renderer_canvas_render_rd.cpp 120 KB

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  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "core/math/transform_interpolator.h"
  36. #include "renderer_compositor_rd.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
  39. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  40. #include "servers/rendering/rendering_server_default.h"
  41. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  42. p_mat4[0] = p_transform.columns[0][0];
  43. p_mat4[1] = p_transform.columns[0][1];
  44. p_mat4[2] = 0;
  45. p_mat4[3] = 0;
  46. p_mat4[4] = p_transform.columns[1][0];
  47. p_mat4[5] = p_transform.columns[1][1];
  48. p_mat4[6] = 0;
  49. p_mat4[7] = 0;
  50. p_mat4[8] = 0;
  51. p_mat4[9] = 0;
  52. p_mat4[10] = 1;
  53. p_mat4[11] = 0;
  54. p_mat4[12] = p_transform.columns[2][0];
  55. p_mat4[13] = p_transform.columns[2][1];
  56. p_mat4[14] = 0;
  57. p_mat4[15] = 1;
  58. }
  59. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  60. p_mat2x4[0] = p_transform.columns[0][0];
  61. p_mat2x4[1] = p_transform.columns[1][0];
  62. p_mat2x4[2] = 0;
  63. p_mat2x4[3] = p_transform.columns[2][0];
  64. p_mat2x4[4] = p_transform.columns[0][1];
  65. p_mat2x4[5] = p_transform.columns[1][1];
  66. p_mat2x4[6] = 0;
  67. p_mat2x4[7] = p_transform.columns[2][1];
  68. }
  69. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  70. p_mat2x3[0] = p_transform.columns[0][0];
  71. p_mat2x3[1] = p_transform.columns[0][1];
  72. p_mat2x3[2] = p_transform.columns[1][0];
  73. p_mat2x3[3] = p_transform.columns[1][1];
  74. p_mat2x3[4] = p_transform.columns[2][0];
  75. p_mat2x3[5] = p_transform.columns[2][1];
  76. }
  77. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  78. p_mat4[0] = p_transform.basis.rows[0][0];
  79. p_mat4[1] = p_transform.basis.rows[1][0];
  80. p_mat4[2] = p_transform.basis.rows[2][0];
  81. p_mat4[3] = 0;
  82. p_mat4[4] = p_transform.basis.rows[0][1];
  83. p_mat4[5] = p_transform.basis.rows[1][1];
  84. p_mat4[6] = p_transform.basis.rows[2][1];
  85. p_mat4[7] = 0;
  86. p_mat4[8] = p_transform.basis.rows[0][2];
  87. p_mat4[9] = p_transform.basis.rows[1][2];
  88. p_mat4[10] = p_transform.basis.rows[2][2];
  89. p_mat4[11] = 0;
  90. p_mat4[12] = p_transform.origin.x;
  91. p_mat4[13] = p_transform.origin.y;
  92. p_mat4[14] = p_transform.origin.z;
  93. p_mat4[15] = 1;
  94. }
  95. RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
  96. // Care must be taken to generate array formats
  97. // in ways where they could be reused, so we will
  98. // put single-occuring elements first, and repeated
  99. // elements later. This way the generated formats are
  100. // the same no matter the length of the arrays.
  101. // This dramatically reduces the amount of pipeline objects
  102. // that need to be created for these formats.
  103. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  104. uint32_t vertex_count = p_points.size();
  105. uint32_t stride = 2; //vertices always repeat
  106. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  107. stride += 4;
  108. }
  109. if ((uint32_t)p_uvs.size() == vertex_count) {
  110. stride += 2;
  111. }
  112. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  113. stride += 4;
  114. }
  115. uint32_t buffer_size = stride * p_points.size();
  116. Vector<uint8_t> polygon_buffer;
  117. polygon_buffer.resize(buffer_size * sizeof(float));
  118. Vector<RD::VertexAttribute> descriptions;
  119. descriptions.resize(5);
  120. Vector<RID> buffers;
  121. buffers.resize(5);
  122. {
  123. uint8_t *r = polygon_buffer.ptrw();
  124. float *fptr = reinterpret_cast<float *>(r);
  125. uint32_t *uptr = reinterpret_cast<uint32_t *>(r);
  126. uint32_t base_offset = 0;
  127. { //vertices
  128. RD::VertexAttribute vd;
  129. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  130. vd.offset = base_offset * sizeof(float);
  131. vd.location = RS::ARRAY_VERTEX;
  132. vd.stride = stride * sizeof(float);
  133. descriptions.write[0] = vd;
  134. const Vector2 *points_ptr = p_points.ptr();
  135. for (uint32_t i = 0; i < vertex_count; i++) {
  136. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  137. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  138. }
  139. base_offset += 2;
  140. }
  141. //colors
  142. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  143. RD::VertexAttribute vd;
  144. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  145. vd.offset = base_offset * sizeof(float);
  146. vd.location = RS::ARRAY_COLOR;
  147. vd.stride = stride * sizeof(float);
  148. descriptions.write[1] = vd;
  149. if (p_colors.size() == 1) {
  150. Color color = p_colors[0];
  151. for (uint32_t i = 0; i < vertex_count; i++) {
  152. fptr[base_offset + i * stride + 0] = color.r;
  153. fptr[base_offset + i * stride + 1] = color.g;
  154. fptr[base_offset + i * stride + 2] = color.b;
  155. fptr[base_offset + i * stride + 3] = color.a;
  156. }
  157. } else {
  158. const Color *color_ptr = p_colors.ptr();
  159. for (uint32_t i = 0; i < vertex_count; i++) {
  160. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  161. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  162. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  163. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  164. }
  165. }
  166. base_offset += 4;
  167. } else {
  168. RD::VertexAttribute vd;
  169. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  170. vd.offset = 0;
  171. vd.location = RS::ARRAY_COLOR;
  172. vd.stride = 0;
  173. descriptions.write[1] = vd;
  174. buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
  175. }
  176. //uvs
  177. if ((uint32_t)p_uvs.size() == vertex_count) {
  178. RD::VertexAttribute vd;
  179. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  180. vd.offset = base_offset * sizeof(float);
  181. vd.location = RS::ARRAY_TEX_UV;
  182. vd.stride = stride * sizeof(float);
  183. descriptions.write[2] = vd;
  184. const Vector2 *uv_ptr = p_uvs.ptr();
  185. for (uint32_t i = 0; i < vertex_count; i++) {
  186. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  187. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  188. }
  189. base_offset += 2;
  190. } else {
  191. RD::VertexAttribute vd;
  192. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  193. vd.offset = 0;
  194. vd.location = RS::ARRAY_TEX_UV;
  195. vd.stride = 0;
  196. descriptions.write[2] = vd;
  197. buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
  198. }
  199. //bones
  200. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  201. RD::VertexAttribute vd;
  202. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  203. vd.offset = base_offset * sizeof(float);
  204. vd.location = RS::ARRAY_BONES;
  205. vd.stride = stride * sizeof(float);
  206. descriptions.write[3] = vd;
  207. const int *bone_ptr = p_bones.ptr();
  208. for (uint32_t i = 0; i < vertex_count; i++) {
  209. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  210. bone16w[0] = bone_ptr[i * 4 + 0];
  211. bone16w[1] = bone_ptr[i * 4 + 1];
  212. bone16w[2] = bone_ptr[i * 4 + 2];
  213. bone16w[3] = bone_ptr[i * 4 + 3];
  214. }
  215. base_offset += 2;
  216. } else {
  217. RD::VertexAttribute vd;
  218. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  219. vd.offset = 0;
  220. vd.location = RS::ARRAY_BONES;
  221. vd.stride = 0;
  222. descriptions.write[3] = vd;
  223. buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
  224. }
  225. //weights
  226. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  227. RD::VertexAttribute vd;
  228. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  229. vd.offset = base_offset * sizeof(float);
  230. vd.location = RS::ARRAY_WEIGHTS;
  231. vd.stride = stride * sizeof(float);
  232. descriptions.write[4] = vd;
  233. const float *weight_ptr = p_weights.ptr();
  234. for (uint32_t i = 0; i < vertex_count; i++) {
  235. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  236. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  237. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  238. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  239. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  240. }
  241. base_offset += 2;
  242. } else {
  243. RD::VertexAttribute vd;
  244. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  245. vd.offset = 0;
  246. vd.location = RS::ARRAY_WEIGHTS;
  247. vd.stride = 0;
  248. descriptions.write[4] = vd;
  249. buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
  250. }
  251. //check that everything is as it should be
  252. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  253. }
  254. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  255. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  256. PolygonBuffers pb;
  257. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  258. for (int i = 0; i < descriptions.size(); i++) {
  259. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  260. buffers.write[i] = pb.vertex_buffer;
  261. }
  262. }
  263. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  264. pb.primitive_count = vertex_count;
  265. if (p_indices.size()) {
  266. //create indices, as indices were requested
  267. Vector<uint8_t> index_buffer;
  268. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  269. {
  270. uint8_t *w = index_buffer.ptrw();
  271. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  272. }
  273. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  274. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  275. pb.primitive_count = p_indices.size();
  276. }
  277. pb.vertex_format_id = vertex_id;
  278. PolygonID id = polygon_buffers.last_id++;
  279. polygon_buffers.polygons[id] = pb;
  280. return id;
  281. }
  282. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  283. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  284. ERR_FAIL_NULL(pb_ptr);
  285. PolygonBuffers &pb = *pb_ptr;
  286. if (pb.indices.is_valid()) {
  287. RD::get_singleton()->free(pb.indices);
  288. }
  289. if (pb.index_buffer.is_valid()) {
  290. RD::get_singleton()->free(pb.index_buffer);
  291. }
  292. RD::get_singleton()->free(pb.vertex_array);
  293. RD::get_singleton()->free(pb.vertex_buffer);
  294. polygon_buffers.polygons.erase(p_polygon);
  295. }
  296. ////////////////////
  297. _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
  298. static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
  299. static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
  300. return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
  301. }
  302. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  303. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  304. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  305. //re create canvas state
  306. Vector<RD::Uniform> uniforms;
  307. {
  308. RD::Uniform u;
  309. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  310. u.binding = 1;
  311. u.append_id(state.canvas_state_buffer);
  312. uniforms.push_back(u);
  313. }
  314. {
  315. RD::Uniform u;
  316. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  317. u.binding = 2;
  318. u.append_id(state.lights_uniform_buffer);
  319. uniforms.push_back(u);
  320. }
  321. {
  322. RD::Uniform u;
  323. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  324. u.binding = 3;
  325. u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
  326. uniforms.push_back(u);
  327. }
  328. {
  329. RD::Uniform u;
  330. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  331. u.binding = 4;
  332. u.append_id(state.shadow_texture);
  333. uniforms.push_back(u);
  334. }
  335. {
  336. RD::Uniform u;
  337. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  338. u.binding = 5;
  339. u.append_id(state.shadow_sampler);
  340. uniforms.push_back(u);
  341. }
  342. {
  343. RD::Uniform u;
  344. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  345. u.binding = 6;
  346. RID screen;
  347. if (p_backbuffer) {
  348. screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
  349. } else {
  350. screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
  351. if (screen.is_null()) { //unallocated backbuffer
  352. screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  353. }
  354. }
  355. u.append_id(screen);
  356. uniforms.push_back(u);
  357. }
  358. {
  359. RD::Uniform u;
  360. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  361. u.binding = 7;
  362. RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
  363. u.append_id(sdf);
  364. uniforms.push_back(u);
  365. }
  366. {
  367. RD::Uniform u;
  368. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  369. u.binding = 9;
  370. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  371. uniforms.push_back(u);
  372. }
  373. uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
  374. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  375. if (p_backbuffer) {
  376. texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  377. } else {
  378. texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  379. }
  380. return uniform_set;
  381. }
  382. void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {
  383. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  384. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  385. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  386. r_sdf_used = false;
  387. int item_count = 0;
  388. //setup canvas state uniforms if needed
  389. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  390. //setup directional lights if exist
  391. uint32_t light_count = 0;
  392. uint32_t directional_light_count = 0;
  393. {
  394. Light *l = p_directional_light_list;
  395. uint32_t index = 0;
  396. while (l) {
  397. if (index == state.max_lights_per_render) {
  398. l->render_index_cache = -1;
  399. l = l->next_ptr;
  400. continue;
  401. }
  402. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  403. if (!clight) { //unused or invalid texture
  404. l->render_index_cache = -1;
  405. l = l->next_ptr;
  406. ERR_CONTINUE(!clight);
  407. }
  408. Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
  409. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  410. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  411. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  412. state.light_uniforms[index].height = l->height; //0..1 here
  413. for (int i = 0; i < 4; i++) {
  414. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  415. state.light_uniforms[index].color[i] = l->color[i];
  416. }
  417. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  418. if (state.shadow_fb.is_valid()) {
  419. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  420. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  421. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  422. } else {
  423. state.light_uniforms[index].shadow_pixel_size = 1.0;
  424. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  425. state.light_uniforms[index].shadow_y_ofs = 0;
  426. }
  427. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  428. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  429. if (clight->shadow.enabled) {
  430. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  431. }
  432. l->render_index_cache = index;
  433. index++;
  434. l = l->next_ptr;
  435. }
  436. light_count = index;
  437. directional_light_count = light_count;
  438. using_directional_lights = directional_light_count > 0;
  439. }
  440. //setup lights if exist
  441. {
  442. Light *l = p_light_list;
  443. uint32_t index = light_count;
  444. while (l) {
  445. if (index == state.max_lights_per_render) {
  446. l->render_index_cache = -1;
  447. l = l->next_ptr;
  448. continue;
  449. }
  450. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  451. if (!clight) { //unused or invalid texture
  452. l->render_index_cache = -1;
  453. l = l->next_ptr;
  454. ERR_CONTINUE(!clight);
  455. }
  456. Transform2D final_xform;
  457. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated) {
  458. final_xform = l->xform_curr;
  459. } else {
  460. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  461. TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);
  462. }
  463. // Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.
  464. Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());
  465. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  466. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  467. _update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
  468. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  469. state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  470. for (int i = 0; i < 4; i++) {
  471. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  472. state.light_uniforms[index].color[i] = l->color[i];
  473. }
  474. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  475. if (state.shadow_fb.is_valid()) {
  476. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  477. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  478. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  479. } else {
  480. state.light_uniforms[index].shadow_pixel_size = 1.0;
  481. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  482. state.light_uniforms[index].shadow_y_ofs = 0;
  483. }
  484. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  485. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  486. if (clight->shadow.enabled) {
  487. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  488. }
  489. if (clight->texture.is_valid()) {
  490. Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
  491. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  492. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  493. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  494. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  495. } else {
  496. state.light_uniforms[index].atlas_rect[0] = 0;
  497. state.light_uniforms[index].atlas_rect[1] = 0;
  498. state.light_uniforms[index].atlas_rect[2] = 0;
  499. state.light_uniforms[index].atlas_rect[3] = 0;
  500. }
  501. l->render_index_cache = index;
  502. index++;
  503. l = l->next_ptr;
  504. }
  505. light_count = index;
  506. }
  507. if (light_count > 0) {
  508. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  509. }
  510. {
  511. //update canvas state uniform buffer
  512. State::Buffer state_buffer;
  513. Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
  514. Transform3D screen_transform;
  515. screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  516. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  517. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  518. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  519. Transform2D normal_transform = p_canvas_transform;
  520. normal_transform.columns[0].normalize();
  521. normal_transform.columns[1].normalize();
  522. normal_transform.columns[2] = Vector2();
  523. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  524. bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
  525. Color modulate = p_modulate;
  526. if (use_linear_colors) {
  527. modulate = p_modulate.srgb_to_linear();
  528. }
  529. state_buffer.canvas_modulate[0] = modulate.r;
  530. state_buffer.canvas_modulate[1] = modulate.g;
  531. state_buffer.canvas_modulate[2] = modulate.b;
  532. state_buffer.canvas_modulate[3] = modulate.a;
  533. Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
  534. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  535. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  536. state_buffer.time = state.time;
  537. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  538. state_buffer.directional_light_count = directional_light_count;
  539. Vector2 canvas_scale = p_canvas_transform.get_scale();
  540. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  541. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  542. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  543. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  544. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
  545. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  546. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  547. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  548. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  549. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  550. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  551. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  552. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  553. }
  554. { //default filter/repeat
  555. default_filter = p_default_filter;
  556. default_repeat = p_default_repeat;
  557. }
  558. Item *ci = p_item_list;
  559. //fill the list until rendering is possible.
  560. bool material_screen_texture_cached = false;
  561. bool material_screen_texture_mipmaps_cached = false;
  562. Rect2 back_buffer_rect;
  563. bool backbuffer_copy = false;
  564. bool backbuffer_gen_mipmaps = false;
  565. Item *canvas_group_owner = nullptr;
  566. bool skip_item = false;
  567. state.last_instance_index = 0;
  568. bool update_skeletons = false;
  569. bool time_used = false;
  570. bool backbuffer_cleared = false;
  571. RenderTarget to_render_target;
  572. to_render_target.render_target = p_to_render_target;
  573. bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
  574. to_render_target.base_flags = use_linear_colors ? FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
  575. while (ci) {
  576. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  577. backbuffer_copy = true;
  578. if (ci->copy_back_buffer->full) {
  579. back_buffer_rect = Rect2();
  580. } else {
  581. back_buffer_rect = ci->copy_back_buffer->rect;
  582. }
  583. }
  584. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  585. if (material.is_valid()) {
  586. CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  587. if (md && md->shader_data->valid) {
  588. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  589. if (!material_screen_texture_cached) {
  590. backbuffer_copy = true;
  591. back_buffer_rect = Rect2();
  592. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  593. } else if (!material_screen_texture_mipmaps_cached) {
  594. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  595. }
  596. }
  597. if (md->shader_data->uses_sdf) {
  598. r_sdf_used = true;
  599. }
  600. if (md->shader_data->uses_time) {
  601. time_used = true;
  602. }
  603. }
  604. }
  605. if (ci->skeleton.is_valid()) {
  606. const Item::Command *c = ci->commands;
  607. while (c) {
  608. if (c->type == Item::Command::TYPE_MESH) {
  609. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  610. if (cm->mesh_instance.is_valid()) {
  611. mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
  612. mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
  613. update_skeletons = true;
  614. }
  615. }
  616. c = c->next;
  617. }
  618. }
  619. if (ci->canvas_group_owner != nullptr) {
  620. if (canvas_group_owner == nullptr) {
  621. // Canvas group begins here, render until before this item
  622. if (update_skeletons) {
  623. mesh_storage->update_mesh_instances();
  624. update_skeletons = false;
  625. }
  626. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  627. item_count = 0;
  628. if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
  629. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  630. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  631. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  632. ci->canvas_group_owner->use_canvas_group = false;
  633. items[item_count++] = ci->canvas_group_owner;
  634. }
  635. } else if (!backbuffer_cleared) {
  636. texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
  637. backbuffer_cleared = true;
  638. }
  639. backbuffer_copy = false;
  640. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  641. }
  642. ci->canvas_group_owner = nullptr; //must be cleared
  643. }
  644. if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  645. skip_item = true;
  646. }
  647. if (ci == canvas_group_owner) {
  648. if (update_skeletons) {
  649. mesh_storage->update_mesh_instances();
  650. update_skeletons = false;
  651. }
  652. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
  653. item_count = 0;
  654. if (ci->canvas_group->blur_mipmaps) {
  655. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  656. }
  657. canvas_group_owner = nullptr;
  658. // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
  659. backbuffer_cleared = false;
  660. // Tell the renderer to paint this as a canvas group
  661. ci->use_canvas_group = true;
  662. } else {
  663. ci->use_canvas_group = false;
  664. }
  665. if (backbuffer_copy) {
  666. //render anything pending, including clearing if no items
  667. if (update_skeletons) {
  668. mesh_storage->update_mesh_instances();
  669. update_skeletons = false;
  670. }
  671. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  672. item_count = 0;
  673. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
  674. backbuffer_copy = false;
  675. material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
  676. material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
  677. backbuffer_gen_mipmaps = false;
  678. }
  679. if (backbuffer_gen_mipmaps) {
  680. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
  681. backbuffer_gen_mipmaps = false;
  682. material_screen_texture_mipmaps_cached = true;
  683. }
  684. if (skip_item) {
  685. skip_item = false;
  686. } else {
  687. items[item_count++] = ci;
  688. }
  689. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  690. if (update_skeletons) {
  691. mesh_storage->update_mesh_instances();
  692. update_skeletons = false;
  693. }
  694. _render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
  695. //then reset
  696. item_count = 0;
  697. }
  698. ci = ci->next;
  699. }
  700. if (time_used) {
  701. RenderingServerDefault::redraw_request();
  702. }
  703. state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
  704. state.current_instance_buffer_index = 0;
  705. }
  706. RID RendererCanvasRenderRD::light_create() {
  707. CanvasLight canvas_light;
  708. return canvas_light_owner.make_rid(canvas_light);
  709. }
  710. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  711. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  712. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  713. ERR_FAIL_NULL(cl);
  714. if (cl->texture == p_texture) {
  715. return;
  716. }
  717. ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
  718. if (cl->texture.is_valid()) {
  719. texture_storage->texture_remove_from_decal_atlas(cl->texture);
  720. }
  721. cl->texture = p_texture;
  722. if (cl->texture.is_valid()) {
  723. texture_storage->texture_add_to_decal_atlas(cl->texture);
  724. }
  725. }
  726. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  727. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  728. ERR_FAIL_NULL(cl);
  729. cl->shadow.enabled = p_enable;
  730. }
  731. void RendererCanvasRenderRD::_update_shadow_atlas() {
  732. if (state.shadow_fb == RID()) {
  733. //ah, we lack the shadow texture..
  734. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  735. Vector<RID> fb_textures;
  736. { //texture
  737. RD::TextureFormat tf;
  738. tf.texture_type = RD::TEXTURE_TYPE_2D;
  739. tf.width = state.shadow_texture_size;
  740. tf.height = state.max_lights_per_render * 2;
  741. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  742. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  743. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  744. fb_textures.push_back(state.shadow_texture);
  745. }
  746. {
  747. RD::TextureFormat tf;
  748. tf.texture_type = RD::TEXTURE_TYPE_2D;
  749. tf.width = state.shadow_texture_size;
  750. tf.height = state.max_lights_per_render * 2;
  751. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  752. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  753. //chunks to write
  754. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  755. fb_textures.push_back(state.shadow_depth_texture);
  756. }
  757. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  758. }
  759. }
  760. 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) {
  761. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  762. ERR_FAIL_COND(!cl->shadow.enabled);
  763. _update_shadow_atlas();
  764. cl->shadow.z_far = p_far;
  765. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  766. Vector<Color> cc;
  767. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  768. for (int i = 0; i < 4; i++) {
  769. //make sure it remains orthogonal, makes easy to read angle later
  770. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  771. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  772. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  773. Projection projection;
  774. {
  775. real_t fov = 90;
  776. real_t nearp = p_near;
  777. real_t farp = p_far;
  778. real_t aspect = 1.0;
  779. real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
  780. real_t ymin = -ymax;
  781. real_t xmin = ymin * aspect;
  782. real_t xmax = ymax * aspect;
  783. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  784. }
  785. Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  786. projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  787. ShadowRenderPushConstant push_constant;
  788. for (int y = 0; y < 4; y++) {
  789. for (int x = 0; x < 4; x++) {
  790. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  791. }
  792. }
  793. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  794. push_constant.direction[0] = directions[i].x;
  795. push_constant.direction[1] = directions[i].y;
  796. push_constant.z_far = p_far;
  797. push_constant.pad = 0;
  798. LightOccluderInstance *instance = p_occluders;
  799. while (instance) {
  800. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  801. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  802. instance = instance->next;
  803. continue;
  804. }
  805. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  806. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  807. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  808. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  809. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  810. RD::get_singleton()->draw_list_draw(draw_list, true);
  811. instance = instance->next;
  812. }
  813. RD::get_singleton()->draw_list_end();
  814. }
  815. }
  816. 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) {
  817. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  818. ERR_FAIL_COND(!cl->shadow.enabled);
  819. _update_shadow_atlas();
  820. Vector2 light_dir = p_light_xform.columns[1].normalized();
  821. Vector2 center = p_clip_rect.get_center();
  822. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(-light_dir)) - light_dir.dot(center));
  823. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  824. float distance = to_edge_distance * 2.0 + p_cull_distance;
  825. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  826. cl->shadow.z_far = distance;
  827. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  828. Transform2D to_light_xform;
  829. to_light_xform[2] = from_pos;
  830. to_light_xform[1] = light_dir;
  831. to_light_xform[0] = -light_dir.orthogonal();
  832. to_light_xform.invert();
  833. Vector<Color> cc;
  834. cc.push_back(Color(1, 1, 1, 1));
  835. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  836. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  837. Projection projection;
  838. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  839. projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  840. ShadowRenderPushConstant push_constant;
  841. for (int y = 0; y < 4; y++) {
  842. for (int x = 0; x < 4; x++) {
  843. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  844. }
  845. }
  846. push_constant.direction[0] = 0.0;
  847. push_constant.direction[1] = 1.0;
  848. push_constant.z_far = distance;
  849. push_constant.pad = 0;
  850. LightOccluderInstance *instance = p_occluders;
  851. while (instance) {
  852. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  853. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  854. instance = instance->next;
  855. continue;
  856. }
  857. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  858. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  859. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  860. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  861. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  862. RD::get_singleton()->draw_list_draw(draw_list, true);
  863. instance = instance->next;
  864. }
  865. RD::get_singleton()->draw_list_end();
  866. Transform2D to_shadow;
  867. to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
  868. to_shadow.columns[2].x = 0.5;
  869. cl->shadow.directional_xform = to_shadow * to_light_xform;
  870. }
  871. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  872. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  873. RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
  874. Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  875. Transform2D to_sdf;
  876. to_sdf.columns[0] *= rect.size.width;
  877. to_sdf.columns[1] *= rect.size.height;
  878. to_sdf.columns[2] = rect.position;
  879. Transform2D to_clip;
  880. to_clip.columns[0] *= 2.0;
  881. to_clip.columns[1] *= 2.0;
  882. to_clip.columns[2] = -Vector2(1.0, 1.0);
  883. to_clip = to_clip * to_sdf.affine_inverse();
  884. Vector<Color> cc;
  885. cc.push_back(Color(0, 0, 0, 0));
  886. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
  887. Projection projection;
  888. ShadowRenderPushConstant push_constant;
  889. for (int y = 0; y < 4; y++) {
  890. for (int x = 0; x < 4; x++) {
  891. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  892. }
  893. }
  894. push_constant.direction[0] = 0.0;
  895. push_constant.direction[1] = 0.0;
  896. push_constant.z_far = 0;
  897. push_constant.pad = 0;
  898. LightOccluderInstance *instance = p_occluders;
  899. while (instance) {
  900. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  901. if (!co || co->sdf_index_array.is_null() || !instance->sdf_collision) {
  902. instance = instance->next;
  903. continue;
  904. }
  905. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  906. 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]);
  907. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  908. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  909. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  910. RD::get_singleton()->draw_list_draw(draw_list, true);
  911. instance = instance->next;
  912. }
  913. RD::get_singleton()->draw_list_end();
  914. texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
  915. }
  916. RID RendererCanvasRenderRD::occluder_polygon_create() {
  917. OccluderPolygon occluder;
  918. occluder.line_point_count = 0;
  919. occluder.sdf_point_count = 0;
  920. occluder.sdf_index_count = 0;
  921. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  922. return occluder_polygon_owner.make_rid(occluder);
  923. }
  924. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  925. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  926. ERR_FAIL_NULL(oc);
  927. Vector<Vector2> lines;
  928. if (p_points.size()) {
  929. int lc = p_points.size() * 2;
  930. lines.resize(lc - (p_closed ? 0 : 2));
  931. {
  932. Vector2 *w = lines.ptrw();
  933. const Vector2 *r = p_points.ptr();
  934. int max = lc / 2;
  935. if (!p_closed) {
  936. max--;
  937. }
  938. for (int i = 0; i < max; i++) {
  939. Vector2 a = r[i];
  940. Vector2 b = r[(i + 1) % (lc / 2)];
  941. w[i * 2 + 0] = a;
  942. w[i * 2 + 1] = b;
  943. }
  944. }
  945. }
  946. if ((oc->line_point_count != lines.size() || lines.size() == 0) && oc->vertex_array.is_valid()) {
  947. RD::get_singleton()->free(oc->vertex_array);
  948. RD::get_singleton()->free(oc->vertex_buffer);
  949. RD::get_singleton()->free(oc->index_array);
  950. RD::get_singleton()->free(oc->index_buffer);
  951. oc->vertex_array = RID();
  952. oc->vertex_buffer = RID();
  953. oc->index_array = RID();
  954. oc->index_buffer = RID();
  955. oc->line_point_count = lines.size();
  956. }
  957. if (lines.size()) {
  958. oc->line_point_count = lines.size();
  959. Vector<uint8_t> geometry;
  960. Vector<uint8_t> indices;
  961. int lc = lines.size();
  962. geometry.resize(lc * 6 * sizeof(float));
  963. indices.resize(lc * 3 * sizeof(uint16_t));
  964. {
  965. uint8_t *vw = geometry.ptrw();
  966. float *vwptr = reinterpret_cast<float *>(vw);
  967. uint8_t *iw = indices.ptrw();
  968. uint16_t *iwptr = (uint16_t *)iw;
  969. const Vector2 *lr = lines.ptr();
  970. const int POLY_HEIGHT = 16384;
  971. for (int i = 0; i < lc / 2; i++) {
  972. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  973. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  974. vwptr[i * 12 + 2] = POLY_HEIGHT;
  975. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  976. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  977. vwptr[i * 12 + 5] = POLY_HEIGHT;
  978. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  979. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  980. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  981. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  982. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  983. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  984. iwptr[i * 6 + 0] = i * 4 + 0;
  985. iwptr[i * 6 + 1] = i * 4 + 1;
  986. iwptr[i * 6 + 2] = i * 4 + 2;
  987. iwptr[i * 6 + 3] = i * 4 + 2;
  988. iwptr[i * 6 + 4] = i * 4 + 3;
  989. iwptr[i * 6 + 5] = i * 4 + 0;
  990. }
  991. }
  992. //if same buffer len is being set, just use buffer_update to avoid a pipeline flush
  993. if (oc->vertex_array.is_null()) {
  994. //create from scratch
  995. //vertices
  996. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);
  997. Vector<RID> buffer;
  998. buffer.push_back(oc->vertex_buffer);
  999. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1000. //indices
  1001. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1002. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1003. } else {
  1004. //update existing
  1005. const uint8_t *vr = geometry.ptr();
  1006. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1007. const uint8_t *ir = indices.ptr();
  1008. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1009. }
  1010. }
  1011. // sdf
  1012. Vector<int> sdf_indices;
  1013. if (p_points.size()) {
  1014. if (p_closed) {
  1015. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1016. oc->sdf_is_lines = false;
  1017. } else {
  1018. int max = p_points.size();
  1019. sdf_indices.resize(max * 2);
  1020. int *iw = sdf_indices.ptrw();
  1021. for (int i = 0; i < max; i++) {
  1022. iw[i * 2 + 0] = i;
  1023. iw[i * 2 + 1] = (i + 1) % max;
  1024. }
  1025. oc->sdf_is_lines = true;
  1026. }
  1027. }
  1028. if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.size() == 0) && oc->sdf_vertex_array.is_valid()) {
  1029. RD::get_singleton()->free(oc->sdf_vertex_array);
  1030. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1031. RD::get_singleton()->free(oc->sdf_index_array);
  1032. RD::get_singleton()->free(oc->sdf_index_buffer);
  1033. oc->sdf_vertex_array = RID();
  1034. oc->sdf_vertex_buffer = RID();
  1035. oc->sdf_index_array = RID();
  1036. oc->sdf_index_buffer = RID();
  1037. oc->sdf_index_count = sdf_indices.size();
  1038. oc->sdf_point_count = p_points.size();
  1039. oc->sdf_is_lines = false;
  1040. }
  1041. if (sdf_indices.size()) {
  1042. if (oc->sdf_vertex_array.is_null()) {
  1043. //create from scratch
  1044. //vertices
  1045. #ifdef REAL_T_IS_DOUBLE
  1046. PackedFloat32Array float_points;
  1047. float_points.resize(p_points.size() * 2);
  1048. float *float_points_ptr = (float *)float_points.ptrw();
  1049. for (int i = 0; i < p_points.size(); i++) {
  1050. float_points_ptr[i * 2] = p_points[i].x;
  1051. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1052. }
  1053. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.to_byte_array());
  1054. #else
  1055. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.to_byte_array());
  1056. #endif
  1057. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1058. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1059. Vector<RID> buffer;
  1060. buffer.push_back(oc->sdf_vertex_buffer);
  1061. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1062. //indices
  1063. } else {
  1064. //update existing
  1065. #ifdef REAL_T_IS_DOUBLE
  1066. PackedFloat32Array float_points;
  1067. float_points.resize(p_points.size() * 2);
  1068. float *float_points_ptr = (float *)float_points.ptrw();
  1069. for (int i = 0; i < p_points.size(); i++) {
  1070. float_points_ptr[i * 2] = p_points[i].x;
  1071. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1072. }
  1073. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());
  1074. #else
  1075. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());
  1076. #endif
  1077. RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1078. }
  1079. }
  1080. }
  1081. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1082. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1083. ERR_FAIL_NULL(oc);
  1084. oc->cull_mode = p_mode;
  1085. }
  1086. void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
  1087. //compile
  1088. code = p_code;
  1089. valid = false;
  1090. ubo_size = 0;
  1091. uniforms.clear();
  1092. uses_screen_texture = false;
  1093. uses_screen_texture_mipmaps = false;
  1094. uses_sdf = false;
  1095. uses_time = false;
  1096. if (code.is_empty()) {
  1097. return; //just invalid, but no error
  1098. }
  1099. ShaderCompiler::GeneratedCode gen_code;
  1100. int blend_mode = BLEND_MODE_MIX;
  1101. ShaderCompiler::IdentifierActions actions;
  1102. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  1103. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  1104. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  1105. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1106. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1107. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1108. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1109. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1110. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1111. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1112. actions.usage_flag_pointers["TIME"] = &uses_time;
  1113. actions.uniforms = &uniforms;
  1114. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1115. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1116. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  1117. uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
  1118. uses_screen_texture = gen_code.uses_screen_texture;
  1119. if (version.is_null()) {
  1120. version = canvas_singleton->shader.canvas_shader.version_create();
  1121. }
  1122. #if 0
  1123. print_line("**compiling shader:");
  1124. print_line("**defines:\n");
  1125. for (int i = 0; i < gen_code.defines.size(); i++) {
  1126. print_line(gen_code.defines[i]);
  1127. }
  1128. HashMap<String, String>::Iterator el = gen_code.code.begin();
  1129. while (el) {
  1130. print_line("\n**code " + el->key + ":\n" + el->value);
  1131. ++el;
  1132. }
  1133. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1134. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  1135. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  1136. #endif
  1137. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
  1138. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1139. ubo_size = gen_code.uniform_total_size;
  1140. ubo_offsets = gen_code.uniform_offsets;
  1141. texture_uniforms = gen_code.texture_uniforms;
  1142. //update them pipelines
  1143. RD::PipelineColorBlendState::Attachment attachment;
  1144. switch (blend_mode) {
  1145. case BLEND_MODE_DISABLED: {
  1146. // nothing to do here, disabled by default
  1147. } break;
  1148. case BLEND_MODE_MIX: {
  1149. attachment.enable_blend = true;
  1150. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1151. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1152. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1153. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1154. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1155. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1156. } break;
  1157. case BLEND_MODE_ADD: {
  1158. attachment.enable_blend = true;
  1159. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1160. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1161. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1162. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1163. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1164. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1165. } break;
  1166. case BLEND_MODE_SUB: {
  1167. attachment.enable_blend = true;
  1168. attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  1169. attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  1170. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1171. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1172. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1173. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1174. } break;
  1175. case BLEND_MODE_MUL: {
  1176. attachment.enable_blend = true;
  1177. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1178. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1179. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1180. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1181. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1182. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1183. } break;
  1184. case BLEND_MODE_PMALPHA: {
  1185. attachment.enable_blend = true;
  1186. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1187. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1188. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1189. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1190. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1191. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1192. } break;
  1193. }
  1194. RD::PipelineColorBlendState blend_state;
  1195. blend_state.attachments.push_back(attachment);
  1196. RD::PipelineColorBlendState::Attachment attachment_lcd;
  1197. attachment_lcd.enable_blend = true;
  1198. attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
  1199. attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
  1200. attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1201. attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1202. attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1203. attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1204. RD::PipelineColorBlendState blend_state_lcd;
  1205. blend_state_lcd.attachments.push_back(attachment_lcd);
  1206. //update pipelines
  1207. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1208. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1209. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1210. RD::RENDER_PRIMITIVE_TRIANGLES,
  1211. RD::RENDER_PRIMITIVE_TRIANGLES,
  1212. RD::RENDER_PRIMITIVE_TRIANGLES,
  1213. RD::RENDER_PRIMITIVE_LINES,
  1214. RD::RENDER_PRIMITIVE_POINTS,
  1215. RD::RENDER_PRIMITIVE_TRIANGLES,
  1216. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1217. RD::RENDER_PRIMITIVE_LINES,
  1218. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1219. RD::RENDER_PRIMITIVE_POINTS,
  1220. RD::RENDER_PRIMITIVE_TRIANGLES,
  1221. };
  1222. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1223. {
  1224. //non lit
  1225. SHADER_VARIANT_QUAD,
  1226. SHADER_VARIANT_NINEPATCH,
  1227. SHADER_VARIANT_PRIMITIVE,
  1228. SHADER_VARIANT_PRIMITIVE,
  1229. SHADER_VARIANT_PRIMITIVE_POINTS,
  1230. SHADER_VARIANT_ATTRIBUTES,
  1231. SHADER_VARIANT_ATTRIBUTES,
  1232. SHADER_VARIANT_ATTRIBUTES,
  1233. SHADER_VARIANT_ATTRIBUTES,
  1234. SHADER_VARIANT_ATTRIBUTES_POINTS,
  1235. SHADER_VARIANT_QUAD,
  1236. },
  1237. {
  1238. //lit
  1239. SHADER_VARIANT_QUAD_LIGHT,
  1240. SHADER_VARIANT_NINEPATCH_LIGHT,
  1241. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1242. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1243. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1244. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1245. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1246. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1247. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1248. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
  1249. SHADER_VARIANT_QUAD_LIGHT,
  1250. },
  1251. };
  1252. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1253. if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
  1254. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
  1255. } else {
  1256. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1257. }
  1258. }
  1259. }
  1260. valid = true;
  1261. }
  1262. bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
  1263. return false;
  1264. }
  1265. bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
  1266. return false;
  1267. }
  1268. RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
  1269. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1270. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1271. }
  1272. RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
  1273. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1274. ERR_FAIL_NULL(canvas_singleton);
  1275. //pipeline variants will clear themselves if shader is gone
  1276. if (version.is_valid()) {
  1277. canvas_singleton->shader.canvas_shader.version_free(version);
  1278. }
  1279. }
  1280. RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1281. CanvasShaderData *shader_data = memnew(CanvasShaderData);
  1282. return shader_data;
  1283. }
  1284. bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1285. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1286. bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, true, false);
  1287. bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false, false);
  1288. return uniform_set_changed || uniform_set_srgb_changed;
  1289. }
  1290. RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
  1291. free_parameters_uniform_set(uniform_set);
  1292. free_parameters_uniform_set(uniform_set_srgb);
  1293. }
  1294. RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
  1295. CanvasMaterialData *material_data = memnew(CanvasMaterialData);
  1296. material_data->shader_data = p_shader;
  1297. //update will happen later anyway so do nothing.
  1298. return material_data;
  1299. }
  1300. void RendererCanvasRenderRD::set_time(double p_time) {
  1301. state.time = p_time;
  1302. }
  1303. void RendererCanvasRenderRD::update() {
  1304. }
  1305. RendererCanvasRenderRD::RendererCanvasRenderRD() {
  1306. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1307. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1308. { //create default samplers
  1309. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1310. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1311. }
  1312. { //shader variants
  1313. String global_defines;
  1314. uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1315. if (uniform_max_size < 65536) {
  1316. //Yes, you guessed right, ARM again
  1317. state.max_lights_per_render = 64;
  1318. global_defines += "#define MAX_LIGHTS 64\n";
  1319. } else {
  1320. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1321. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1322. }
  1323. global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
  1324. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1325. Vector<String> variants;
  1326. //non light variants
  1327. variants.push_back(""); //none by default is first variant
  1328. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1329. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1330. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1331. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1332. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1333. //light variants
  1334. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1335. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1336. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1337. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1338. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1339. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1340. shader.canvas_shader.initialize(variants, global_defines);
  1341. shader.default_version = shader.canvas_shader.version_create();
  1342. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1343. RD::PipelineColorBlendState blend_state;
  1344. RD::PipelineColorBlendState::Attachment blend_attachment;
  1345. blend_attachment.enable_blend = true;
  1346. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1347. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1348. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1349. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1350. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1351. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1352. blend_state.attachments.push_back(blend_attachment);
  1353. RD::PipelineColorBlendState::Attachment attachment_lcd;
  1354. attachment_lcd.enable_blend = true;
  1355. attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
  1356. attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
  1357. attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1358. attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1359. attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1360. attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1361. RD::PipelineColorBlendState blend_state_lcd;
  1362. blend_state_lcd.attachments.push_back(attachment_lcd);
  1363. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1364. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1365. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1366. RD::RENDER_PRIMITIVE_TRIANGLES,
  1367. RD::RENDER_PRIMITIVE_TRIANGLES,
  1368. RD::RENDER_PRIMITIVE_TRIANGLES,
  1369. RD::RENDER_PRIMITIVE_LINES,
  1370. RD::RENDER_PRIMITIVE_POINTS,
  1371. RD::RENDER_PRIMITIVE_TRIANGLES,
  1372. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1373. RD::RENDER_PRIMITIVE_LINES,
  1374. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1375. RD::RENDER_PRIMITIVE_POINTS,
  1376. RD::RENDER_PRIMITIVE_TRIANGLES,
  1377. };
  1378. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1379. {
  1380. //non lit
  1381. SHADER_VARIANT_QUAD,
  1382. SHADER_VARIANT_NINEPATCH,
  1383. SHADER_VARIANT_PRIMITIVE,
  1384. SHADER_VARIANT_PRIMITIVE,
  1385. SHADER_VARIANT_PRIMITIVE_POINTS,
  1386. SHADER_VARIANT_ATTRIBUTES,
  1387. SHADER_VARIANT_ATTRIBUTES,
  1388. SHADER_VARIANT_ATTRIBUTES,
  1389. SHADER_VARIANT_ATTRIBUTES,
  1390. SHADER_VARIANT_ATTRIBUTES_POINTS,
  1391. SHADER_VARIANT_QUAD,
  1392. },
  1393. {
  1394. //lit
  1395. SHADER_VARIANT_QUAD_LIGHT,
  1396. SHADER_VARIANT_NINEPATCH_LIGHT,
  1397. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1398. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1399. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1400. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1401. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1402. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1403. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1404. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
  1405. SHADER_VARIANT_QUAD_LIGHT,
  1406. },
  1407. };
  1408. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1409. if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
  1410. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
  1411. } else {
  1412. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1413. }
  1414. }
  1415. }
  1416. }
  1417. {
  1418. //shader compiler
  1419. ShaderCompiler::DefaultIdentifierActions actions;
  1420. actions.renames["VERTEX"] = "vertex";
  1421. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1422. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1423. actions.renames["UV"] = "uv";
  1424. actions.renames["POINT_SIZE"] = "point_size";
  1425. actions.renames["MODEL_MATRIX"] = "model_matrix";
  1426. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1427. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1428. actions.renames["TIME"] = "canvas_data.time";
  1429. actions.renames["PI"] = _MKSTR(Math_PI);
  1430. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1431. actions.renames["E"] = _MKSTR(Math_E);
  1432. actions.renames["AT_LIGHT_PASS"] = "false";
  1433. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1434. actions.renames["COLOR"] = "color";
  1435. actions.renames["NORMAL"] = "normal";
  1436. actions.renames["NORMAL_MAP"] = "normal_map";
  1437. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1438. actions.renames["TEXTURE"] = "color_texture";
  1439. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1440. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1441. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1442. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1443. actions.renames["SCREEN_UV"] = "screen_uv";
  1444. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1445. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1446. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1447. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  1448. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  1449. actions.renames["CUSTOM0"] = "custom0";
  1450. actions.renames["CUSTOM1"] = "custom1";
  1451. actions.renames["LIGHT_POSITION"] = "light_position";
  1452. actions.renames["LIGHT_DIRECTION"] = "light_direction";
  1453. actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
  1454. actions.renames["LIGHT_COLOR"] = "light_color";
  1455. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1456. actions.renames["LIGHT"] = "light";
  1457. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1458. actions.renames["texture_sdf"] = "texture_sdf";
  1459. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1460. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1461. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1462. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1463. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1464. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1465. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1466. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1467. actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
  1468. actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
  1469. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
  1470. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
  1471. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1472. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1473. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1474. actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
  1475. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1476. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1477. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1478. actions.base_texture_binding_index = 1;
  1479. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1480. actions.base_uniform_string = "material.";
  1481. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1482. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1483. actions.base_varying_index = 5;
  1484. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  1485. shader.compiler.initialize(actions);
  1486. }
  1487. { //shadow rendering
  1488. Vector<String> versions;
  1489. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  1490. versions.push_back("\n#define MODE_SDF\n"); //sdf
  1491. shadow_render.shader.initialize(versions);
  1492. {
  1493. Vector<RD::AttachmentFormat> attachments;
  1494. RD::AttachmentFormat af_color;
  1495. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1496. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1497. attachments.push_back(af_color);
  1498. RD::AttachmentFormat af_depth;
  1499. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1500. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1501. attachments.push_back(af_depth);
  1502. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1503. }
  1504. {
  1505. Vector<RD::AttachmentFormat> attachments;
  1506. RD::AttachmentFormat af_color;
  1507. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  1508. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1509. attachments.push_back(af_color);
  1510. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1511. }
  1512. //pipelines
  1513. Vector<RD::VertexAttribute> vf;
  1514. RD::VertexAttribute vd;
  1515. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  1516. vd.stride = sizeof(float) * 3;
  1517. vd.location = 0;
  1518. vd.offset = 0;
  1519. vf.push_back(vd);
  1520. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1521. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  1522. vd.stride = sizeof(float) * 2;
  1523. vf.write[0] = vd;
  1524. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1525. shadow_render.shader_version = shadow_render.shader.version_create();
  1526. for (int i = 0; i < 3; i++) {
  1527. RD::PipelineRasterizationState rs;
  1528. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  1529. RD::PipelineDepthStencilState ds;
  1530. ds.enable_depth_write = true;
  1531. ds.enable_depth_test = true;
  1532. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1533. 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);
  1534. }
  1535. for (int i = 0; i < 2; i++) {
  1536. 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);
  1537. }
  1538. }
  1539. { //bindings
  1540. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  1541. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  1542. RD::SamplerState shadow_sampler_state;
  1543. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1544. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1545. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  1546. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  1547. shadow_sampler_state.enable_compare = true;
  1548. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  1549. }
  1550. {
  1551. //polygon buffers
  1552. polygon_buffers.last_id = 1;
  1553. }
  1554. { // default index buffer
  1555. Vector<uint8_t> pv;
  1556. pv.resize(6 * 2);
  1557. {
  1558. uint8_t *w = pv.ptrw();
  1559. uint16_t *p16 = (uint16_t *)w;
  1560. p16[0] = 0;
  1561. p16[1] = 1;
  1562. p16[2] = 2;
  1563. p16[3] = 0;
  1564. p16[4] = 2;
  1565. p16[5] = 3;
  1566. }
  1567. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  1568. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1569. }
  1570. { //primitive
  1571. primitive_arrays.index_array[0] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  1572. primitive_arrays.index_array[1] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  1573. primitive_arrays.index_array[2] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  1574. primitive_arrays.index_array[3] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1575. }
  1576. {
  1577. //default shadow texture to keep uniform set happy
  1578. RD::TextureFormat tf;
  1579. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1580. tf.width = 4;
  1581. tf.height = 4;
  1582. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1583. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1584. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1585. }
  1586. {
  1587. Vector<RD::Uniform> uniforms;
  1588. {
  1589. RD::Uniform u;
  1590. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  1591. u.binding = 0;
  1592. u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
  1593. uniforms.push_back(u);
  1594. }
  1595. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  1596. }
  1597. default_canvas_texture = texture_storage->canvas_texture_allocate();
  1598. texture_storage->canvas_texture_initialize(default_canvas_texture);
  1599. RendererRD::TextureStorage::CanvasTextureInfo info = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(default_canvas_texture, default_filter, default_repeat, false, false);
  1600. default_texture_info.diffuse = info.diffuse;
  1601. default_texture_info.normal = info.normal;
  1602. default_texture_info.specular = info.specular;
  1603. default_texture_info.sampler = info.sampler;
  1604. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  1605. //create functions for shader and material
  1606. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
  1607. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
  1608. state.time = 0;
  1609. {
  1610. default_canvas_group_shader = material_storage->shader_allocate();
  1611. material_storage->shader_initialize(default_canvas_group_shader);
  1612. material_storage->shader_set_code(default_canvas_group_shader, R"(
  1613. // Default CanvasGroup shader.
  1614. shader_type canvas_item;
  1615. render_mode unshaded;
  1616. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  1617. void fragment() {
  1618. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  1619. if (c.a > 0.0001) {
  1620. c.rgb /= c.a;
  1621. }
  1622. COLOR *= c;
  1623. }
  1624. )");
  1625. default_canvas_group_material = material_storage->material_allocate();
  1626. material_storage->material_initialize(default_canvas_group_material);
  1627. material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  1628. }
  1629. {
  1630. default_clip_children_shader = material_storage->shader_allocate();
  1631. material_storage->shader_initialize(default_clip_children_shader);
  1632. material_storage->shader_set_code(default_clip_children_shader, R"(
  1633. // Default clip children shader.
  1634. shader_type canvas_item;
  1635. render_mode unshaded;
  1636. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  1637. void fragment() {
  1638. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  1639. COLOR.rgb = c.rgb;
  1640. }
  1641. )");
  1642. default_clip_children_material = material_storage->material_allocate();
  1643. material_storage->material_initialize(default_clip_children_material);
  1644. material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
  1645. }
  1646. {
  1647. state.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/2d/batching/item_buffer_size"));
  1648. state.max_instance_buffer_size = state.max_instances_per_buffer * sizeof(InstanceData);
  1649. state.canvas_instance_data_buffers.resize(3);
  1650. state.canvas_instance_batches.reserve(200);
  1651. for (int i = 0; i < 3; i++) {
  1652. DataBuffer db;
  1653. db.instance_buffers.push_back(RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size));
  1654. state.canvas_instance_data_buffers[i] = db;
  1655. }
  1656. state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_buffer);
  1657. }
  1658. }
  1659. bool RendererCanvasRenderRD::free(RID p_rid) {
  1660. if (canvas_light_owner.owns(p_rid)) {
  1661. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1662. ERR_FAIL_NULL_V(cl, false);
  1663. light_set_use_shadow(p_rid, false);
  1664. canvas_light_owner.free(p_rid);
  1665. } else if (occluder_polygon_owner.owns(p_rid)) {
  1666. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  1667. occluder_polygon_owner.free(p_rid);
  1668. } else {
  1669. return false;
  1670. }
  1671. return true;
  1672. }
  1673. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  1674. p_size = MAX(1, nearest_power_of_2_templated(p_size));
  1675. if (p_size == state.shadow_texture_size) {
  1676. return;
  1677. }
  1678. state.shadow_texture_size = p_size;
  1679. if (state.shadow_fb.is_valid()) {
  1680. RD::get_singleton()->free(state.shadow_texture);
  1681. RD::get_singleton()->free(state.shadow_depth_texture);
  1682. state.shadow_fb = RID();
  1683. {
  1684. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  1685. RD::TextureFormat tf;
  1686. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1687. tf.width = 4;
  1688. tf.height = 4;
  1689. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  1690. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1691. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1692. }
  1693. }
  1694. }
  1695. void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {
  1696. debug_redraw = p_enabled;
  1697. debug_redraw_time = p_time;
  1698. debug_redraw_color = p_color;
  1699. }
  1700. void RendererCanvasRenderRD::_render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) {
  1701. // Record batches
  1702. uint32_t instance_index = 0;
  1703. {
  1704. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1705. Item *current_clip = nullptr;
  1706. // Record Batches.
  1707. // First item always forms its own batch.
  1708. bool batch_broken = false;
  1709. Batch *current_batch = _new_batch(batch_broken);
  1710. // Override the start position and index as we want to start from where we finished off last time.
  1711. current_batch->start = state.last_instance_index;
  1712. for (int i = 0; i < p_item_count; i++) {
  1713. Item *ci = items[i];
  1714. if (ci->final_clip_owner != current_batch->clip) {
  1715. current_batch = _new_batch(batch_broken);
  1716. current_batch->clip = ci->final_clip_owner;
  1717. current_clip = ci->final_clip_owner;
  1718. }
  1719. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1720. if (ci->use_canvas_group) {
  1721. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  1722. material = default_clip_children_material;
  1723. } else {
  1724. if (material.is_null()) {
  1725. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
  1726. material = default_clip_children_material;
  1727. } else {
  1728. material = default_canvas_group_material;
  1729. }
  1730. }
  1731. }
  1732. }
  1733. if (material != current_batch->material) {
  1734. current_batch = _new_batch(batch_broken);
  1735. CanvasMaterialData *material_data = nullptr;
  1736. if (material.is_valid()) {
  1737. material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  1738. }
  1739. current_batch->material = material;
  1740. current_batch->material_data = material_data;
  1741. }
  1742. if (ci->repeat_source_item == nullptr || ci->repeat_size == Vector2()) {
  1743. Transform2D base_transform = p_canvas_transform_inverse * ci->final_transform;
  1744. _record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);
  1745. } else {
  1746. Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
  1747. Point2 offset;
  1748. int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;
  1749. int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;
  1750. for (int ry = 0; ry <= repeat_times_y; ry++) {
  1751. offset.y = start_pos.y + ry * ci->repeat_size.y;
  1752. for (int rx = 0; rx <= repeat_times_x; rx++) {
  1753. offset.x = start_pos.x + rx * ci->repeat_size.x;
  1754. Transform2D base_transform = ci->final_transform;
  1755. base_transform.columns[2] += ci->repeat_source_item->final_transform.basis_xform(offset);
  1756. base_transform = p_canvas_transform_inverse * base_transform;
  1757. _record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);
  1758. }
  1759. }
  1760. }
  1761. }
  1762. // Copy over remaining data needed for rendering.
  1763. if (instance_index > 0) {
  1764. RD::get_singleton()->buffer_update(
  1765. state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],
  1766. state.last_instance_index * sizeof(InstanceData),
  1767. instance_index * sizeof(InstanceData),
  1768. state.instance_data_array);
  1769. }
  1770. }
  1771. if (state.canvas_instance_batches.is_empty()) {
  1772. // Nothing to render, just return.
  1773. return;
  1774. }
  1775. // Render batches
  1776. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1777. RID framebuffer;
  1778. RID fb_uniform_set;
  1779. bool clear = false;
  1780. Vector<Color> clear_colors;
  1781. if (p_to_backbuffer) {
  1782. framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target.render_target);
  1783. fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target.render_target);
  1784. } else {
  1785. framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target.render_target);
  1786. texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target.render_target, false); // If MSAA is enabled, our framebuffer will be resolved!
  1787. if (texture_storage->render_target_is_clear_requested(p_to_render_target.render_target)) {
  1788. clear = true;
  1789. clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target.render_target));
  1790. texture_storage->render_target_disable_clear_request(p_to_render_target.render_target);
  1791. }
  1792. // TODO: Obtain from framebuffer format eventually when this is implemented.
  1793. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target.render_target);
  1794. }
  1795. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  1796. fb_uniform_set = _create_base_uniform_set(p_to_render_target.render_target, p_to_backbuffer);
  1797. }
  1798. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  1799. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, clear_colors);
  1800. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  1801. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  1802. Item *current_clip = nullptr;
  1803. state.current_batch_uniform_set = RID();
  1804. for (uint32_t i = 0; i <= state.current_batch_index; i++) {
  1805. Batch *current_batch = &state.canvas_instance_batches[i];
  1806. // Skipping when there is no instances.
  1807. if (current_batch->instance_count == 0) {
  1808. continue;
  1809. }
  1810. //setup clip
  1811. if (current_clip != current_batch->clip) {
  1812. current_clip = current_batch->clip;
  1813. if (current_clip) {
  1814. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  1815. } else {
  1816. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  1817. }
  1818. }
  1819. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  1820. CanvasMaterialData *material_data = current_batch->material_data;
  1821. if (material_data) {
  1822. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  1823. pipeline_variants = &material_data->shader_data->pipeline_variants;
  1824. // Update uniform set.
  1825. RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target.render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
  1826. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
  1827. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
  1828. material_data->set_as_used();
  1829. }
  1830. }
  1831. }
  1832. _render_batch(draw_list, pipeline_variants, fb_format, p_lights, current_batch, r_render_info);
  1833. }
  1834. RD::get_singleton()->draw_list_end();
  1835. state.current_batch_index = 0;
  1836. state.canvas_instance_batches.clear();
  1837. state.last_instance_index += instance_index;
  1838. }
  1839. void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch) {
  1840. RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? default_filter : p_item->texture_filter;
  1841. RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? default_repeat : p_item->texture_repeat;
  1842. Transform2D base_transform = p_base_transform;
  1843. float world[6];
  1844. Transform2D draw_transform; // Used by transform command
  1845. _update_transform_2d_to_mat2x3(base_transform, world);
  1846. Color base_color = p_item->final_modulate;
  1847. bool use_linear_colors = bool(p_render_target.base_flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR);
  1848. uint32_t base_flags = p_render_target.base_flags;
  1849. bool reclip = false;
  1850. bool skipping = false;
  1851. // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
  1852. uint32_t lights[4] = { 0, 0, 0, 0 };
  1853. uint16_t light_count = 0;
  1854. PipelineLightMode light_mode;
  1855. {
  1856. Light *light = p_lights;
  1857. while (light) {
  1858. 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)) {
  1859. uint32_t light_index = light->render_index_cache;
  1860. lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  1861. light_count++;
  1862. if (light_count == state.max_lights_per_item - 1) {
  1863. break;
  1864. }
  1865. }
  1866. light = light->next_ptr;
  1867. }
  1868. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  1869. }
  1870. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  1871. if (light_mode != r_current_batch->light_mode) {
  1872. r_current_batch = _new_batch(r_batch_broken);
  1873. r_current_batch->light_mode = light_mode;
  1874. }
  1875. // new_instance_data should be called after the current_batch is set.
  1876. auto new_instance_data = [&]() -> InstanceData * {
  1877. InstanceData *instance_data = &state.instance_data_array[r_index];
  1878. // Zero out most fields.
  1879. for (int i = 0; i < 4; i++) {
  1880. instance_data->modulation[i] = 0.0;
  1881. instance_data->ninepatch_margins[i] = 0.0;
  1882. instance_data->src_rect[i] = 0.0;
  1883. instance_data->dst_rect[i] = 0.0;
  1884. }
  1885. instance_data->pad[0] = 0.0;
  1886. instance_data->pad[1] = 0.0;
  1887. instance_data->lights[0] = lights[0];
  1888. instance_data->lights[1] = lights[1];
  1889. instance_data->lights[2] = lights[2];
  1890. instance_data->lights[3] = lights[3];
  1891. for (int i = 0; i < 6; i++) {
  1892. instance_data->world[i] = world[i];
  1893. }
  1894. instance_data->flags = base_flags | r_current_batch->tex_info.flags; // Reset on each command for safety, keep canvas texture binding config.
  1895. instance_data->color_texture_pixel_size[0] = r_current_batch->tex_info.texpixel_size.width;
  1896. instance_data->color_texture_pixel_size[1] = r_current_batch->tex_info.texpixel_size.height;
  1897. instance_data->specular_shininess = r_current_batch->tex_info.specular_shininess;
  1898. return instance_data;
  1899. };
  1900. const Item::Command *c = p_item->commands;
  1901. while (c) {
  1902. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  1903. c = c->next;
  1904. continue;
  1905. }
  1906. switch (c->type) {
  1907. case Item::Command::TYPE_RECT: {
  1908. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  1909. // 1: If commands are different, start a new batch.
  1910. if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
  1911. r_current_batch = _new_batch(r_batch_broken);
  1912. r_current_batch->command_type = Item::Command::TYPE_RECT;
  1913. r_current_batch->command = c;
  1914. // default variant
  1915. r_current_batch->pipeline_variant = PIPELINE_VARIANT_QUAD;
  1916. }
  1917. if (bool(rect->flags & CANVAS_RECT_TILE)) {
  1918. texture_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  1919. }
  1920. bool has_msdf = bool(rect->flags & CANVAS_RECT_MSDF);
  1921. TextureState tex_state(rect->texture, texture_filter, texture_repeat, has_msdf, use_linear_colors);
  1922. if (tex_state != r_current_batch->tex_info.state) {
  1923. r_current_batch = _new_batch(r_batch_broken);
  1924. r_current_batch->tex_info.state = tex_state;
  1925. _prepare_batch_texture_info(r_current_batch, rect->texture);
  1926. }
  1927. Color modulated = rect->modulate * base_color;
  1928. if (use_linear_colors) {
  1929. modulated = modulated.srgb_to_linear();
  1930. }
  1931. bool has_blend = bool(rect->flags & CANVAS_RECT_LCD);
  1932. // Start a new batch if the blend mode has changed,
  1933. // or blend mode is enabled and the modulation has changed.
  1934. if (has_blend != r_current_batch->has_blend || (has_blend && modulated != r_current_batch->modulate)) {
  1935. r_current_batch = _new_batch(r_batch_broken);
  1936. r_current_batch->has_blend = has_blend;
  1937. r_current_batch->modulate = modulated;
  1938. r_current_batch->pipeline_variant = has_blend ? PIPELINE_VARIANT_QUAD_LCD_BLEND : PIPELINE_VARIANT_QUAD;
  1939. }
  1940. InstanceData *instance_data = new_instance_data();
  1941. Rect2 src_rect;
  1942. Rect2 dst_rect;
  1943. if (rect->texture.is_valid()) {
  1944. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * r_current_batch->tex_info.texpixel_size, rect->source.size * r_current_batch->tex_info.texpixel_size) : Rect2(0, 0, 1, 1);
  1945. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  1946. if (dst_rect.size.width < 0) {
  1947. dst_rect.position.x += dst_rect.size.width;
  1948. dst_rect.size.width *= -1;
  1949. }
  1950. if (dst_rect.size.height < 0) {
  1951. dst_rect.position.y += dst_rect.size.height;
  1952. dst_rect.size.height *= -1;
  1953. }
  1954. if (rect->flags & CANVAS_RECT_FLIP_H) {
  1955. src_rect.size.x *= -1;
  1956. instance_data->flags |= FLAGS_FLIP_H;
  1957. }
  1958. if (rect->flags & CANVAS_RECT_FLIP_V) {
  1959. src_rect.size.y *= -1;
  1960. instance_data->flags |= FLAGS_FLIP_V;
  1961. }
  1962. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  1963. instance_data->flags |= FLAGS_TRANSPOSE_RECT;
  1964. }
  1965. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  1966. instance_data->flags |= FLAGS_CLIP_RECT_UV;
  1967. }
  1968. } else {
  1969. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  1970. if (dst_rect.size.width < 0) {
  1971. dst_rect.position.x += dst_rect.size.width;
  1972. dst_rect.size.width *= -1;
  1973. }
  1974. if (dst_rect.size.height < 0) {
  1975. dst_rect.position.y += dst_rect.size.height;
  1976. dst_rect.size.height *= -1;
  1977. }
  1978. src_rect = Rect2(0, 0, 1, 1);
  1979. }
  1980. if (has_msdf) {
  1981. instance_data->flags |= FLAGS_USE_MSDF;
  1982. instance_data->msdf[0] = rect->px_range; // Pixel range.
  1983. instance_data->msdf[1] = rect->outline; // Outline size.
  1984. instance_data->msdf[2] = 0.f; // Reserved.
  1985. instance_data->msdf[3] = 0.f; // Reserved.
  1986. } else if (rect->flags & CANVAS_RECT_LCD) {
  1987. instance_data->flags |= FLAGS_USE_LCD;
  1988. }
  1989. instance_data->modulation[0] = modulated.r;
  1990. instance_data->modulation[1] = modulated.g;
  1991. instance_data->modulation[2] = modulated.b;
  1992. instance_data->modulation[3] = modulated.a;
  1993. instance_data->src_rect[0] = src_rect.position.x;
  1994. instance_data->src_rect[1] = src_rect.position.y;
  1995. instance_data->src_rect[2] = src_rect.size.width;
  1996. instance_data->src_rect[3] = src_rect.size.height;
  1997. instance_data->dst_rect[0] = dst_rect.position.x;
  1998. instance_data->dst_rect[1] = dst_rect.position.y;
  1999. instance_data->dst_rect[2] = dst_rect.size.width;
  2000. instance_data->dst_rect[3] = dst_rect.size.height;
  2001. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2002. } break;
  2003. case Item::Command::TYPE_NINEPATCH: {
  2004. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  2005. if (r_current_batch->command_type != Item::Command::TYPE_NINEPATCH) {
  2006. r_current_batch = _new_batch(r_batch_broken);
  2007. r_current_batch->command_type = Item::Command::TYPE_NINEPATCH;
  2008. r_current_batch->command = c;
  2009. r_current_batch->has_blend = false;
  2010. r_current_batch->pipeline_variant = PipelineVariant::PIPELINE_VARIANT_NINEPATCH;
  2011. }
  2012. TextureState tex_state(np->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2013. if (tex_state != r_current_batch->tex_info.state) {
  2014. r_current_batch = _new_batch(r_batch_broken);
  2015. r_current_batch->tex_info.state = tex_state;
  2016. _prepare_batch_texture_info(r_current_batch, np->texture);
  2017. }
  2018. InstanceData *instance_data = new_instance_data();
  2019. Rect2 src_rect;
  2020. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  2021. if (np->texture.is_null()) {
  2022. src_rect = Rect2(0, 0, 1, 1);
  2023. } else {
  2024. if (np->source != Rect2()) {
  2025. src_rect = Rect2(np->source.position.x * r_current_batch->tex_info.texpixel_size.width, np->source.position.y * r_current_batch->tex_info.texpixel_size.height, np->source.size.x * r_current_batch->tex_info.texpixel_size.width, np->source.size.y * r_current_batch->tex_info.texpixel_size.height);
  2026. instance_data->color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  2027. instance_data->color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  2028. } else {
  2029. src_rect = Rect2(0, 0, 1, 1);
  2030. }
  2031. }
  2032. Color modulated = np->color * base_color;
  2033. if (use_linear_colors) {
  2034. modulated = modulated.srgb_to_linear();
  2035. }
  2036. instance_data->modulation[0] = modulated.r;
  2037. instance_data->modulation[1] = modulated.g;
  2038. instance_data->modulation[2] = modulated.b;
  2039. instance_data->modulation[3] = modulated.a;
  2040. instance_data->src_rect[0] = src_rect.position.x;
  2041. instance_data->src_rect[1] = src_rect.position.y;
  2042. instance_data->src_rect[2] = src_rect.size.width;
  2043. instance_data->src_rect[3] = src_rect.size.height;
  2044. instance_data->dst_rect[0] = dst_rect.position.x;
  2045. instance_data->dst_rect[1] = dst_rect.position.y;
  2046. instance_data->dst_rect[2] = dst_rect.size.width;
  2047. instance_data->dst_rect[3] = dst_rect.size.height;
  2048. instance_data->flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  2049. instance_data->flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  2050. if (np->draw_center) {
  2051. instance_data->flags |= FLAGS_NINEPACH_DRAW_CENTER;
  2052. }
  2053. instance_data->ninepatch_margins[0] = np->margin[SIDE_LEFT];
  2054. instance_data->ninepatch_margins[1] = np->margin[SIDE_TOP];
  2055. instance_data->ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  2056. instance_data->ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  2057. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2058. } break;
  2059. case Item::Command::TYPE_POLYGON: {
  2060. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  2061. // Polygon's can't be batched, so always create a new batch
  2062. r_current_batch = _new_batch(r_batch_broken);
  2063. r_current_batch->command_type = Item::Command::TYPE_POLYGON;
  2064. r_current_batch->has_blend = false;
  2065. r_current_batch->command = c;
  2066. TextureState tex_state(polygon->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2067. if (tex_state != r_current_batch->tex_info.state) {
  2068. r_current_batch = _new_batch(r_batch_broken);
  2069. r_current_batch->tex_info.state = tex_state;
  2070. _prepare_batch_texture_info(r_current_batch, polygon->texture);
  2071. }
  2072. // pipeline variant
  2073. {
  2074. 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 };
  2075. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  2076. r_current_batch->pipeline_variant = variant[polygon->primitive];
  2077. }
  2078. InstanceData *instance_data = new_instance_data();
  2079. Color color = base_color;
  2080. if (use_linear_colors) {
  2081. color = color.srgb_to_linear();
  2082. }
  2083. instance_data->modulation[0] = color.r;
  2084. instance_data->modulation[1] = color.g;
  2085. instance_data->modulation[2] = color.b;
  2086. instance_data->modulation[3] = color.a;
  2087. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2088. } break;
  2089. case Item::Command::TYPE_PRIMITIVE: {
  2090. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  2091. if (primitive->point_count != r_current_batch->primitive_points || r_current_batch->command_type != Item::Command::TYPE_PRIMITIVE) {
  2092. r_current_batch = _new_batch(r_batch_broken);
  2093. r_current_batch->command_type = Item::Command::TYPE_PRIMITIVE;
  2094. r_current_batch->has_blend = false;
  2095. r_current_batch->command = c;
  2096. r_current_batch->primitive_points = primitive->point_count;
  2097. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  2098. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  2099. r_current_batch->pipeline_variant = variant[primitive->point_count - 1];
  2100. TextureState tex_state(primitive->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2101. if (tex_state != r_current_batch->tex_info.state) {
  2102. r_current_batch = _new_batch(r_batch_broken);
  2103. r_current_batch->tex_info.state = tex_state;
  2104. _prepare_batch_texture_info(r_current_batch, primitive->texture);
  2105. }
  2106. }
  2107. InstanceData *instance_data = new_instance_data();
  2108. for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
  2109. instance_data->points[j * 2 + 0] = primitive->points[j].x;
  2110. instance_data->points[j * 2 + 1] = primitive->points[j].y;
  2111. instance_data->uvs[j * 2 + 0] = primitive->uvs[j].x;
  2112. instance_data->uvs[j * 2 + 1] = primitive->uvs[j].y;
  2113. Color col = primitive->colors[j] * base_color;
  2114. if (use_linear_colors) {
  2115. col = col.srgb_to_linear();
  2116. }
  2117. instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  2118. instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  2119. }
  2120. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2121. if (primitive->point_count == 4) {
  2122. instance_data = new_instance_data();
  2123. for (uint32_t j = 0; j < 3; j++) {
  2124. int offset = j == 0 ? 0 : 1;
  2125. // Second triangle in the quad. Uses vertices 0, 2, 3.
  2126. instance_data->points[j * 2 + 0] = primitive->points[j + offset].x;
  2127. instance_data->points[j * 2 + 1] = primitive->points[j + offset].y;
  2128. instance_data->uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
  2129. instance_data->uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
  2130. Color col = primitive->colors[j] * base_color;
  2131. if (use_linear_colors) {
  2132. col = col.srgb_to_linear();
  2133. }
  2134. instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  2135. instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  2136. }
  2137. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2138. }
  2139. } break;
  2140. case Item::Command::TYPE_MESH:
  2141. case Item::Command::TYPE_MULTIMESH:
  2142. case Item::Command::TYPE_PARTICLES: {
  2143. // Mesh's can't be batched, so always create a new batch
  2144. r_current_batch = _new_batch(r_batch_broken);
  2145. r_current_batch->command = c;
  2146. r_current_batch->command_type = c->type;
  2147. r_current_batch->has_blend = false;
  2148. InstanceData *instance_data = nullptr;
  2149. Color modulate(1, 1, 1, 1);
  2150. if (c->type == Item::Command::TYPE_MESH) {
  2151. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  2152. TextureState tex_state(m->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2153. r_current_batch->tex_info.state = tex_state;
  2154. _prepare_batch_texture_info(r_current_batch, m->texture);
  2155. instance_data = new_instance_data();
  2156. r_current_batch->mesh_instance_count = 1;
  2157. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, instance_data->world);
  2158. modulate = m->modulate;
  2159. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  2160. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  2161. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  2162. RID multimesh = mm->multimesh;
  2163. if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  2164. break;
  2165. }
  2166. r_current_batch->mesh_instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
  2167. if (r_current_batch->mesh_instance_count == 0) {
  2168. break;
  2169. }
  2170. TextureState tex_state(mm->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2171. r_current_batch->tex_info.state = tex_state;
  2172. _prepare_batch_texture_info(r_current_batch, mm->texture);
  2173. instance_data = new_instance_data();
  2174. instance_data->flags |= 1; // multimesh, trails disabled
  2175. if (mesh_storage->multimesh_uses_colors(mm->multimesh)) {
  2176. instance_data->flags |= FLAGS_INSTANCING_HAS_COLORS;
  2177. }
  2178. if (mesh_storage->multimesh_uses_custom_data(mm->multimesh)) {
  2179. instance_data->flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  2180. }
  2181. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  2182. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  2183. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  2184. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  2185. TextureState tex_state(pt->texture, texture_filter, texture_repeat, false, use_linear_colors);
  2186. r_current_batch->tex_info.state = tex_state;
  2187. _prepare_batch_texture_info(r_current_batch, pt->texture);
  2188. instance_data = new_instance_data();
  2189. uint32_t divisor = 1;
  2190. r_current_batch->mesh_instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
  2191. instance_data->flags |= (divisor & FLAGS_INSTANCING_MASK);
  2192. r_current_batch->mesh_instance_count /= divisor;
  2193. RID particles = pt->particles;
  2194. instance_data->flags |= FLAGS_INSTANCING_HAS_COLORS;
  2195. instance_data->flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  2196. if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target.render_target)) {
  2197. // Pass collision information.
  2198. Transform2D xform = p_item->final_transform;
  2199. RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target.render_target);
  2200. Rect2 to_screen;
  2201. {
  2202. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target.render_target);
  2203. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  2204. to_screen.position = -sdf_rect.position * to_screen.size;
  2205. }
  2206. particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  2207. } else {
  2208. particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  2209. }
  2210. r_sdf_used |= particles_storage->particles_has_collision(particles);
  2211. }
  2212. Color modulated = modulate * base_color;
  2213. if (use_linear_colors) {
  2214. modulated = modulated.srgb_to_linear();
  2215. }
  2216. instance_data->modulation[0] = modulated.r;
  2217. instance_data->modulation[1] = modulated.g;
  2218. instance_data->modulation[2] = modulated.b;
  2219. instance_data->modulation[3] = modulated.a;
  2220. _add_to_batch(r_index, r_batch_broken, r_current_batch);
  2221. } break;
  2222. case Item::Command::TYPE_TRANSFORM: {
  2223. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  2224. draw_transform = transform->xform;
  2225. _update_transform_2d_to_mat2x3(base_transform * transform->xform, world);
  2226. } break;
  2227. case Item::Command::TYPE_CLIP_IGNORE: {
  2228. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  2229. if (r_current_clip) {
  2230. if (ci->ignore != reclip) {
  2231. r_current_batch = _new_batch(r_batch_broken);
  2232. if (ci->ignore) {
  2233. r_current_batch->clip = nullptr;
  2234. reclip = true;
  2235. } else {
  2236. r_current_batch->clip = r_current_clip;
  2237. reclip = false;
  2238. }
  2239. }
  2240. }
  2241. } break;
  2242. case Item::Command::TYPE_ANIMATION_SLICE: {
  2243. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  2244. double current_time = RSG::rasterizer->get_total_time();
  2245. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  2246. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  2247. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  2248. } break;
  2249. }
  2250. c = c->next;
  2251. r_batch_broken = false;
  2252. }
  2253. if (r_current_clip && reclip) {
  2254. // will make it re-enable clipping if needed afterwards
  2255. r_current_clip = nullptr;
  2256. }
  2257. }
  2258. void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, PipelineVariants *p_pipeline_variants, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info) {
  2259. UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
  2260. ERR_FAIL_NULL(uniform_set_cache);
  2261. ERR_FAIL_NULL(p_batch->command);
  2262. {
  2263. RD::Uniform u_diffuse(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info.diffuse);
  2264. RD::Uniform u_normal(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info.normal);
  2265. RD::Uniform u_specular(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info.specular);
  2266. RD::Uniform u_sampler(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info.sampler);
  2267. RD::Uniform u_instance_data(RD::UNIFORM_TYPE_STORAGE_BUFFER, 4, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
  2268. RID uniform_set = uniform_set_cache->get_cache(shader.default_version_rd_shader, BATCH_UNIFORM_SET, u_diffuse, u_normal, u_specular, u_sampler, u_instance_data);
  2269. if (state.current_batch_uniform_set != uniform_set) {
  2270. state.current_batch_uniform_set = uniform_set;
  2271. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, BATCH_UNIFORM_SET);
  2272. }
  2273. }
  2274. switch (p_batch->command_type) {
  2275. case Item::Command::TYPE_RECT:
  2276. case Item::Command::TYPE_NINEPATCH: {
  2277. RID pipeline = p_pipeline_variants->variants[p_batch->light_mode][p_batch->pipeline_variant].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  2278. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2279. if (p_batch->has_blend) {
  2280. DEV_ASSERT(p_batch->pipeline_variant == PIPELINE_VARIANT_QUAD_LCD_BLEND);
  2281. RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, p_batch->modulate);
  2282. }
  2283. PushConstant push_constant;
  2284. push_constant.base_instance_index = p_batch->start;
  2285. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2286. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  2287. RD::get_singleton()->draw_list_draw(p_draw_list, true, p_batch->instance_count);
  2288. if (r_render_info) {
  2289. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_batch->instance_count;
  2290. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2 * p_batch->instance_count;
  2291. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2292. }
  2293. } break;
  2294. case Item::Command::TYPE_POLYGON: {
  2295. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(p_batch->command);
  2296. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  2297. ERR_FAIL_NULL(pb);
  2298. RID pipeline = p_pipeline_variants->variants[p_batch->light_mode][p_batch->pipeline_variant].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  2299. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2300. PushConstant push_constant;
  2301. push_constant.base_instance_index = p_batch->start;
  2302. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2303. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  2304. if (pb->indices.is_valid()) {
  2305. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  2306. }
  2307. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  2308. if (r_render_info) {
  2309. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  2310. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(polygon->primitive, pb->primitive_count);
  2311. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2312. }
  2313. } break;
  2314. case Item::Command::TYPE_PRIMITIVE: {
  2315. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(p_batch->command);
  2316. RID pipeline = p_pipeline_variants->variants[p_batch->light_mode][p_batch->pipeline_variant].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  2317. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2318. PushConstant push_constant;
  2319. push_constant.base_instance_index = p_batch->start;
  2320. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2321. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
  2322. uint32_t instance_count = p_batch->instance_count;
  2323. RD::get_singleton()->draw_list_draw(p_draw_list, true, instance_count);
  2324. if (r_render_info) {
  2325. const RenderingServer::PrimitiveType rs_primitive[5] = { RS::PRIMITIVE_POINTS, RS::PRIMITIVE_POINTS, RS::PRIMITIVE_LINES, RS::PRIMITIVE_TRIANGLES, RS::PRIMITIVE_TRIANGLES };
  2326. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += instance_count;
  2327. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(rs_primitive[p_batch->primitive_points], p_batch->primitive_points) * instance_count;
  2328. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2329. }
  2330. } break;
  2331. case Item::Command::TYPE_MESH:
  2332. case Item::Command::TYPE_MULTIMESH:
  2333. case Item::Command::TYPE_PARTICLES: {
  2334. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  2335. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  2336. RID mesh;
  2337. RID mesh_instance;
  2338. if (p_batch->command_type == Item::Command::TYPE_MESH) {
  2339. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(p_batch->command);
  2340. mesh = m->mesh;
  2341. mesh_instance = m->mesh_instance;
  2342. } else if (p_batch->command_type == Item::Command::TYPE_MULTIMESH) {
  2343. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(p_batch->command);
  2344. RID multimesh = mm->multimesh;
  2345. mesh = mesh_storage->multimesh_get_mesh(multimesh);
  2346. RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2347. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  2348. } else if (p_batch->command_type == Item::Command::TYPE_PARTICLES) {
  2349. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(p_batch->command);
  2350. RID particles = pt->particles;
  2351. mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
  2352. ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
  2353. particles_storage->particles_request_process(particles);
  2354. if (particles_storage->particles_is_inactive(particles)) {
  2355. break;
  2356. }
  2357. RenderingServerDefault::redraw_request(); // Active particles means redraw request.
  2358. int dpc = particles_storage->particles_get_draw_passes(particles);
  2359. if (dpc == 0) {
  2360. break; // Nothing to draw.
  2361. }
  2362. RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2363. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  2364. }
  2365. if (mesh.is_null()) {
  2366. break;
  2367. }
  2368. uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
  2369. 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 };
  2370. for (uint32_t j = 0; j < surf_count; j++) {
  2371. void *surface = mesh_storage->mesh_get_surface(mesh, j);
  2372. RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
  2373. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  2374. uint64_t input_mask = p_pipeline_variants->variants[p_batch->light_mode][variant[primitive]].get_vertex_input_mask();
  2375. RID vertex_array;
  2376. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  2377. if (mesh_instance.is_valid()) {
  2378. mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
  2379. } else {
  2380. mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
  2381. }
  2382. RID pipeline = p_pipeline_variants->variants[p_batch->light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  2383. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  2384. PushConstant push_constant;
  2385. push_constant.base_instance_index = p_batch->start;
  2386. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  2387. RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
  2388. if (index_array.is_valid()) {
  2389. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  2390. }
  2391. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  2392. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), p_batch->mesh_instance_count);
  2393. if (r_render_info) {
  2394. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  2395. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(primitive, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)) * p_batch->mesh_instance_count;
  2396. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  2397. }
  2398. }
  2399. } break;
  2400. case Item::Command::TYPE_TRANSFORM:
  2401. case Item::Command::TYPE_CLIP_IGNORE:
  2402. case Item::Command::TYPE_ANIMATION_SLICE: {
  2403. // Can ignore these as they only impact batch creation.
  2404. } break;
  2405. }
  2406. }
  2407. RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {
  2408. if (state.canvas_instance_batches.size() == 0) {
  2409. state.canvas_instance_batches.push_back(Batch());
  2410. return state.canvas_instance_batches.ptr();
  2411. }
  2412. if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
  2413. return &state.canvas_instance_batches[state.current_batch_index];
  2414. }
  2415. r_batch_broken = true;
  2416. // Copy the properties of the current batch, we will manually update the things that changed.
  2417. Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
  2418. new_batch.instance_count = 0;
  2419. new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
  2420. new_batch.instance_buffer_index = state.current_instance_buffer_index;
  2421. state.current_batch_index++;
  2422. state.canvas_instance_batches.push_back(new_batch);
  2423. return &state.canvas_instance_batches[state.current_batch_index];
  2424. }
  2425. void RendererCanvasRenderRD::_add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch) {
  2426. r_current_batch->instance_count++;
  2427. r_index++;
  2428. if (r_index + state.last_instance_index >= state.max_instances_per_buffer) {
  2429. // Copy over all data needed for rendering right away
  2430. // then go back to recording item commands.
  2431. RD::get_singleton()->buffer_update(
  2432. state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],
  2433. state.last_instance_index * sizeof(InstanceData),
  2434. r_index * sizeof(InstanceData),
  2435. state.instance_data_array);
  2436. _allocate_instance_buffer();
  2437. r_index = 0;
  2438. state.last_instance_index = 0;
  2439. r_batch_broken = false; // Force a new batch to be created
  2440. r_current_batch = _new_batch(r_batch_broken);
  2441. r_current_batch->start = 0;
  2442. }
  2443. }
  2444. void RendererCanvasRenderRD::_allocate_instance_buffer() {
  2445. state.current_instance_buffer_index++;
  2446. if (state.current_instance_buffer_index < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
  2447. // We already allocated another buffer in a previous frame, so we can just use it.
  2448. return;
  2449. }
  2450. // Allocate a new buffer.
  2451. RID buf = RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size);
  2452. state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(buf);
  2453. }
  2454. void RendererCanvasRenderRD::_prepare_batch_texture_info(Batch *p_current_batch, RID p_texture) const {
  2455. if (p_texture.is_null()) {
  2456. p_texture = default_canvas_texture;
  2457. }
  2458. RendererRD::TextureStorage::CanvasTextureInfo info =
  2459. RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(
  2460. p_texture,
  2461. p_current_batch->tex_info.state.texture_filter(),
  2462. p_current_batch->tex_info.state.texture_repeat(),
  2463. p_current_batch->tex_info.state.linear_colors(),
  2464. p_current_batch->tex_info.state.texture_is_data());
  2465. // something odd happened
  2466. if (info.is_null()) {
  2467. _prepare_batch_texture_info(p_current_batch, default_canvas_texture);
  2468. return;
  2469. }
  2470. p_current_batch->tex_info.diffuse = info.diffuse;
  2471. p_current_batch->tex_info.normal = info.normal;
  2472. p_current_batch->tex_info.specular = info.specular;
  2473. p_current_batch->tex_info.sampler = info.sampler;
  2474. // cache values to be copied to instance data
  2475. if (info.specular_color.a < 0.999) {
  2476. p_current_batch->tex_info.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  2477. }
  2478. if (info.use_normal) {
  2479. p_current_batch->tex_info.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  2480. }
  2481. uint8_t a = uint8_t(CLAMP(info.specular_color.a * 255.0, 0.0, 255.0));
  2482. uint8_t b = uint8_t(CLAMP(info.specular_color.b * 255.0, 0.0, 255.0));
  2483. uint8_t g = uint8_t(CLAMP(info.specular_color.g * 255.0, 0.0, 255.0));
  2484. uint8_t r = uint8_t(CLAMP(info.specular_color.r * 255.0, 0.0, 255.0));
  2485. p_current_batch->tex_info.specular_shininess = uint32_t(a) << 24 | uint32_t(b) << 16 | uint32_t(g) << 8 | uint32_t(r);
  2486. p_current_batch->tex_info.texpixel_size = Vector2(1.0 / float(info.size.width), 1.0 / float(info.size.height));
  2487. }
  2488. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2489. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2490. //canvas state
  2491. material_storage->material_free(default_canvas_group_material);
  2492. material_storage->shader_free(default_canvas_group_shader);
  2493. material_storage->material_free(default_clip_children_material);
  2494. material_storage->shader_free(default_clip_children_shader);
  2495. {
  2496. if (state.canvas_state_buffer.is_valid()) {
  2497. RD::get_singleton()->free(state.canvas_state_buffer);
  2498. }
  2499. memdelete_arr(state.light_uniforms);
  2500. RD::get_singleton()->free(state.lights_uniform_buffer);
  2501. }
  2502. //shadow rendering
  2503. {
  2504. shadow_render.shader.version_free(shadow_render.shader_version);
  2505. //this will also automatically clear all pipelines
  2506. RD::get_singleton()->free(state.shadow_sampler);
  2507. }
  2508. //bindings
  2509. //shaders
  2510. shader.canvas_shader.version_free(shader.default_version);
  2511. //buffers
  2512. {
  2513. RD::get_singleton()->free(shader.quad_index_array);
  2514. RD::get_singleton()->free(shader.quad_index_buffer);
  2515. //primitives are erase by dependency
  2516. }
  2517. if (state.shadow_fb.is_valid()) {
  2518. RD::get_singleton()->free(state.shadow_depth_texture);
  2519. }
  2520. RD::get_singleton()->free(state.shadow_texture);
  2521. memdelete_arr(state.instance_data_array);
  2522. for (uint32_t i = 0; i < state.canvas_instance_data_buffers.size(); i++) {
  2523. for (uint32_t j = 0; j < state.canvas_instance_data_buffers[i].instance_buffers.size(); j++) {
  2524. RD::get_singleton()->free(state.canvas_instance_data_buffers[i].instance_buffers[j]);
  2525. }
  2526. }
  2527. RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
  2528. //pipelines don't need freeing, they are all gone after shaders are gone
  2529. }