) {
  1152. //ah, we lack the shadow texture..
  1153. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1154. Vector<RID> fb_textures;
  1155. { //texture
  1156. RD::TextureFormat tf;
  1157. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1158. tf.width = state.shadow_texture_size;
  1159. tf.height = state.max_lights_per_render * 2;
  1160. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1161. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1162. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1163. fb_textures.push_back(state.shadow_texture);
  1164. }
  1165. {
  1166. RD::TextureFormat tf;
  1167. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1168. tf.width = state.shadow_texture_size;
  1169. tf.height = state.max_lights_per_render * 2;
  1170. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1171. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1172. //chunks to write
  1173. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1174. fb_textures.push_back(state.shadow_depth_texture);
  1175. }
  1176. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1177. }
  1178. }
  1179. 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) {
  1180. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1181. ERR_FAIL_COND(!cl->shadow.enabled);
  1182. _update_shadow_atlas();
  1183. cl->shadow.z_far = p_far;
  1184. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1185. Vector<Color> cc;
  1186. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1187. for (int i = 0; i < 4; i++) {
  1188. //make sure it remains orthogonal, makes easy to read angle later
  1189. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1190. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1191. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1192. CameraMatrix projection;
  1193. {
  1194. real_t fov = 90;
  1195. real_t nearp = p_near;
  1196. real_t farp = p_far;
  1197. real_t aspect = 1.0;
  1198. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1199. real_t ymin = -ymax;
  1200. real_t xmin = ymin * aspect;
  1201. real_t xmax = ymax * aspect;
  1202. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1203. }
  1204. Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1205. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1206. ShadowRenderPushConstant push_constant;
  1207. for (int y = 0; y < 4; y++) {
  1208. for (int x = 0; x < 4; x++) {
  1209. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1210. }
  1211. }
  1212. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1213. push_constant.direction[0] = directions[i].x;
  1214. push_constant.direction[1] = directions[i].y;
  1215. push_constant.z_far = p_far;
  1216. push_constant.pad = 0;
  1217. /*if (i == 0)
  1218. *p_xform_cache = projection;*/
  1219. LightOccluderInstance *instance = p_occluders;
  1220. while (instance) {
  1221. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1222. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1223. instance = instance->next;
  1224. continue;
  1225. }
  1226. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1227. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1228. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1229. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1230. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1231. RD::get_singleton()->draw_list_draw(draw_list, true);
  1232. instance = instance->next;
  1233. }
  1234. RD::get_singleton()->draw_list_end();
  1235. }
  1236. }
  1237. 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) {
  1238. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1239. ERR_FAIL_COND(!cl->shadow.enabled);
  1240. _update_shadow_atlas();
  1241. Vector2 light_dir = p_light_xform.elements[1].normalized();
  1242. Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5;
  1243. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1244. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1245. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1246. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1247. cl->shadow.z_far = distance;
  1248. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1249. Transform2D to_light_xform;
  1250. to_light_xform[2] = from_pos;
  1251. to_light_xform[1] = light_dir;
  1252. to_light_xform[0] = -light_dir.orthogonal();
  1253. to_light_xform.invert();
  1254. Vector<Color> cc;
  1255. cc.push_back(Color(1, 1, 1, 1));
  1256. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1257. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1258. CameraMatrix projection;
  1259. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1260. projection = projection * CameraMatrix(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1261. ShadowRenderPushConstant push_constant;
  1262. for (int y = 0; y < 4; y++) {
  1263. for (int x = 0; x < 4; x++) {
  1264. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1265. }
  1266. }
  1267. push_constant.direction[0] = 0.0;
  1268. push_constant.direction[1] = 1.0;
  1269. push_constant.z_far = distance;
  1270. push_constant.pad = 0;
  1271. LightOccluderInstance *instance = p_occluders;
  1272. while (instance) {
  1273. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1274. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1275. instance = instance->next;
  1276. continue;
  1277. }
  1278. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1279. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1280. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1281. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1282. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1283. RD::get_singleton()->draw_list_draw(draw_list, true);
  1284. instance = instance->next;
  1285. }
  1286. RD::get_singleton()->draw_list_end();
  1287. Transform2D to_shadow;
  1288. to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
  1289. to_shadow.elements[2].x = 0.5;
  1290. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1291. }
  1292. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1293. RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
  1294. Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
  1295. Transform2D to_sdf;
  1296. to_sdf.elements[0] *= rect.size.width;
  1297. to_sdf.elements[1] *= rect.size.height;
  1298. to_sdf.elements[2] = rect.position;
  1299. Transform2D to_clip;
  1300. to_clip.elements[0] *= 2.0;
  1301. to_clip.elements[1] *= 2.0;
  1302. to_clip.elements[2] = -Vector2(1.0, 1.0);
  1303. to_clip = to_clip * to_sdf.affine_inverse();
  1304. Vector<Color> cc;
  1305. cc.push_back(Color(0, 0, 0, 0));
  1306. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
  1307. CameraMatrix projection;
  1308. ShadowRenderPushConstant push_constant;
  1309. for (int y = 0; y < 4; y++) {
  1310. for (int x = 0; x < 4; x++) {
  1311. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1312. }
  1313. }
  1314. push_constant.direction[0] = 0.0;
  1315. push_constant.direction[1] = 0.0;
  1316. push_constant.z_far = 0;
  1317. push_constant.pad = 0;
  1318. LightOccluderInstance *instance = p_occluders;
  1319. while (instance) {
  1320. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1321. if (!co || co->sdf_index_array.is_null()) {
  1322. instance = instance->next;
  1323. continue;
  1324. }
  1325. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1326. 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]);
  1327. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1328. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1329. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1330. RD::get_singleton()->draw_list_draw(draw_list, true);
  1331. instance = instance->next;
  1332. }
  1333. RD::get_singleton()->draw_list_end();
  1334. storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1335. }
  1336. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1337. OccluderPolygon occluder;
  1338. occluder.line_point_count = 0;
  1339. occluder.sdf_point_count = 0;
  1340. occluder.sdf_index_count = 0;
  1341. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1342. return occluder_polygon_owner.make_rid(occluder);
  1343. }
  1344. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1345. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1346. ERR_FAIL_COND(!oc);
  1347. Vector<Vector2> lines;
  1348. if (p_points.size()) {
  1349. int lc = p_points.size() * 2;
  1350. lines.resize(lc - (p_closed ? 0 : 2));
  1351. {
  1352. Vector2 *w = lines.ptrw();
  1353. const Vector2 *r = p_points.ptr();
  1354. int max = lc / 2;
  1355. if (!p_closed) {
  1356. max--;
  1357. }
  1358. for (int i = 0; i < max; i++) {
  1359. Vector2 a = r[i];
  1360. Vector2 b = r[(i + 1) % (lc / 2)];
  1361. w[i * 2 + 0] = a;
  1362. w[i * 2 + 1] = b;
  1363. }
  1364. }
  1365. }
  1366. if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
  1367. RD::get_singleton()->free(oc->vertex_array);
  1368. RD::get_singleton()->free(oc->vertex_buffer);
  1369. RD::get_singleton()->free(oc->index_array);
  1370. RD::get_singleton()->free(oc->index_buffer);
  1371. oc->vertex_array = RID();
  1372. oc->vertex_buffer = RID();
  1373. oc->index_array = RID();
  1374. oc->index_buffer = RID();
  1375. oc->line_point_count = lines.size();
  1376. }
  1377. if (lines.size()) {
  1378. Vector<uint8_t> geometry;
  1379. Vector<uint8_t> indices;
  1380. int lc = lines.size();
  1381. geometry.resize(lc * 6 * sizeof(float));
  1382. indices.resize(lc * 3 * sizeof(uint16_t));
  1383. {
  1384. uint8_t *vw = geometry.ptrw();
  1385. float *vwptr = (float *)vw;
  1386. uint8_t *iw = indices.ptrw();
  1387. uint16_t *iwptr = (uint16_t *)iw;
  1388. const Vector2 *lr = lines.ptr();
  1389. const int POLY_HEIGHT = 16384;
  1390. for (int i = 0; i < lc / 2; i++) {
  1391. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1392. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1393. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1394. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1395. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1396. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1397. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1398. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1399. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1400. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1401. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1402. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1403. iwptr[i * 6 + 0] = i * 4 + 0;
  1404. iwptr[i * 6 + 1] = i * 4 + 1;
  1405. iwptr[i * 6 + 2] = i * 4 + 2;
  1406. iwptr[i * 6 + 3] = i * 4 + 2;
  1407. iwptr[i * 6 + 4] = i * 4 + 3;
  1408. iwptr[i * 6 + 5] = i * 4 + 0;
  1409. }
  1410. }
  1411. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1412. if (oc->vertex_array.is_null()) {
  1413. //create from scratch
  1414. //vertices
  1415. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1416. Vector<RID> buffer;
  1417. buffer.push_back(oc->vertex_buffer);
  1418. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1419. //indices
  1420. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1421. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1422. } else {
  1423. //update existing
  1424. const uint8_t *vr = geometry.ptr();
  1425. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1426. const uint8_t *ir = indices.ptr();
  1427. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1428. }
  1429. }
  1430. // sdf
  1431. Vector<int> sdf_indices;
  1432. if (p_points.size()) {
  1433. if (p_closed) {
  1434. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1435. oc->sdf_is_lines = false;
  1436. } else {
  1437. int max = p_points.size();
  1438. sdf_indices.resize(max * 2);
  1439. int *iw = sdf_indices.ptrw();
  1440. for (int i = 0; i < max; i++) {
  1441. iw[i * 2 + 0] = i;
  1442. iw[i * 2 + 1] = (i + 1) % max;
  1443. }
  1444. oc->sdf_is_lines = true;
  1445. }
  1446. }
  1447. if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
  1448. RD::get_singleton()->free(oc->sdf_vertex_array);
  1449. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1450. RD::get_singleton()->free(oc->sdf_index_array);
  1451. RD::get_singleton()->free(oc->sdf_index_buffer);
  1452. oc->sdf_vertex_array = RID();
  1453. oc->sdf_vertex_buffer = RID();
  1454. oc->sdf_index_array = RID();
  1455. oc->sdf_index_buffer = RID();
  1456. oc->sdf_index_count = sdf_indices.size();
  1457. oc->sdf_point_count = p_points.size();
  1458. oc->sdf_is_lines = false;
  1459. }
  1460. if (sdf_indices.size()) {
  1461. if (oc->sdf_vertex_array.is_null()) {
  1462. //create from scratch
  1463. //vertices
  1464. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
  1465. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1466. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1467. Vector<RID> buffer;
  1468. buffer.push_back(oc->sdf_vertex_buffer);
  1469. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1470. //indices
  1471. } else {
  1472. //update existing
  1473. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
  1474. RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1475. }
  1476. }
  1477. }
  1478. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1479. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1480. ERR_FAIL_COND(!oc);
  1481. oc->cull_mode = p_mode;
  1482. }
  1483. void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
  1484. //compile
  1485. code = p_code;
  1486. valid = false;
  1487. ubo_size = 0;
  1488. uniforms.clear();
  1489. uses_screen_texture = false;
  1490. uses_sdf = false;
  1491. if (code == String()) {
  1492. return; //just invalid, but no error
  1493. }
  1494. ShaderCompilerRD::GeneratedCode gen_code;
  1495. int blend_mode = BLEND_MODE_MIX;
  1496. uses_screen_texture = false;
  1497. ShaderCompilerRD::IdentifierActions actions;
  1498. actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
  1499. actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1500. actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1501. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1502. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1503. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1504. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1505. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1506. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1507. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1508. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1509. actions.uniforms = &uniforms;
  1510. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1511. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1512. ERR_FAIL_COND(err != OK);
  1513. if (version.is_null()) {
  1514. version = canvas_singleton->shader.canvas_shader.version_create();
  1515. }
  1516. #if 0
  1517. print_line("**compiling shader:");
  1518. print_line("**defines:\n");
  1519. for (int i = 0; i < gen_code.defines.size(); i++) {
  1520. print_line(gen_code.defines[i]);
  1521. }
  1522. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1523. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1524. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1525. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1526. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1527. print_line("\n**light_code:\n" + gen_code.light);
  1528. #endif
  1529. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
  1530. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1531. ubo_size = gen_code.uniform_total_size;
  1532. ubo_offsets = gen_code.uniform_offsets;
  1533. texture_uniforms = gen_code.texture_uniforms;
  1534. //update them pipelines
  1535. RD::PipelineColorBlendState::Attachment attachment;
  1536. switch (blend_mode) {
  1537. case BLEND_MODE_DISABLED: {
  1538. // nothing to do here, disabled by default
  1539. } break;
  1540. case BLEND_MODE_MIX: {
  1541. attachment.enable_blend = true;
  1542. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1543. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1544. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1545. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1546. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1547. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1548. } break;
  1549. case BLEND_MODE_ADD: {
  1550. attachment.enable_blend = true;
  1551. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1552. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1553. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1554. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1555. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1556. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1557. } break;
  1558. case BLEND_MODE_SUB: {
  1559. attachment.enable_blend = true;
  1560. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1561. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1562. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1563. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1564. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1565. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1566. } break;
  1567. case BLEND_MODE_MUL: {
  1568. attachment.enable_blend = true;
  1569. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1570. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1571. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1572. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1573. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1574. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1575. } break;
  1576. case BLEND_MODE_PMALPHA: {
  1577. attachment.enable_blend = true;
  1578. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1579. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1580. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1581. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1582. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1583. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1584. } break;
  1585. }
  1586. RD::PipelineColorBlendState blend_state;
  1587. blend_state.attachments.push_back(attachment);
  1588. //update pipelines
  1589. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1590. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1591. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1592. RD::RENDER_PRIMITIVE_TRIANGLES,
  1593. RD::RENDER_PRIMITIVE_TRIANGLES,
  1594. RD::RENDER_PRIMITIVE_TRIANGLES,
  1595. RD::RENDER_PRIMITIVE_LINES,
  1596. RD::RENDER_PRIMITIVE_POINTS,
  1597. RD::RENDER_PRIMITIVE_TRIANGLES,
  1598. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1599. RD::RENDER_PRIMITIVE_LINES,
  1600. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1601. RD::RENDER_PRIMITIVE_POINTS,
  1602. };
  1603. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1604. { //non lit
  1605. SHADER_VARIANT_QUAD,
  1606. SHADER_VARIANT_NINEPATCH,
  1607. SHADER_VARIANT_PRIMITIVE,
  1608. SHADER_VARIANT_PRIMITIVE,
  1609. SHADER_VARIANT_PRIMITIVE_POINTS,
  1610. SHADER_VARIANT_ATTRIBUTES,
  1611. SHADER_VARIANT_ATTRIBUTES,
  1612. SHADER_VARIANT_ATTRIBUTES,
  1613. SHADER_VARIANT_ATTRIBUTES,
  1614. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1615. { //lit
  1616. SHADER_VARIANT_QUAD_LIGHT,
  1617. SHADER_VARIANT_NINEPATCH_LIGHT,
  1618. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1619. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1620. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1621. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1622. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1623. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1624. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1625. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1626. };
  1627. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1628. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1629. }
  1630. }
  1631. valid = true;
  1632. }
  1633. void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  1634. if (!p_texture.is_valid()) {
  1635. default_texture_params.erase(p_name);
  1636. } else {
  1637. default_texture_params[p_name] = p_texture;
  1638. }
  1639. }
  1640. void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1641. Map<int, StringName> order;
  1642. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1643. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1644. continue;
  1645. }
  1646. if (E->get().texture_order >= 0) {
  1647. order[E->get().texture_order + 100000] = E->key();
  1648. } else {
  1649. order[E->get().order] = E->key();
  1650. }
  1651. }
  1652. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  1653. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  1654. pi.name = E->get();
  1655. p_param_list->push_back(pi);
  1656. }
  1657. }
  1658. void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  1659. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1660. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1661. continue;
  1662. }
  1663. RendererStorage::InstanceShaderParam p;
  1664. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  1665. p.info.name = E->key(); //supply name
  1666. p.index = E->get().instance_index;
  1667. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  1668. p_param_list->push_back(p);
  1669. }
  1670. }
  1671. bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
  1672. if (!uniforms.has(p_param)) {
  1673. return false;
  1674. }
  1675. return uniforms[p_param].texture_order >= 0;
  1676. }
  1677. bool RendererCanvasRenderRD::ShaderData::is_animated() const {
  1678. return false;
  1679. }
  1680. bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
  1681. return false;
  1682. }
  1683. Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  1684. if (uniforms.has(p_parameter)) {
  1685. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1686. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1687. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  1688. }
  1689. return Variant();
  1690. }
  1691. RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
  1692. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1693. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1694. }
  1695. RendererCanvasRenderRD::ShaderData::ShaderData() {
  1696. valid = false;
  1697. uses_screen_texture = false;
  1698. uses_sdf = false;
  1699. }
  1700. RendererCanvasRenderRD::ShaderData::~ShaderData() {
  1701. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1702. ERR_FAIL_COND(!canvas_singleton);
  1703. //pipeline variants will clear themselves if shader is gone
  1704. if (version.is_valid()) {
  1705. canvas_singleton->shader.canvas_shader.version_free(version);
  1706. }
  1707. }
  1708. RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1709. ShaderData *shader_data = memnew(ShaderData);
  1710. return shader_data;
  1711. }
  1712. void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1713. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1714. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  1715. p_uniform_dirty = true;
  1716. if (uniform_buffer.is_valid()) {
  1717. RD::get_singleton()->free(uniform_buffer);
  1718. uniform_buffer = RID();
  1719. }
  1720. ubo_data.resize(shader_data->ubo_size);
  1721. if (ubo_data.size()) {
  1722. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  1723. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1724. }
  1725. //clear previous uniform set
  1726. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1727. RD::get_singleton()->free(uniform_set);
  1728. uniform_set = RID();
  1729. }
  1730. }
  1731. //check whether buffer changed
  1732. if (p_uniform_dirty && ubo_data.size()) {
  1733. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  1734. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  1735. }
  1736. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  1737. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  1738. texture_cache.resize(tex_uniform_count);
  1739. p_textures_dirty = true;
  1740. //clear previous uniform set
  1741. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1742. RD::get_singleton()->free(uniform_set);
  1743. uniform_set = RID();
  1744. }
  1745. }
  1746. if (p_textures_dirty && tex_uniform_count) {
  1747. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
  1748. }
  1749. if (shader_data->ubo_size == 0) {
  1750. // This material does not require an uniform set, so don't create it.
  1751. return;
  1752. }
  1753. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1754. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1755. return;
  1756. }
  1757. Vector<RD::Uniform> uniforms;
  1758. {
  1759. if (shader_data->ubo_size) {
  1760. RD::Uniform u;
  1761. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1762. u.binding = 0;
  1763. u.ids.push_back(uniform_buffer);
  1764. uniforms.push_back(u);
  1765. }
  1766. const RID *textures = texture_cache.ptrw();
  1767. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  1768. RD::Uniform u;
  1769. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1770. u.binding = 1 + i;
  1771. u.ids.push_back(textures[i]);
  1772. uniforms.push_back(u);
  1773. }
  1774. }
  1775. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  1776. }
  1777. RendererCanvasRenderRD::MaterialData::~MaterialData() {
  1778. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1779. RD::get_singleton()->free(uniform_set);
  1780. }
  1781. if (uniform_buffer.is_valid()) {
  1782. RD::get_singleton()->free(uniform_buffer);
  1783. }
  1784. }
  1785. RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
  1786. MaterialData *material_data = memnew(MaterialData);
  1787. material_data->shader_data = p_shader;
  1788. material_data->last_frame = false;
  1789. //update will happen later anyway so do nothing.
  1790. return material_data;
  1791. }
  1792. void RendererCanvasRenderRD::set_time(double p_time) {
  1793. state.time = p_time;
  1794. }
  1795. void RendererCanvasRenderRD::update() {
  1796. }
  1797. RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
  1798. storage = p_storage;
  1799. { //create default samplers
  1800. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1801. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1802. }
  1803. { //shader variants
  1804. String global_defines;
  1805. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1806. if (uniform_max_size < 65536) {
  1807. //Yes, you guessed right, ARM again
  1808. state.max_lights_per_render = 64;
  1809. global_defines += "#define MAX_LIGHTS 64\n";
  1810. } else {
  1811. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1812. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1813. }
  1814. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1815. Vector<String> variants;
  1816. //non light variants
  1817. variants.push_back(""); //none by default is first variant
  1818. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1819. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1820. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1821. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1822. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1823. //light variants
  1824. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1825. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1826. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1827. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1828. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1829. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1830. shader.canvas_shader.initialize(variants, global_defines);
  1831. shader.default_version = shader.canvas_shader.version_create();
  1832. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1833. RD::PipelineColorBlendState blend_state;
  1834. RD::PipelineColorBlendState::Attachment blend_attachment;
  1835. blend_attachment.enable_blend = true;
  1836. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1837. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1838. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1839. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1840. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1841. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1842. blend_state.attachments.push_back(blend_attachment);
  1843. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1844. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1845. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1846. RD::RENDER_PRIMITIVE_TRIANGLES,
  1847. RD::RENDER_PRIMITIVE_TRIANGLES,
  1848. RD::RENDER_PRIMITIVE_TRIANGLES,
  1849. RD::RENDER_PRIMITIVE_LINES,
  1850. RD::RENDER_PRIMITIVE_POINTS,
  1851. RD::RENDER_PRIMITIVE_TRIANGLES,
  1852. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1853. RD::RENDER_PRIMITIVE_LINES,
  1854. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1855. RD::RENDER_PRIMITIVE_POINTS,
  1856. };
  1857. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1858. { //non lit
  1859. SHADER_VARIANT_QUAD,
  1860. SHADER_VARIANT_NINEPATCH,
  1861. SHADER_VARIANT_PRIMITIVE,
  1862. SHADER_VARIANT_PRIMITIVE,
  1863. SHADER_VARIANT_PRIMITIVE_POINTS,
  1864. SHADER_VARIANT_ATTRIBUTES,
  1865. SHADER_VARIANT_ATTRIBUTES,
  1866. SHADER_VARIANT_ATTRIBUTES,
  1867. SHADER_VARIANT_ATTRIBUTES,
  1868. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1869. { //lit
  1870. SHADER_VARIANT_QUAD_LIGHT,
  1871. SHADER_VARIANT_NINEPATCH_LIGHT,
  1872. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1873. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1874. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1875. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1876. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1877. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1878. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1879. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1880. };
  1881. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1882. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1883. }
  1884. }
  1885. }
  1886. {
  1887. //shader compiler
  1888. ShaderCompilerRD::DefaultIdentifierActions actions;
  1889. actions.renames["VERTEX"] = "vertex";
  1890. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1891. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1892. actions.renames["UV"] = "uv";
  1893. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1894. actions.renames["WORLD_MATRIX"] = "world_matrix";
  1895. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1896. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1897. actions.renames["TIME"] = "canvas_data.time";
  1898. actions.renames["AT_LIGHT_PASS"] = "false";
  1899. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1900. actions.renames["COLOR"] = "color";
  1901. actions.renames["NORMAL"] = "normal";
  1902. actions.renames["NORMAL_MAP"] = "normal_map";
  1903. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1904. actions.renames["TEXTURE"] = "color_texture";
  1905. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1906. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1907. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1908. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1909. actions.renames["SCREEN_UV"] = "screen_uv";
  1910. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1911. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1912. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1913. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1914. actions.renames["LIGHT_POSITION"] = "light_position";
  1915. actions.renames["LIGHT_COLOR"] = "light_color";
  1916. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1917. actions.renames["LIGHT"] = "light";
  1918. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1919. actions.renames["texture_sdf"] = "texture_sdf";
  1920. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1921. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1922. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1923. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1924. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1925. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1926. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1927. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1928. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1929. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1930. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1931. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1932. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1933. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1934. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1935. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1936. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  1937. actions.sampler_array_name = "material_samplers";
  1938. actions.base_texture_binding_index = 1;
  1939. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1940. actions.base_uniform_string = "material.";
  1941. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1942. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1943. actions.base_varying_index = 4;
  1944. actions.global_buffer_array_variable = "global_variables.data";
  1945. shader.compiler.initialize(actions);
  1946. }
  1947. { //shadow rendering
  1948. Vector<String> versions;
  1949. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  1950. versions.push_back("\n#define MODE_SDF\n"); //sdf
  1951. shadow_render.shader.initialize(versions);
  1952. {
  1953. Vector<RD::AttachmentFormat> attachments;
  1954. RD::AttachmentFormat af_color;
  1955. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1956. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1957. attachments.push_back(af_color);
  1958. RD::AttachmentFormat af_depth;
  1959. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1960. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1961. attachments.push_back(af_depth);
  1962. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1963. }
  1964. {
  1965. Vector<RD::AttachmentFormat> attachments;
  1966. RD::AttachmentFormat af_color;
  1967. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  1968. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1969. attachments.push_back(af_color);
  1970. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1971. }
  1972. //pipelines
  1973. Vector<RD::VertexAttribute> vf;
  1974. RD::VertexAttribute vd;
  1975. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
  1976. vd.location = 0;
  1977. vd.offset = 0;
  1978. vd.stride = sizeof(real_t) * 3;
  1979. vf.push_back(vd);
  1980. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1981. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
  1982. vd.stride = sizeof(real_t) * 2;
  1983. vf.write[0] = vd;
  1984. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1985. shadow_render.shader_version = shadow_render.shader.version_create();
  1986. for (int i = 0; i < 3; i++) {
  1987. RD::PipelineRasterizationState rs;
  1988. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  1989. RD::PipelineDepthStencilState ds;
  1990. ds.enable_depth_write = true;
  1991. ds.enable_depth_test = true;
  1992. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1993. 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);
  1994. }
  1995. for (int i = 0; i < 2; i++) {
  1996. 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);
  1997. }
  1998. }
  1999. { //bindings
  2000. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2001. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2002. RD::SamplerState shadow_sampler_state;
  2003. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2004. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2005. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2006. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2007. shadow_sampler_state.enable_compare = true;
  2008. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2009. }
  2010. {
  2011. //polygon buffers
  2012. polygon_buffers.last_id = 1;
  2013. }
  2014. { // default index buffer
  2015. Vector<uint8_t> pv;
  2016. pv.resize(6 * 4);
  2017. {
  2018. uint8_t *w = pv.ptrw();
  2019. int *p32 = (int *)w;
  2020. p32[0] = 0;
  2021. p32[1] = 1;
  2022. p32[2] = 2;
  2023. p32[3] = 0;
  2024. p32[4] = 2;
  2025. p32[5] = 3;
  2026. }
  2027. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  2028. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2029. }
  2030. { //primitive
  2031. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2032. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2033. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2034. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2035. }
  2036. { //default skeleton buffer
  2037. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  2038. SkeletonUniform su;
  2039. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  2040. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  2041. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  2042. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  2043. }
  2044. {
  2045. //default shadow texture to keep uniform set happy
  2046. RD::TextureFormat tf;
  2047. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2048. tf.width = 4;
  2049. tf.height = 4;
  2050. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2051. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2052. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2053. }
  2054. {
  2055. Vector<RD::Uniform> uniforms;
  2056. {
  2057. RD::Uniform u;
  2058. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2059. u.binding = 0;
  2060. u.ids.push_back(storage->get_default_rd_storage_buffer());
  2061. uniforms.push_back(u);
  2062. }
  2063. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2064. }
  2065. default_canvas_texture = storage->canvas_texture_allocate();
  2066. storage->canvas_texture_initialize(default_canvas_texture);
  2067. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2068. //create functions for shader and material
  2069. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
  2070. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
  2071. state.time = 0;
  2072. {
  2073. default_canvas_group_shader = storage->shader_allocate();
  2074. storage->shader_initialize(default_canvas_group_shader);
  2075. storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
  2076. default_canvas_group_material = storage->material_allocate();
  2077. storage->material_initialize(default_canvas_group_material);
  2078. storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2079. }
  2080. static_assert(sizeof(PushConstant) == 128);
  2081. }
  2082. bool RendererCanvasRenderRD::free(RID p_rid) {
  2083. if (canvas_light_owner.owns(p_rid)) {
  2084. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  2085. ERR_FAIL_COND_V(!cl, false);
  2086. light_set_use_shadow(p_rid, false);
  2087. canvas_light_owner.free(p_rid);
  2088. } else if (occluder_polygon_owner.owns(p_rid)) {
  2089. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2090. occluder_polygon_owner.free(p_rid);
  2091. } else {
  2092. return false;
  2093. }
  2094. return true;
  2095. }
  2096. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2097. p_size = nearest_power_of_2_templated(p_size);
  2098. if (p_size == state.shadow_texture_size) {
  2099. return;
  2100. }
  2101. state.shadow_texture_size = p_size;
  2102. if (state.shadow_fb.is_valid()) {
  2103. RD::get_singleton()->free(state.shadow_texture);
  2104. RD::get_singleton()->free(state.shadow_depth_texture);
  2105. state.shadow_fb = RID();
  2106. {
  2107. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2108. RD::TextureFormat tf;
  2109. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2110. tf.width = 4;
  2111. tf.height = 4;
  2112. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2113. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2114. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2115. }
  2116. }
  2117. }
  2118. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2119. //canvas state
  2120. storage->free(default_canvas_group_material);
  2121. storage->free(default_canvas_group_shader);
  2122. {
  2123. if (state.canvas_state_buffer.is_valid()) {
  2124. RD::get_singleton()->free(state.canvas_state_buffer);
  2125. }
  2126. memdelete_arr(state.light_uniforms);
  2127. RD::get_singleton()->free(state.lights_uniform_buffer);
  2128. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2129. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2130. }
  2131. //shadow rendering
  2132. {
  2133. shadow_render.shader.version_free(shadow_render.shader_version);
  2134. //this will also automatically clear all pipelines
  2135. RD::get_singleton()->free(state.shadow_sampler);
  2136. }
  2137. //bindings
  2138. //shaders
  2139. shader.canvas_shader.version_free(shader.default_version);
  2140. //buffers
  2141. {
  2142. RD::get_singleton()->free(shader.quad_index_array);
  2143. RD::get_singleton()->free(shader.quad_index_buffer);
  2144. //primitives are erase by dependency
  2145. }
  2146. if (state.shadow_fb.is_valid()) {
  2147. RD::get_singleton()->free(state.shadow_depth_texture);
  2148. }
  2149. RD::get_singleton()->free(state.shadow_texture);
  2150. storage->free(default_canvas_texture);
  2151. //pipelines don't need freeing, they are all gone after shaders are gone
  2152. }