renderer_canvas_render_rd.cpp 100 KB

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  1. /*************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "renderer_compositor_rd.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  38. #include "servers/rendering/rendering_server_default.h"
  39. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  40. p_mat4[0] = p_transform.elements[0][0];
  41. p_mat4[1] = p_transform.elements[0][1];
  42. p_mat4[2] = 0;
  43. p_mat4[3] = 0;
  44. p_mat4[4] = p_transform.elements[1][0];
  45. p_mat4[5] = p_transform.elements[1][1];
  46. p_mat4[6] = 0;
  47. p_mat4[7] = 0;
  48. p_mat4[8] = 0;
  49. p_mat4[9] = 0;
  50. p_mat4[10] = 1;
  51. p_mat4[11] = 0;
  52. p_mat4[12] = p_transform.elements[2][0];
  53. p_mat4[13] = p_transform.elements[2][1];
  54. p_mat4[14] = 0;
  55. p_mat4[15] = 1;
  56. }
  57. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  58. p_mat2x4[0] = p_transform.elements[0][0];
  59. p_mat2x4[1] = p_transform.elements[1][0];
  60. p_mat2x4[2] = 0;
  61. p_mat2x4[3] = p_transform.elements[2][0];
  62. p_mat2x4[4] = p_transform.elements[0][1];
  63. p_mat2x4[5] = p_transform.elements[1][1];
  64. p_mat2x4[6] = 0;
  65. p_mat2x4[7] = p_transform.elements[2][1];
  66. }
  67. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  68. p_mat2x3[0] = p_transform.elements[0][0];
  69. p_mat2x3[1] = p_transform.elements[0][1];
  70. p_mat2x3[2] = p_transform.elements[1][0];
  71. p_mat2x3[3] = p_transform.elements[1][1];
  72. p_mat2x3[4] = p_transform.elements[2][0];
  73. p_mat2x3[5] = p_transform.elements[2][1];
  74. }
  75. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  76. p_mat4[0] = p_transform.basis.elements[0][0];
  77. p_mat4[1] = p_transform.basis.elements[1][0];
  78. p_mat4[2] = p_transform.basis.elements[2][0];
  79. p_mat4[3] = 0;
  80. p_mat4[4] = p_transform.basis.elements[0][1];
  81. p_mat4[5] = p_transform.basis.elements[1][1];
  82. p_mat4[6] = p_transform.basis.elements[2][1];
  83. p_mat4[7] = 0;
  84. p_mat4[8] = p_transform.basis.elements[0][2];
  85. p_mat4[9] = p_transform.basis.elements[1][2];
  86. p_mat4[10] = p_transform.basis.elements[2][2];
  87. p_mat4[11] = 0;
  88. p_mat4[12] = p_transform.origin.x;
  89. p_mat4[13] = p_transform.origin.y;
  90. p_mat4[14] = p_transform.origin.z;
  91. p_mat4[15] = 1;
  92. }
  93. 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) {
  94. // Care must be taken to generate array formats
  95. // in ways where they could be reused, so we will
  96. // put single-occuring elements first, and repeated
  97. // elements later. This way the generated formats are
  98. // the same no matter the length of the arrays.
  99. // This dramatically reduces the amount of pipeline objects
  100. // that need to be created for these formats.
  101. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  102. uint32_t vertex_count = p_points.size();
  103. uint32_t stride = 2; //vertices always repeat
  104. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  105. stride += 4;
  106. }
  107. if ((uint32_t)p_uvs.size() == vertex_count) {
  108. stride += 2;
  109. }
  110. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  111. stride += 4;
  112. }
  113. uint32_t buffer_size = stride * p_points.size();
  114. Vector<uint8_t> polygon_buffer;
  115. polygon_buffer.resize(buffer_size * sizeof(float));
  116. Vector<RD::VertexAttribute> descriptions;
  117. descriptions.resize(5);
  118. Vector<RID> buffers;
  119. buffers.resize(5);
  120. {
  121. const uint8_t *r = polygon_buffer.ptr();
  122. float *fptr = (float *)r;
  123. uint32_t *uptr = (uint32_t *)r;
  124. uint32_t base_offset = 0;
  125. { //vertices
  126. RD::VertexAttribute vd;
  127. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  128. vd.offset = base_offset * sizeof(float);
  129. vd.location = RS::ARRAY_VERTEX;
  130. vd.stride = stride * sizeof(float);
  131. descriptions.write[0] = vd;
  132. const Vector2 *points_ptr = p_points.ptr();
  133. for (uint32_t i = 0; i < vertex_count; i++) {
  134. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  135. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  136. }
  137. base_offset += 2;
  138. }
  139. //colors
  140. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  141. RD::VertexAttribute vd;
  142. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  143. vd.offset = base_offset * sizeof(float);
  144. vd.location = RS::ARRAY_COLOR;
  145. vd.stride = stride * sizeof(float);
  146. descriptions.write[1] = vd;
  147. if (p_colors.size() == 1) {
  148. Color color = p_colors[0];
  149. for (uint32_t i = 0; i < vertex_count; i++) {
  150. fptr[base_offset + i * stride + 0] = color.r;
  151. fptr[base_offset + i * stride + 1] = color.g;
  152. fptr[base_offset + i * stride + 2] = color.b;
  153. fptr[base_offset + i * stride + 3] = color.a;
  154. }
  155. } else {
  156. const Color *color_ptr = p_colors.ptr();
  157. for (uint32_t i = 0; i < vertex_count; i++) {
  158. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  159. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  160. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  161. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  162. }
  163. }
  164. base_offset += 4;
  165. } else {
  166. RD::VertexAttribute vd;
  167. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  168. vd.offset = 0;
  169. vd.location = RS::ARRAY_COLOR;
  170. vd.stride = 0;
  171. descriptions.write[1] = vd;
  172. buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_COLOR);
  173. }
  174. //uvs
  175. if ((uint32_t)p_uvs.size() == vertex_count) {
  176. RD::VertexAttribute vd;
  177. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  178. vd.offset = base_offset * sizeof(float);
  179. vd.location = RS::ARRAY_TEX_UV;
  180. vd.stride = stride * sizeof(float);
  181. descriptions.write[2] = vd;
  182. const Vector2 *uv_ptr = p_uvs.ptr();
  183. for (uint32_t i = 0; i < vertex_count; i++) {
  184. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  185. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  186. }
  187. base_offset += 2;
  188. } else {
  189. RD::VertexAttribute vd;
  190. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  191. vd.offset = 0;
  192. vd.location = RS::ARRAY_TEX_UV;
  193. vd.stride = 0;
  194. descriptions.write[2] = vd;
  195. buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_TEX_UV);
  196. }
  197. //bones
  198. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  199. RD::VertexAttribute vd;
  200. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  201. vd.offset = base_offset * sizeof(float);
  202. vd.location = RS::ARRAY_BONES;
  203. vd.stride = stride * sizeof(float);
  204. descriptions.write[3] = vd;
  205. const int *bone_ptr = p_bones.ptr();
  206. for (uint32_t i = 0; i < vertex_count; i++) {
  207. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  208. bone16w[0] = bone_ptr[i * 4 + 0];
  209. bone16w[1] = bone_ptr[i * 4 + 1];
  210. bone16w[2] = bone_ptr[i * 4 + 2];
  211. bone16w[3] = bone_ptr[i * 4 + 3];
  212. }
  213. base_offset += 2;
  214. } else {
  215. RD::VertexAttribute vd;
  216. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  217. vd.offset = 0;
  218. vd.location = RS::ARRAY_BONES;
  219. vd.stride = 0;
  220. descriptions.write[3] = vd;
  221. buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_BONES);
  222. }
  223. //weights
  224. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  225. RD::VertexAttribute vd;
  226. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  227. vd.offset = base_offset * sizeof(float);
  228. vd.location = RS::ARRAY_WEIGHTS;
  229. vd.stride = stride * sizeof(float);
  230. descriptions.write[4] = vd;
  231. const float *weight_ptr = p_weights.ptr();
  232. for (uint32_t i = 0; i < vertex_count; i++) {
  233. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  234. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  235. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  236. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  237. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  238. }
  239. base_offset += 2;
  240. } else {
  241. RD::VertexAttribute vd;
  242. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  243. vd.offset = 0;
  244. vd.location = RS::ARRAY_WEIGHTS;
  245. vd.stride = 0;
  246. descriptions.write[4] = vd;
  247. buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::DEFAULT_RD_BUFFER_WEIGHTS);
  248. }
  249. //check that everything is as it should be
  250. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  251. }
  252. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  253. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  254. PolygonBuffers pb;
  255. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  256. for (int i = 0; i < descriptions.size(); i++) {
  257. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  258. buffers.write[i] = pb.vertex_buffer;
  259. }
  260. }
  261. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  262. if (p_indices.size()) {
  263. //create indices, as indices were requested
  264. Vector<uint8_t> index_buffer;
  265. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  266. {
  267. uint8_t *w = index_buffer.ptrw();
  268. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  269. }
  270. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  271. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  272. }
  273. pb.vertex_format_id = vertex_id;
  274. PolygonID id = polygon_buffers.last_id++;
  275. polygon_buffers.polygons[id] = pb;
  276. return id;
  277. }
  278. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  279. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  280. ERR_FAIL_COND(!pb_ptr);
  281. PolygonBuffers &pb = *pb_ptr;
  282. if (pb.indices.is_valid()) {
  283. RD::get_singleton()->free(pb.indices);
  284. }
  285. if (pb.index_buffer.is_valid()) {
  286. RD::get_singleton()->free(pb.index_buffer);
  287. }
  288. RD::get_singleton()->free(pb.vertex_array);
  289. RD::get_singleton()->free(pb.vertex_buffer);
  290. polygon_buffers.polygons.erase(p_polygon);
  291. }
  292. ////////////////////
  293. void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size) {
  294. if (p_texture == RID()) {
  295. p_texture = default_canvas_texture;
  296. }
  297. if (r_last_texture == p_texture) {
  298. return; //nothing to do, its the same
  299. }
  300. RID uniform_set;
  301. Color specular_shininess;
  302. Size2i size;
  303. bool use_normal;
  304. bool use_specular;
  305. bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
  306. //something odd happened
  307. if (!success) {
  308. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  309. return;
  310. }
  311. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  312. if (specular_shininess.a < 0.999) {
  313. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  314. } else {
  315. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  316. }
  317. if (use_normal) {
  318. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  319. } else {
  320. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  321. }
  322. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  323. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  324. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  325. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  326. r_texpixel_size.x = 1.0 / float(size.x);
  327. r_texpixel_size.y = 1.0 / float(size.y);
  328. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  329. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  330. r_last_texture = p_texture;
  331. }
  332. void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
  333. //create an empty push constant
  334. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  335. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  336. RS::CanvasItemTextureFilter current_filter = default_filter;
  337. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  338. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  339. current_filter = p_item->texture_filter;
  340. }
  341. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  342. current_repeat = p_item->texture_repeat;
  343. }
  344. PushConstant push_constant;
  345. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  346. Transform2D draw_transform;
  347. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  348. Color base_color = p_item->final_modulate;
  349. for (int i = 0; i < 4; i++) {
  350. push_constant.modulation[i] = 0;
  351. push_constant.ninepatch_margins[i] = 0;
  352. push_constant.src_rect[i] = 0;
  353. push_constant.dst_rect[i] = 0;
  354. }
  355. push_constant.flags = 0;
  356. push_constant.color_texture_pixel_size[0] = 0;
  357. push_constant.color_texture_pixel_size[1] = 0;
  358. push_constant.pad[0] = 0;
  359. push_constant.pad[1] = 0;
  360. push_constant.lights[0] = 0;
  361. push_constant.lights[1] = 0;
  362. push_constant.lights[2] = 0;
  363. push_constant.lights[3] = 0;
  364. uint32_t base_flags = 0;
  365. uint16_t light_count = 0;
  366. PipelineLightMode light_mode;
  367. {
  368. Light *light = p_lights;
  369. while (light) {
  370. 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)) {
  371. uint32_t light_index = light->render_index_cache;
  372. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  373. light_count++;
  374. if (light_count == MAX_LIGHTS_PER_ITEM) {
  375. break;
  376. }
  377. }
  378. light = light->next_ptr;
  379. }
  380. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  381. }
  382. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  383. PipelineVariants *pipeline_variants = p_pipeline_variants;
  384. bool reclip = false;
  385. RID last_texture;
  386. Size2 texpixel_size;
  387. bool skipping = false;
  388. const Item::Command *c = p_item->commands;
  389. while (c) {
  390. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  391. c = c->next;
  392. continue;
  393. }
  394. push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
  395. switch (c->type) {
  396. case Item::Command::TYPE_RECT: {
  397. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  398. if (rect->flags & CANVAS_RECT_TILE) {
  399. current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  400. }
  401. //bind pipeline
  402. {
  403. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  404. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  405. }
  406. //bind textures
  407. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  408. Rect2 src_rect;
  409. Rect2 dst_rect;
  410. if (rect->texture != RID()) {
  411. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  412. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  413. if (dst_rect.size.width < 0) {
  414. dst_rect.position.x += dst_rect.size.width;
  415. dst_rect.size.width *= -1;
  416. }
  417. if (dst_rect.size.height < 0) {
  418. dst_rect.position.y += dst_rect.size.height;
  419. dst_rect.size.height *= -1;
  420. }
  421. if (rect->flags & CANVAS_RECT_FLIP_H) {
  422. src_rect.size.x *= -1;
  423. }
  424. if (rect->flags & CANVAS_RECT_FLIP_V) {
  425. src_rect.size.y *= -1;
  426. }
  427. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  428. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  429. }
  430. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  431. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  432. }
  433. } else {
  434. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  435. if (dst_rect.size.width < 0) {
  436. dst_rect.position.x += dst_rect.size.width;
  437. dst_rect.size.width *= -1;
  438. }
  439. if (dst_rect.size.height < 0) {
  440. dst_rect.position.y += dst_rect.size.height;
  441. dst_rect.size.height *= -1;
  442. }
  443. src_rect = Rect2(0, 0, 1, 1);
  444. }
  445. if (rect->flags & CANVAS_RECT_MSDF) {
  446. push_constant.flags |= FLAGS_USE_MSDF;
  447. push_constant.msdf[0] = rect->px_range; // Pixel range.
  448. push_constant.msdf[1] = rect->outline; // Outline size.
  449. push_constant.msdf[2] = 0.f; // Reserved.
  450. push_constant.msdf[3] = 0.f; // Reserved.
  451. }
  452. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  453. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  454. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  455. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  456. push_constant.src_rect[0] = src_rect.position.x;
  457. push_constant.src_rect[1] = src_rect.position.y;
  458. push_constant.src_rect[2] = src_rect.size.width;
  459. push_constant.src_rect[3] = src_rect.size.height;
  460. push_constant.dst_rect[0] = dst_rect.position.x;
  461. push_constant.dst_rect[1] = dst_rect.position.y;
  462. push_constant.dst_rect[2] = dst_rect.size.width;
  463. push_constant.dst_rect[3] = dst_rect.size.height;
  464. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  465. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  466. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  467. } break;
  468. case Item::Command::TYPE_NINEPATCH: {
  469. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  470. //bind pipeline
  471. {
  472. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  473. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  474. }
  475. //bind textures
  476. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  477. Rect2 src_rect;
  478. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  479. if (np->texture == RID()) {
  480. texpixel_size = Size2(1, 1);
  481. src_rect = Rect2(0, 0, 1, 1);
  482. } else {
  483. if (np->source != Rect2()) {
  484. src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
  485. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  486. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  487. } else {
  488. src_rect = Rect2(0, 0, 1, 1);
  489. }
  490. }
  491. push_constant.modulation[0] = np->color.r * base_color.r;
  492. push_constant.modulation[1] = np->color.g * base_color.g;
  493. push_constant.modulation[2] = np->color.b * base_color.b;
  494. push_constant.modulation[3] = np->color.a * base_color.a;
  495. push_constant.src_rect[0] = src_rect.position.x;
  496. push_constant.src_rect[1] = src_rect.position.y;
  497. push_constant.src_rect[2] = src_rect.size.width;
  498. push_constant.src_rect[3] = src_rect.size.height;
  499. push_constant.dst_rect[0] = dst_rect.position.x;
  500. push_constant.dst_rect[1] = dst_rect.position.y;
  501. push_constant.dst_rect[2] = dst_rect.size.width;
  502. push_constant.dst_rect[3] = dst_rect.size.height;
  503. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  504. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  505. if (np->draw_center) {
  506. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  507. }
  508. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  509. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  510. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  511. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  512. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  513. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  514. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  515. // Restore if overridden.
  516. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  517. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  518. } break;
  519. case Item::Command::TYPE_POLYGON: {
  520. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  521. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  522. ERR_CONTINUE(!pb);
  523. //bind pipeline
  524. {
  525. 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 };
  526. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  527. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  528. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  529. }
  530. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  531. //not supported in most hardware, so pointless
  532. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  533. }
  534. //bind textures
  535. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  536. push_constant.modulation[0] = base_color.r;
  537. push_constant.modulation[1] = base_color.g;
  538. push_constant.modulation[2] = base_color.b;
  539. push_constant.modulation[3] = base_color.a;
  540. for (int j = 0; j < 4; j++) {
  541. push_constant.src_rect[j] = 0;
  542. push_constant.dst_rect[j] = 0;
  543. push_constant.ninepatch_margins[j] = 0;
  544. }
  545. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  546. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  547. if (pb->indices.is_valid()) {
  548. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  549. }
  550. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  551. } break;
  552. case Item::Command::TYPE_PRIMITIVE: {
  553. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  554. //bind pipeline
  555. {
  556. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  557. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  558. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  559. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  560. }
  561. //bind textures
  562. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  563. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
  564. for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
  565. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  566. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  567. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  568. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  569. Color col = primitive->colors[j] * base_color;
  570. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  571. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  572. }
  573. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  574. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  575. if (primitive->point_count == 4) {
  576. for (uint32_t j = 1; j < 3; j++) {
  577. //second half of triangle
  578. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  579. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  580. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  581. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  582. Color col = primitive->colors[j + 1] * base_color;
  583. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  584. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  585. }
  586. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  587. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  588. }
  589. } break;
  590. case Item::Command::TYPE_MESH:
  591. case Item::Command::TYPE_MULTIMESH:
  592. case Item::Command::TYPE_PARTICLES: {
  593. RID mesh;
  594. RID mesh_instance;
  595. RID texture;
  596. Color modulate(1, 1, 1, 1);
  597. float world_backup[6];
  598. int instance_count = 1;
  599. for (int j = 0; j < 6; j++) {
  600. world_backup[j] = push_constant.world[j];
  601. }
  602. if (c->type == Item::Command::TYPE_MESH) {
  603. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  604. mesh = m->mesh;
  605. mesh_instance = m->mesh_instance;
  606. texture = m->texture;
  607. modulate = m->modulate;
  608. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
  609. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  610. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  611. RID multimesh = mm->multimesh;
  612. mesh = mesh_storage->multimesh_get_mesh(multimesh);
  613. texture = mm->texture;
  614. if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  615. break;
  616. }
  617. instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
  618. if (instance_count == 0) {
  619. break;
  620. }
  621. RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  622. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  623. push_constant.flags |= 1; //multimesh, trails disabled
  624. if (mesh_storage->multimesh_uses_colors(multimesh)) {
  625. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  626. }
  627. if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
  628. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  629. }
  630. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  631. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  632. ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  633. storage->particles_request_process(pt->particles);
  634. if (storage->particles_is_inactive(pt->particles)) {
  635. break;
  636. }
  637. RenderingServerDefault::redraw_request(); // active particles means redraw request
  638. bool local_coords = true;
  639. int dpc = storage->particles_get_draw_passes(pt->particles);
  640. if (dpc == 0) {
  641. break; //nothing to draw
  642. }
  643. uint32_t divisor = 1;
  644. instance_count = storage->particles_get_amount(pt->particles, divisor);
  645. RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  646. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  647. push_constant.flags |= divisor;
  648. instance_count /= divisor;
  649. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  650. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  651. mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  652. texture = pt->texture;
  653. if (storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
  654. //pass collision information
  655. Transform2D xform;
  656. if (local_coords) {
  657. xform = p_item->final_transform;
  658. } else {
  659. xform = p_canvas_transform_inverse;
  660. }
  661. RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
  662. Rect2 to_screen;
  663. {
  664. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  665. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  666. to_screen.position = -sdf_rect.position * to_screen.size;
  667. }
  668. storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  669. } else {
  670. storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  671. }
  672. }
  673. if (mesh.is_null()) {
  674. break;
  675. }
  676. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  677. uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
  678. 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 };
  679. push_constant.modulation[0] = base_color.r * modulate.r;
  680. push_constant.modulation[1] = base_color.g * modulate.g;
  681. push_constant.modulation[2] = base_color.b * modulate.b;
  682. push_constant.modulation[3] = base_color.a * modulate.a;
  683. for (int j = 0; j < 4; j++) {
  684. push_constant.src_rect[j] = 0;
  685. push_constant.dst_rect[j] = 0;
  686. push_constant.ninepatch_margins[j] = 0;
  687. }
  688. for (uint32_t j = 0; j < surf_count; j++) {
  689. void *surface = mesh_storage->mesh_get_surface(mesh, j);
  690. RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
  691. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  692. uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  693. RID vertex_array;
  694. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  695. if (mesh_instance.is_valid()) {
  696. mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
  697. } else {
  698. mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
  699. }
  700. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  701. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  702. RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
  703. if (index_array.is_valid()) {
  704. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  705. }
  706. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  707. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  708. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  709. }
  710. for (int j = 0; j < 6; j++) {
  711. push_constant.world[j] = world_backup[j];
  712. }
  713. } break;
  714. case Item::Command::TYPE_TRANSFORM: {
  715. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  716. draw_transform = transform->xform;
  717. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  718. } break;
  719. case Item::Command::TYPE_CLIP_IGNORE: {
  720. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  721. if (current_clip) {
  722. if (ci->ignore != reclip) {
  723. if (ci->ignore) {
  724. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  725. reclip = true;
  726. } else {
  727. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  728. reclip = false;
  729. }
  730. }
  731. }
  732. } break;
  733. case Item::Command::TYPE_ANIMATION_SLICE: {
  734. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  735. double current_time = RendererCompositorRD::singleton->get_total_time();
  736. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  737. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  738. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  739. } break;
  740. }
  741. c = c->next;
  742. }
  743. if (current_clip && reclip) {
  744. //will make it re-enable clipping if needed afterwards
  745. current_clip = nullptr;
  746. }
  747. }
  748. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  749. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  750. //re create canvas state
  751. Vector<RD::Uniform> uniforms;
  752. {
  753. RD::Uniform u;
  754. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  755. u.binding = 1;
  756. u.append_id(state.canvas_state_buffer);
  757. uniforms.push_back(u);
  758. }
  759. {
  760. RD::Uniform u;
  761. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  762. u.binding = 2;
  763. u.append_id(state.lights_uniform_buffer);
  764. uniforms.push_back(u);
  765. }
  766. {
  767. RD::Uniform u;
  768. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  769. u.binding = 3;
  770. u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
  771. uniforms.push_back(u);
  772. }
  773. {
  774. RD::Uniform u;
  775. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  776. u.binding = 4;
  777. u.append_id(state.shadow_texture);
  778. uniforms.push_back(u);
  779. }
  780. {
  781. RD::Uniform u;
  782. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  783. u.binding = 5;
  784. u.append_id(state.shadow_sampler);
  785. uniforms.push_back(u);
  786. }
  787. {
  788. RD::Uniform u;
  789. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  790. u.binding = 6;
  791. RID screen;
  792. if (p_backbuffer) {
  793. screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
  794. } else {
  795. screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
  796. if (screen.is_null()) { //unallocated backbuffer
  797. screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
  798. }
  799. }
  800. u.append_id(screen);
  801. uniforms.push_back(u);
  802. }
  803. {
  804. RD::Uniform u;
  805. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  806. u.binding = 7;
  807. RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
  808. u.append_id(sdf);
  809. uniforms.push_back(u);
  810. }
  811. {
  812. //needs samplers for the material (uses custom textures) create them
  813. Vector<RID> ids;
  814. ids.resize(12);
  815. RID *ids_ptr = ids.ptrw();
  816. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  817. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  818. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  819. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  820. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  821. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  822. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  823. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  824. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  825. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  826. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  827. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  828. RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids);
  829. uniforms.push_back(u);
  830. }
  831. {
  832. RD::Uniform u;
  833. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  834. u.binding = 9;
  835. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_variables_get_storage_buffer());
  836. uniforms.push_back(u);
  837. }
  838. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  839. if (p_backbuffer) {
  840. texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  841. } else {
  842. texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  843. }
  844. return uniform_set;
  845. }
  846. void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
  847. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  848. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  849. Item *current_clip = nullptr;
  850. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  851. RID framebuffer;
  852. RID fb_uniform_set;
  853. bool clear = false;
  854. Vector<Color> clear_colors;
  855. if (p_to_backbuffer) {
  856. framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  857. fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  858. } else {
  859. framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
  860. if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
  861. clear = true;
  862. clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
  863. texture_storage->render_target_disable_clear_request(p_to_render_target);
  864. }
  865. #ifndef _MSC_VER
  866. #warning TODO obtain from framebuffer format eventually when this is implemented
  867. #endif
  868. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  869. }
  870. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  871. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  872. }
  873. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  874. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
  875. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  876. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  877. RID prev_material;
  878. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  879. for (int i = 0; i < p_item_count; i++) {
  880. Item *ci = items[i];
  881. if (current_clip != ci->final_clip_owner) {
  882. current_clip = ci->final_clip_owner;
  883. //setup clip
  884. if (current_clip) {
  885. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  886. } else {
  887. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  888. }
  889. }
  890. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  891. if (material.is_null() && ci->canvas_group != nullptr) {
  892. material = default_canvas_group_material;
  893. }
  894. if (material != prev_material) {
  895. CanvasMaterialData *material_data = nullptr;
  896. if (material.is_valid()) {
  897. material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::SHADER_TYPE_2D));
  898. }
  899. if (material_data) {
  900. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  901. pipeline_variants = &material_data->shader_data->pipeline_variants;
  902. // Update uniform set.
  903. if (material_data->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
  904. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
  905. }
  906. } else {
  907. pipeline_variants = &shader.pipeline_variants;
  908. }
  909. } else {
  910. pipeline_variants = &shader.pipeline_variants;
  911. }
  912. }
  913. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  914. prev_material = material;
  915. }
  916. RD::get_singleton()->draw_list_end();
  917. }
  918. 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) {
  919. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  920. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  921. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  922. r_sdf_used = false;
  923. int item_count = 0;
  924. //setup canvas state uniforms if needed
  925. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  926. //setup directional lights if exist
  927. uint32_t light_count = 0;
  928. uint32_t directional_light_count = 0;
  929. {
  930. Light *l = p_directional_light_list;
  931. uint32_t index = 0;
  932. while (l) {
  933. if (index == state.max_lights_per_render) {
  934. l->render_index_cache = -1;
  935. l = l->next_ptr;
  936. continue;
  937. }
  938. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  939. if (!clight) { //unused or invalid texture
  940. l->render_index_cache = -1;
  941. l = l->next_ptr;
  942. ERR_CONTINUE(!clight);
  943. }
  944. Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
  945. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  946. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  947. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  948. state.light_uniforms[index].height = l->height; //0..1 here
  949. for (int i = 0; i < 4; i++) {
  950. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  951. state.light_uniforms[index].color[i] = l->color[i];
  952. }
  953. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  954. if (state.shadow_fb.is_valid()) {
  955. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  956. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  957. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  958. } else {
  959. state.light_uniforms[index].shadow_pixel_size = 1.0;
  960. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  961. state.light_uniforms[index].shadow_y_ofs = 0;
  962. }
  963. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  964. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  965. if (clight->shadow.enabled) {
  966. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  967. }
  968. l->render_index_cache = index;
  969. index++;
  970. l = l->next_ptr;
  971. }
  972. light_count = index;
  973. directional_light_count = light_count;
  974. using_directional_lights = directional_light_count > 0;
  975. }
  976. //setup lights if exist
  977. {
  978. Light *l = p_light_list;
  979. uint32_t index = light_count;
  980. while (l) {
  981. if (index == state.max_lights_per_render) {
  982. l->render_index_cache = -1;
  983. l = l->next_ptr;
  984. continue;
  985. }
  986. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  987. if (!clight) { //unused or invalid texture
  988. l->render_index_cache = -1;
  989. l = l->next_ptr;
  990. ERR_CONTINUE(!clight);
  991. }
  992. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  993. Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
  994. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  995. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  996. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  997. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  998. state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  999. for (int i = 0; i < 4; i++) {
  1000. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  1001. state.light_uniforms[index].color[i] = l->color[i];
  1002. }
  1003. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  1004. if (state.shadow_fb.is_valid()) {
  1005. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  1006. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  1007. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  1008. } else {
  1009. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1010. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1011. state.light_uniforms[index].shadow_y_ofs = 0;
  1012. }
  1013. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1014. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1015. if (clight->shadow.enabled) {
  1016. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1017. }
  1018. if (clight->texture.is_valid()) {
  1019. Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
  1020. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  1021. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  1022. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  1023. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  1024. } else {
  1025. state.light_uniforms[index].atlas_rect[0] = 0;
  1026. state.light_uniforms[index].atlas_rect[1] = 0;
  1027. state.light_uniforms[index].atlas_rect[2] = 0;
  1028. state.light_uniforms[index].atlas_rect[3] = 0;
  1029. }
  1030. l->render_index_cache = index;
  1031. index++;
  1032. l = l->next_ptr;
  1033. }
  1034. light_count = index;
  1035. }
  1036. if (light_count > 0) {
  1037. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  1038. }
  1039. {
  1040. //update canvas state uniform buffer
  1041. State::Buffer state_buffer;
  1042. Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
  1043. Transform3D screen_transform;
  1044. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1045. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1046. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1047. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1048. Transform2D normal_transform = p_canvas_transform;
  1049. normal_transform.elements[0].normalize();
  1050. normal_transform.elements[1].normalize();
  1051. normal_transform.elements[2] = Vector2();
  1052. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1053. state_buffer.canvas_modulate[0] = p_modulate.r;
  1054. state_buffer.canvas_modulate[1] = p_modulate.g;
  1055. state_buffer.canvas_modulate[2] = p_modulate.b;
  1056. state_buffer.canvas_modulate[3] = p_modulate.a;
  1057. Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
  1058. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1059. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1060. state_buffer.time = state.time;
  1061. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1062. state_buffer.directional_light_count = directional_light_count;
  1063. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1064. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1065. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1066. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1067. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1068. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
  1069. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1070. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1071. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1072. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1073. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1074. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1075. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1076. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1077. }
  1078. { //default filter/repeat
  1079. default_filter = p_default_filter;
  1080. default_repeat = p_default_repeat;
  1081. }
  1082. //fill the list until rendering is possible.
  1083. bool material_screen_texture_found = false;
  1084. Item *ci = p_item_list;
  1085. Rect2 back_buffer_rect;
  1086. bool backbuffer_copy = false;
  1087. Item *canvas_group_owner = nullptr;
  1088. bool update_skeletons = false;
  1089. bool time_used = false;
  1090. while (ci) {
  1091. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1092. backbuffer_copy = true;
  1093. if (ci->copy_back_buffer->full) {
  1094. back_buffer_rect = Rect2();
  1095. } else {
  1096. back_buffer_rect = ci->copy_back_buffer->rect;
  1097. }
  1098. }
  1099. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1100. if (material.is_valid()) {
  1101. CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::SHADER_TYPE_2D));
  1102. if (md && md->shader_data->valid) {
  1103. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1104. if (!material_screen_texture_found) {
  1105. backbuffer_copy = true;
  1106. back_buffer_rect = Rect2();
  1107. }
  1108. }
  1109. if (md->shader_data->uses_sdf) {
  1110. r_sdf_used = true;
  1111. }
  1112. if (md->shader_data->uses_time) {
  1113. time_used = true;
  1114. }
  1115. }
  1116. }
  1117. if (ci->skeleton.is_valid()) {
  1118. const Item::Command *c = ci->commands;
  1119. while (c) {
  1120. if (c->type == Item::Command::TYPE_MESH) {
  1121. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1122. if (cm->mesh_instance.is_valid()) {
  1123. mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
  1124. update_skeletons = true;
  1125. }
  1126. }
  1127. c = c->next;
  1128. }
  1129. }
  1130. if (ci->canvas_group_owner != nullptr) {
  1131. if (canvas_group_owner == nullptr) {
  1132. //Canvas group begins here, render until before this item
  1133. if (update_skeletons) {
  1134. mesh_storage->update_mesh_instances();
  1135. update_skeletons = false;
  1136. }
  1137. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1138. item_count = 0;
  1139. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1140. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
  1141. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1142. } else {
  1143. texture_storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
  1144. }
  1145. backbuffer_copy = false;
  1146. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1147. }
  1148. ci->canvas_group_owner = nullptr; //must be cleared
  1149. }
  1150. if (ci == canvas_group_owner) {
  1151. if (update_skeletons) {
  1152. mesh_storage->update_mesh_instances();
  1153. update_skeletons = false;
  1154. }
  1155. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
  1156. item_count = 0;
  1157. if (ci->canvas_group->blur_mipmaps) {
  1158. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1159. }
  1160. canvas_group_owner = nullptr;
  1161. }
  1162. if (backbuffer_copy) {
  1163. //render anything pending, including clearing if no items
  1164. if (update_skeletons) {
  1165. mesh_storage->update_mesh_instances();
  1166. update_skeletons = false;
  1167. }
  1168. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1169. item_count = 0;
  1170. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
  1171. backbuffer_copy = false;
  1172. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1173. }
  1174. items[item_count++] = ci;
  1175. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1176. if (update_skeletons) {
  1177. mesh_storage->update_mesh_instances();
  1178. update_skeletons = false;
  1179. }
  1180. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1181. //then reset
  1182. item_count = 0;
  1183. }
  1184. ci = ci->next;
  1185. }
  1186. if (time_used) {
  1187. RenderingServerDefault::redraw_request();
  1188. }
  1189. }
  1190. RID RendererCanvasRenderRD::light_create() {
  1191. CanvasLight canvas_light;
  1192. return canvas_light_owner.make_rid(canvas_light);
  1193. }
  1194. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1195. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1196. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1197. ERR_FAIL_COND(!cl);
  1198. if (cl->texture == p_texture) {
  1199. return;
  1200. }
  1201. if (cl->texture.is_valid()) {
  1202. texture_storage->texture_remove_from_decal_atlas(cl->texture);
  1203. }
  1204. cl->texture = p_texture;
  1205. if (cl->texture.is_valid()) {
  1206. texture_storage->texture_add_to_decal_atlas(cl->texture);
  1207. }
  1208. }
  1209. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1210. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1211. ERR_FAIL_COND(!cl);
  1212. cl->shadow.enabled = p_enable;
  1213. }
  1214. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1215. if (state.shadow_fb == RID()) {
  1216. //ah, we lack the shadow texture..
  1217. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1218. Vector<RID> fb_textures;
  1219. { //texture
  1220. RD::TextureFormat tf;
  1221. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1222. tf.width = state.shadow_texture_size;
  1223. tf.height = state.max_lights_per_render * 2;
  1224. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1225. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1226. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1227. fb_textures.push_back(state.shadow_texture);
  1228. }
  1229. {
  1230. RD::TextureFormat tf;
  1231. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1232. tf.width = state.shadow_texture_size;
  1233. tf.height = state.max_lights_per_render * 2;
  1234. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1235. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1236. //chunks to write
  1237. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1238. fb_textures.push_back(state.shadow_depth_texture);
  1239. }
  1240. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1241. }
  1242. }
  1243. 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) {
  1244. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1245. ERR_FAIL_COND(!cl->shadow.enabled);
  1246. _update_shadow_atlas();
  1247. cl->shadow.z_far = p_far;
  1248. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1249. Vector<Color> cc;
  1250. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1251. for (int i = 0; i < 4; i++) {
  1252. //make sure it remains orthogonal, makes easy to read angle later
  1253. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1254. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1255. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1256. CameraMatrix projection;
  1257. {
  1258. real_t fov = 90;
  1259. real_t nearp = p_near;
  1260. real_t farp = p_far;
  1261. real_t aspect = 1.0;
  1262. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1263. real_t ymin = -ymax;
  1264. real_t xmin = ymin * aspect;
  1265. real_t xmax = ymax * aspect;
  1266. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1267. }
  1268. Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1269. projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1270. ShadowRenderPushConstant push_constant;
  1271. for (int y = 0; y < 4; y++) {
  1272. for (int x = 0; x < 4; x++) {
  1273. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1274. }
  1275. }
  1276. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1277. push_constant.direction[0] = directions[i].x;
  1278. push_constant.direction[1] = directions[i].y;
  1279. push_constant.z_far = p_far;
  1280. push_constant.pad = 0;
  1281. LightOccluderInstance *instance = p_occluders;
  1282. while (instance) {
  1283. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1284. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1285. instance = instance->next;
  1286. continue;
  1287. }
  1288. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1289. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1290. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1291. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1292. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1293. RD::get_singleton()->draw_list_draw(draw_list, true);
  1294. instance = instance->next;
  1295. }
  1296. RD::get_singleton()->draw_list_end();
  1297. }
  1298. }
  1299. 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) {
  1300. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1301. ERR_FAIL_COND(!cl->shadow.enabled);
  1302. _update_shadow_atlas();
  1303. Vector2 light_dir = p_light_xform.elements[1].normalized();
  1304. Vector2 center = p_clip_rect.get_center();
  1305. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1306. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1307. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1308. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1309. cl->shadow.z_far = distance;
  1310. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1311. Transform2D to_light_xform;
  1312. to_light_xform[2] = from_pos;
  1313. to_light_xform[1] = light_dir;
  1314. to_light_xform[0] = -light_dir.orthogonal();
  1315. to_light_xform.invert();
  1316. Vector<Color> cc;
  1317. cc.push_back(Color(1, 1, 1, 1));
  1318. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1319. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1320. CameraMatrix projection;
  1321. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1322. projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1323. ShadowRenderPushConstant push_constant;
  1324. for (int y = 0; y < 4; y++) {
  1325. for (int x = 0; x < 4; x++) {
  1326. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1327. }
  1328. }
  1329. push_constant.direction[0] = 0.0;
  1330. push_constant.direction[1] = 1.0;
  1331. push_constant.z_far = distance;
  1332. push_constant.pad = 0;
  1333. LightOccluderInstance *instance = p_occluders;
  1334. while (instance) {
  1335. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1336. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1337. instance = instance->next;
  1338. continue;
  1339. }
  1340. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1341. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1342. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1343. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1344. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1345. RD::get_singleton()->draw_list_draw(draw_list, true);
  1346. instance = instance->next;
  1347. }
  1348. RD::get_singleton()->draw_list_end();
  1349. Transform2D to_shadow;
  1350. to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
  1351. to_shadow.elements[2].x = 0.5;
  1352. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1353. }
  1354. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1355. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1356. RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
  1357. Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  1358. Transform2D to_sdf;
  1359. to_sdf.elements[0] *= rect.size.width;
  1360. to_sdf.elements[1] *= rect.size.height;
  1361. to_sdf.elements[2] = rect.position;
  1362. Transform2D to_clip;
  1363. to_clip.elements[0] *= 2.0;
  1364. to_clip.elements[1] *= 2.0;
  1365. to_clip.elements[2] = -Vector2(1.0, 1.0);
  1366. to_clip = to_clip * to_sdf.affine_inverse();
  1367. Vector<Color> cc;
  1368. cc.push_back(Color(0, 0, 0, 0));
  1369. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
  1370. CameraMatrix projection;
  1371. ShadowRenderPushConstant push_constant;
  1372. for (int y = 0; y < 4; y++) {
  1373. for (int x = 0; x < 4; x++) {
  1374. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1375. }
  1376. }
  1377. push_constant.direction[0] = 0.0;
  1378. push_constant.direction[1] = 0.0;
  1379. push_constant.z_far = 0;
  1380. push_constant.pad = 0;
  1381. LightOccluderInstance *instance = p_occluders;
  1382. while (instance) {
  1383. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1384. if (!co || co->sdf_index_array.is_null()) {
  1385. instance = instance->next;
  1386. continue;
  1387. }
  1388. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1389. 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]);
  1390. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1391. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1392. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1393. RD::get_singleton()->draw_list_draw(draw_list, true);
  1394. instance = instance->next;
  1395. }
  1396. RD::get_singleton()->draw_list_end();
  1397. texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1398. }
  1399. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1400. OccluderPolygon occluder;
  1401. occluder.line_point_count = 0;
  1402. occluder.sdf_point_count = 0;
  1403. occluder.sdf_index_count = 0;
  1404. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1405. return occluder_polygon_owner.make_rid(occluder);
  1406. }
  1407. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1408. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1409. ERR_FAIL_COND(!oc);
  1410. Vector<Vector2> lines;
  1411. if (p_points.size()) {
  1412. int lc = p_points.size() * 2;
  1413. lines.resize(lc - (p_closed ? 0 : 2));
  1414. {
  1415. Vector2 *w = lines.ptrw();
  1416. const Vector2 *r = p_points.ptr();
  1417. int max = lc / 2;
  1418. if (!p_closed) {
  1419. max--;
  1420. }
  1421. for (int i = 0; i < max; i++) {
  1422. Vector2 a = r[i];
  1423. Vector2 b = r[(i + 1) % (lc / 2)];
  1424. w[i * 2 + 0] = a;
  1425. w[i * 2 + 1] = b;
  1426. }
  1427. }
  1428. }
  1429. if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
  1430. RD::get_singleton()->free(oc->vertex_array);
  1431. RD::get_singleton()->free(oc->vertex_buffer);
  1432. RD::get_singleton()->free(oc->index_array);
  1433. RD::get_singleton()->free(oc->index_buffer);
  1434. oc->vertex_array = RID();
  1435. oc->vertex_buffer = RID();
  1436. oc->index_array = RID();
  1437. oc->index_buffer = RID();
  1438. oc->line_point_count = lines.size();
  1439. }
  1440. if (lines.size()) {
  1441. Vector<uint8_t> geometry;
  1442. Vector<uint8_t> indices;
  1443. int lc = lines.size();
  1444. geometry.resize(lc * 6 * sizeof(float));
  1445. indices.resize(lc * 3 * sizeof(uint16_t));
  1446. {
  1447. uint8_t *vw = geometry.ptrw();
  1448. float *vwptr = (float *)vw;
  1449. uint8_t *iw = indices.ptrw();
  1450. uint16_t *iwptr = (uint16_t *)iw;
  1451. const Vector2 *lr = lines.ptr();
  1452. const int POLY_HEIGHT = 16384;
  1453. for (int i = 0; i < lc / 2; i++) {
  1454. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1455. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1456. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1457. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1458. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1459. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1460. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1461. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1462. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1463. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1464. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1465. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1466. iwptr[i * 6 + 0] = i * 4 + 0;
  1467. iwptr[i * 6 + 1] = i * 4 + 1;
  1468. iwptr[i * 6 + 2] = i * 4 + 2;
  1469. iwptr[i * 6 + 3] = i * 4 + 2;
  1470. iwptr[i * 6 + 4] = i * 4 + 3;
  1471. iwptr[i * 6 + 5] = i * 4 + 0;
  1472. }
  1473. }
  1474. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1475. if (oc->vertex_array.is_null()) {
  1476. //create from scratch
  1477. //vertices
  1478. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1479. Vector<RID> buffer;
  1480. buffer.push_back(oc->vertex_buffer);
  1481. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1482. //indices
  1483. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1484. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1485. } else {
  1486. //update existing
  1487. const uint8_t *vr = geometry.ptr();
  1488. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1489. const uint8_t *ir = indices.ptr();
  1490. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1491. }
  1492. }
  1493. // sdf
  1494. Vector<int> sdf_indices;
  1495. if (p_points.size()) {
  1496. if (p_closed) {
  1497. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1498. oc->sdf_is_lines = false;
  1499. } else {
  1500. int max = p_points.size();
  1501. sdf_indices.resize(max * 2);
  1502. int *iw = sdf_indices.ptrw();
  1503. for (int i = 0; i < max; i++) {
  1504. iw[i * 2 + 0] = i;
  1505. iw[i * 2 + 1] = (i + 1) % max;
  1506. }
  1507. oc->sdf_is_lines = true;
  1508. }
  1509. }
  1510. if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
  1511. RD::get_singleton()->free(oc->sdf_vertex_array);
  1512. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1513. RD::get_singleton()->free(oc->sdf_index_array);
  1514. RD::get_singleton()->free(oc->sdf_index_buffer);
  1515. oc->sdf_vertex_array = RID();
  1516. oc->sdf_vertex_buffer = RID();
  1517. oc->sdf_index_array = RID();
  1518. oc->sdf_index_buffer = RID();
  1519. oc->sdf_index_count = sdf_indices.size();
  1520. oc->sdf_point_count = p_points.size();
  1521. oc->sdf_is_lines = false;
  1522. }
  1523. if (sdf_indices.size()) {
  1524. if (oc->sdf_vertex_array.is_null()) {
  1525. //create from scratch
  1526. //vertices
  1527. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
  1528. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1529. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1530. Vector<RID> buffer;
  1531. buffer.push_back(oc->sdf_vertex_buffer);
  1532. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1533. //indices
  1534. } else {
  1535. //update existing
  1536. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
  1537. RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1538. }
  1539. }
  1540. }
  1541. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1542. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1543. ERR_FAIL_COND(!oc);
  1544. oc->cull_mode = p_mode;
  1545. }
  1546. void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
  1547. //compile
  1548. code = p_code;
  1549. valid = false;
  1550. ubo_size = 0;
  1551. uniforms.clear();
  1552. uses_screen_texture = false;
  1553. uses_sdf = false;
  1554. uses_time = false;
  1555. if (code.is_empty()) {
  1556. return; //just invalid, but no error
  1557. }
  1558. ShaderCompiler::GeneratedCode gen_code;
  1559. int blend_mode = BLEND_MODE_MIX;
  1560. uses_screen_texture = false;
  1561. ShaderCompiler::IdentifierActions actions;
  1562. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  1563. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  1564. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  1565. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1566. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1567. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1568. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1569. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1570. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1571. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1572. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1573. actions.usage_flag_pointers["TIME"] = &uses_time;
  1574. actions.uniforms = &uniforms;
  1575. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1576. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1577. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  1578. if (version.is_null()) {
  1579. version = canvas_singleton->shader.canvas_shader.version_create();
  1580. }
  1581. #if 0
  1582. print_line("**compiling shader:");
  1583. print_line("**defines:\n");
  1584. for (int i = 0; i < gen_code.defines.size(); i++) {
  1585. print_line(gen_code.defines[i]);
  1586. }
  1587. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1588. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1589. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1590. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1591. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1592. print_line("\n**light_code:\n" + gen_code.light);
  1593. #endif
  1594. 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);
  1595. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1596. ubo_size = gen_code.uniform_total_size;
  1597. ubo_offsets = gen_code.uniform_offsets;
  1598. texture_uniforms = gen_code.texture_uniforms;
  1599. //update them pipelines
  1600. RD::PipelineColorBlendState::Attachment attachment;
  1601. switch (blend_mode) {
  1602. case BLEND_MODE_DISABLED: {
  1603. // nothing to do here, disabled by default
  1604. } break;
  1605. case BLEND_MODE_MIX: {
  1606. attachment.enable_blend = true;
  1607. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1608. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1609. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1610. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1611. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1612. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1613. } break;
  1614. case BLEND_MODE_ADD: {
  1615. attachment.enable_blend = true;
  1616. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1617. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1618. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1619. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1620. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1621. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1622. } break;
  1623. case BLEND_MODE_SUB: {
  1624. attachment.enable_blend = true;
  1625. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1626. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1627. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1628. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1629. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1630. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1631. } break;
  1632. case BLEND_MODE_MUL: {
  1633. attachment.enable_blend = true;
  1634. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1635. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1636. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1637. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1638. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1639. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1640. } break;
  1641. case BLEND_MODE_PMALPHA: {
  1642. attachment.enable_blend = true;
  1643. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1644. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1645. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1646. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1647. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1648. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1649. } break;
  1650. }
  1651. RD::PipelineColorBlendState blend_state;
  1652. blend_state.attachments.push_back(attachment);
  1653. //update pipelines
  1654. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1655. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1656. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1657. RD::RENDER_PRIMITIVE_TRIANGLES,
  1658. RD::RENDER_PRIMITIVE_TRIANGLES,
  1659. RD::RENDER_PRIMITIVE_TRIANGLES,
  1660. RD::RENDER_PRIMITIVE_LINES,
  1661. RD::RENDER_PRIMITIVE_POINTS,
  1662. RD::RENDER_PRIMITIVE_TRIANGLES,
  1663. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1664. RD::RENDER_PRIMITIVE_LINES,
  1665. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1666. RD::RENDER_PRIMITIVE_POINTS,
  1667. };
  1668. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1669. { //non lit
  1670. SHADER_VARIANT_QUAD,
  1671. SHADER_VARIANT_NINEPATCH,
  1672. SHADER_VARIANT_PRIMITIVE,
  1673. SHADER_VARIANT_PRIMITIVE,
  1674. SHADER_VARIANT_PRIMITIVE_POINTS,
  1675. SHADER_VARIANT_ATTRIBUTES,
  1676. SHADER_VARIANT_ATTRIBUTES,
  1677. SHADER_VARIANT_ATTRIBUTES,
  1678. SHADER_VARIANT_ATTRIBUTES,
  1679. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1680. { //lit
  1681. SHADER_VARIANT_QUAD_LIGHT,
  1682. SHADER_VARIANT_NINEPATCH_LIGHT,
  1683. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1684. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1685. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1686. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1687. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1688. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1689. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1690. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1691. };
  1692. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1693. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1694. }
  1695. }
  1696. valid = true;
  1697. }
  1698. void RendererCanvasRenderRD::CanvasShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) {
  1699. if (!p_texture.is_valid()) {
  1700. if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
  1701. default_texture_params[p_name].erase(p_index);
  1702. if (default_texture_params[p_name].is_empty()) {
  1703. default_texture_params.erase(p_name);
  1704. }
  1705. }
  1706. } else {
  1707. if (!default_texture_params.has(p_name)) {
  1708. default_texture_params[p_name] = Map<int, RID>();
  1709. }
  1710. default_texture_params[p_name][p_index] = p_texture;
  1711. }
  1712. }
  1713. void RendererCanvasRenderRD::CanvasShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1714. Map<int, StringName> order;
  1715. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  1716. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1717. continue;
  1718. }
  1719. if (E.value.texture_order >= 0) {
  1720. order[E.value.texture_order + 100000] = E.key;
  1721. } else {
  1722. order[E.value.order] = E.key;
  1723. }
  1724. }
  1725. for (const KeyValue<int, StringName> &E : order) {
  1726. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
  1727. pi.name = E.value;
  1728. p_param_list->push_back(pi);
  1729. }
  1730. }
  1731. void RendererCanvasRenderRD::CanvasShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
  1732. for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
  1733. if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1734. continue;
  1735. }
  1736. RendererMaterialStorage::InstanceShaderParam p;
  1737. p.info = ShaderLanguage::uniform_to_property_info(E.value);
  1738. p.info.name = E.key; //supply name
  1739. p.index = E.value.instance_index;
  1740. p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
  1741. p_param_list->push_back(p);
  1742. }
  1743. }
  1744. bool RendererCanvasRenderRD::CanvasShaderData::is_param_texture(const StringName &p_param) const {
  1745. if (!uniforms.has(p_param)) {
  1746. return false;
  1747. }
  1748. return uniforms[p_param].texture_order >= 0;
  1749. }
  1750. bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
  1751. return false;
  1752. }
  1753. bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
  1754. return false;
  1755. }
  1756. Variant RendererCanvasRenderRD::CanvasShaderData::get_default_parameter(const StringName &p_parameter) const {
  1757. if (uniforms.has(p_parameter)) {
  1758. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1759. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1760. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint);
  1761. }
  1762. return Variant();
  1763. }
  1764. RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
  1765. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1766. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1767. }
  1768. RendererCanvasRenderRD::CanvasShaderData::CanvasShaderData() {
  1769. valid = false;
  1770. uses_screen_texture = false;
  1771. uses_sdf = false;
  1772. }
  1773. RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
  1774. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1775. ERR_FAIL_COND(!canvas_singleton);
  1776. //pipeline variants will clear themselves if shader is gone
  1777. if (version.is_valid()) {
  1778. canvas_singleton->shader.canvas_shader.version_free(version);
  1779. }
  1780. }
  1781. RendererRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1782. CanvasShaderData *shader_data = memnew(CanvasShaderData);
  1783. return shader_data;
  1784. }
  1785. bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1786. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1787. return 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);
  1788. }
  1789. RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
  1790. free_parameters_uniform_set(uniform_set);
  1791. }
  1792. RendererRD::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
  1793. CanvasMaterialData *material_data = memnew(CanvasMaterialData);
  1794. material_data->shader_data = p_shader;
  1795. //update will happen later anyway so do nothing.
  1796. return material_data;
  1797. }
  1798. void RendererCanvasRenderRD::set_time(double p_time) {
  1799. state.time = p_time;
  1800. }
  1801. void RendererCanvasRenderRD::update() {
  1802. }
  1803. RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
  1804. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1805. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1806. storage = p_storage;
  1807. { //create default samplers
  1808. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1809. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1810. }
  1811. { //shader variants
  1812. String global_defines;
  1813. uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1814. if (uniform_max_size < 65536) {
  1815. //Yes, you guessed right, ARM again
  1816. state.max_lights_per_render = 64;
  1817. global_defines += "#define MAX_LIGHTS 64\n";
  1818. } else {
  1819. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1820. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1821. }
  1822. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1823. Vector<String> variants;
  1824. //non light variants
  1825. variants.push_back(""); //none by default is first variant
  1826. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1827. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1828. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1829. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1830. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1831. //light variants
  1832. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1833. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1834. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1835. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1836. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1837. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1838. shader.canvas_shader.initialize(variants, global_defines);
  1839. shader.default_version = shader.canvas_shader.version_create();
  1840. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1841. RD::PipelineColorBlendState blend_state;
  1842. RD::PipelineColorBlendState::Attachment blend_attachment;
  1843. blend_attachment.enable_blend = true;
  1844. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1845. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1846. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1847. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1848. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1849. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1850. blend_state.attachments.push_back(blend_attachment);
  1851. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1852. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1853. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1854. RD::RENDER_PRIMITIVE_TRIANGLES,
  1855. RD::RENDER_PRIMITIVE_TRIANGLES,
  1856. RD::RENDER_PRIMITIVE_TRIANGLES,
  1857. RD::RENDER_PRIMITIVE_LINES,
  1858. RD::RENDER_PRIMITIVE_POINTS,
  1859. RD::RENDER_PRIMITIVE_TRIANGLES,
  1860. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1861. RD::RENDER_PRIMITIVE_LINES,
  1862. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1863. RD::RENDER_PRIMITIVE_POINTS,
  1864. };
  1865. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1866. { //non lit
  1867. SHADER_VARIANT_QUAD,
  1868. SHADER_VARIANT_NINEPATCH,
  1869. SHADER_VARIANT_PRIMITIVE,
  1870. SHADER_VARIANT_PRIMITIVE,
  1871. SHADER_VARIANT_PRIMITIVE_POINTS,
  1872. SHADER_VARIANT_ATTRIBUTES,
  1873. SHADER_VARIANT_ATTRIBUTES,
  1874. SHADER_VARIANT_ATTRIBUTES,
  1875. SHADER_VARIANT_ATTRIBUTES,
  1876. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1877. { //lit
  1878. SHADER_VARIANT_QUAD_LIGHT,
  1879. SHADER_VARIANT_NINEPATCH_LIGHT,
  1880. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1881. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1882. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1883. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1884. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1885. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1886. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1887. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1888. };
  1889. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1890. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1891. }
  1892. }
  1893. }
  1894. {
  1895. //shader compiler
  1896. ShaderCompiler::DefaultIdentifierActions actions;
  1897. actions.renames["VERTEX"] = "vertex";
  1898. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1899. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1900. actions.renames["UV"] = "uv";
  1901. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1902. actions.renames["MODEL_MATRIX"] = "model_matrix";
  1903. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1904. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1905. actions.renames["TIME"] = "canvas_data.time";
  1906. actions.renames["PI"] = _MKSTR(Math_PI);
  1907. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1908. actions.renames["E"] = _MKSTR(Math_E);
  1909. actions.renames["AT_LIGHT_PASS"] = "false";
  1910. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1911. actions.renames["COLOR"] = "color";
  1912. actions.renames["NORMAL"] = "normal";
  1913. actions.renames["NORMAL_MAP"] = "normal_map";
  1914. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1915. actions.renames["TEXTURE"] = "color_texture";
  1916. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1917. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1918. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1919. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1920. actions.renames["SCREEN_UV"] = "screen_uv";
  1921. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1922. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1923. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1924. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1925. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  1926. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  1927. actions.renames["LIGHT_POSITION"] = "light_position";
  1928. actions.renames["LIGHT_COLOR"] = "light_color";
  1929. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1930. actions.renames["LIGHT"] = "light";
  1931. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1932. actions.renames["texture_sdf"] = "texture_sdf";
  1933. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1934. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1935. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1936. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1937. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1938. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1939. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1940. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1941. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1942. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1943. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1944. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1945. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1946. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1947. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1948. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1949. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  1950. actions.sampler_array_name = "material_samplers";
  1951. actions.base_texture_binding_index = 1;
  1952. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1953. actions.base_uniform_string = "material.";
  1954. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1955. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1956. actions.base_varying_index = 4;
  1957. actions.global_buffer_array_variable = "global_variables.data";
  1958. shader.compiler.initialize(actions);
  1959. }
  1960. { //shadow rendering
  1961. Vector<String> versions;
  1962. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  1963. versions.push_back("\n#define MODE_SDF\n"); //sdf
  1964. shadow_render.shader.initialize(versions);
  1965. {
  1966. Vector<RD::AttachmentFormat> attachments;
  1967. RD::AttachmentFormat af_color;
  1968. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1969. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1970. attachments.push_back(af_color);
  1971. RD::AttachmentFormat af_depth;
  1972. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1973. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1974. attachments.push_back(af_depth);
  1975. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1976. }
  1977. {
  1978. Vector<RD::AttachmentFormat> attachments;
  1979. RD::AttachmentFormat af_color;
  1980. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  1981. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1982. attachments.push_back(af_color);
  1983. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1984. }
  1985. //pipelines
  1986. Vector<RD::VertexAttribute> vf;
  1987. RD::VertexAttribute vd;
  1988. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
  1989. vd.location = 0;
  1990. vd.offset = 0;
  1991. vd.stride = sizeof(real_t) * 3;
  1992. vf.push_back(vd);
  1993. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1994. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
  1995. vd.stride = sizeof(real_t) * 2;
  1996. vf.write[0] = vd;
  1997. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1998. shadow_render.shader_version = shadow_render.shader.version_create();
  1999. for (int i = 0; i < 3; i++) {
  2000. RD::PipelineRasterizationState rs;
  2001. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  2002. RD::PipelineDepthStencilState ds;
  2003. ds.enable_depth_write = true;
  2004. ds.enable_depth_test = true;
  2005. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  2006. 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);
  2007. }
  2008. for (int i = 0; i < 2; i++) {
  2009. 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);
  2010. }
  2011. }
  2012. { //bindings
  2013. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2014. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2015. RD::SamplerState shadow_sampler_state;
  2016. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2017. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2018. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2019. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2020. shadow_sampler_state.enable_compare = true;
  2021. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2022. }
  2023. {
  2024. //polygon buffers
  2025. polygon_buffers.last_id = 1;
  2026. }
  2027. { // default index buffer
  2028. Vector<uint8_t> pv;
  2029. pv.resize(6 * 4);
  2030. {
  2031. uint8_t *w = pv.ptrw();
  2032. int *p32 = (int *)w;
  2033. p32[0] = 0;
  2034. p32[1] = 1;
  2035. p32[2] = 2;
  2036. p32[3] = 0;
  2037. p32[4] = 2;
  2038. p32[5] = 3;
  2039. }
  2040. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  2041. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2042. }
  2043. { //primitive
  2044. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2045. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2046. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2047. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2048. }
  2049. { //default skeleton buffer
  2050. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  2051. SkeletonUniform su;
  2052. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  2053. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  2054. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  2055. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  2056. }
  2057. {
  2058. //default shadow texture to keep uniform set happy
  2059. RD::TextureFormat tf;
  2060. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2061. tf.width = 4;
  2062. tf.height = 4;
  2063. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2064. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2065. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2066. }
  2067. {
  2068. Vector<RD::Uniform> uniforms;
  2069. {
  2070. RD::Uniform u;
  2071. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2072. u.binding = 0;
  2073. u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
  2074. uniforms.push_back(u);
  2075. }
  2076. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2077. }
  2078. default_canvas_texture = texture_storage->canvas_texture_allocate();
  2079. texture_storage->canvas_texture_initialize(default_canvas_texture);
  2080. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2081. //create functions for shader and material
  2082. material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_2D, _create_shader_funcs);
  2083. material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_2D, _create_material_funcs);
  2084. state.time = 0;
  2085. {
  2086. default_canvas_group_shader = material_storage->shader_allocate();
  2087. material_storage->shader_initialize(default_canvas_group_shader);
  2088. material_storage->shader_set_code(default_canvas_group_shader, R"(
  2089. // Default CanvasGroup shader.
  2090. shader_type canvas_item;
  2091. void fragment() {
  2092. vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
  2093. if (c.a > 0.0001) {
  2094. c.rgb /= c.a;
  2095. }
  2096. COLOR *= c;
  2097. }
  2098. )");
  2099. default_canvas_group_material = material_storage->material_allocate();
  2100. material_storage->material_initialize(default_canvas_group_material);
  2101. material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2102. }
  2103. static_assert(sizeof(PushConstant) == 128);
  2104. }
  2105. bool RendererCanvasRenderRD::free(RID p_rid) {
  2106. if (canvas_light_owner.owns(p_rid)) {
  2107. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  2108. ERR_FAIL_COND_V(!cl, false);
  2109. light_set_use_shadow(p_rid, false);
  2110. canvas_light_owner.free(p_rid);
  2111. } else if (occluder_polygon_owner.owns(p_rid)) {
  2112. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2113. occluder_polygon_owner.free(p_rid);
  2114. } else {
  2115. return false;
  2116. }
  2117. return true;
  2118. }
  2119. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2120. p_size = nearest_power_of_2_templated(p_size);
  2121. if (p_size == state.shadow_texture_size) {
  2122. return;
  2123. }
  2124. state.shadow_texture_size = p_size;
  2125. if (state.shadow_fb.is_valid()) {
  2126. RD::get_singleton()->free(state.shadow_texture);
  2127. RD::get_singleton()->free(state.shadow_depth_texture);
  2128. state.shadow_fb = RID();
  2129. {
  2130. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2131. RD::TextureFormat tf;
  2132. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2133. tf.width = 4;
  2134. tf.height = 4;
  2135. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2136. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2137. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2138. }
  2139. }
  2140. }
  2141. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2142. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2143. //canvas state
  2144. material_storage->material_free(default_canvas_group_material);
  2145. material_storage->shader_free(default_canvas_group_shader);
  2146. {
  2147. if (state.canvas_state_buffer.is_valid()) {
  2148. RD::get_singleton()->free(state.canvas_state_buffer);
  2149. }
  2150. memdelete_arr(state.light_uniforms);
  2151. RD::get_singleton()->free(state.lights_uniform_buffer);
  2152. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2153. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2154. }
  2155. //shadow rendering
  2156. {
  2157. shadow_render.shader.version_free(shadow_render.shader_version);
  2158. //this will also automatically clear all pipelines
  2159. RD::get_singleton()->free(state.shadow_sampler);
  2160. }
  2161. //bindings
  2162. //shaders
  2163. shader.canvas_shader.version_free(shader.default_version);
  2164. //buffers
  2165. {
  2166. RD::get_singleton()->free(shader.quad_index_array);
  2167. RD::get_singleton()->free(shader.quad_index_buffer);
  2168. //primitives are erase by dependency
  2169. }
  2170. if (state.shadow_fb.is_valid()) {
  2171. RD::get_singleton()->free(state.shadow_depth_texture);
  2172. }
  2173. RD::get_singleton()->free(state.shadow_texture);
  2174. RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
  2175. //pipelines don't need freeing, they are all gone after shaders are gone
  2176. }