renderer_canvas_render_rd.cpp 110 KB

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