renderer_canvas_render_rd.cpp 99 KB

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  1. /*************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_funcs.h"
  34. #include "renderer_compositor_rd.h"
  35. #include "servers/rendering/rendering_server_default.h"
  36. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  37. p_mat4[0] = p_transform.elements[0][0];
  38. p_mat4[1] = p_transform.elements[0][1];
  39. p_mat4[2] = 0;
  40. p_mat4[3] = 0;
  41. p_mat4[4] = p_transform.elements[1][0];
  42. p_mat4[5] = p_transform.elements[1][1];
  43. p_mat4[6] = 0;
  44. p_mat4[7] = 0;
  45. p_mat4[8] = 0;
  46. p_mat4[9] = 0;
  47. p_mat4[10] = 1;
  48. p_mat4[11] = 0;
  49. p_mat4[12] = p_transform.elements[2][0];
  50. p_mat4[13] = p_transform.elements[2][1];
  51. p_mat4[14] = 0;
  52. p_mat4[15] = 1;
  53. }
  54. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  55. p_mat2x4[0] = p_transform.elements[0][0];
  56. p_mat2x4[1] = p_transform.elements[1][0];
  57. p_mat2x4[2] = 0;
  58. p_mat2x4[3] = p_transform.elements[2][0];
  59. p_mat2x4[4] = p_transform.elements[0][1];
  60. p_mat2x4[5] = p_transform.elements[1][1];
  61. p_mat2x4[6] = 0;
  62. p_mat2x4[7] = p_transform.elements[2][1];
  63. }
  64. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  65. p_mat2x3[0] = p_transform.elements[0][0];
  66. p_mat2x3[1] = p_transform.elements[0][1];
  67. p_mat2x3[2] = p_transform.elements[1][0];
  68. p_mat2x3[3] = p_transform.elements[1][1];
  69. p_mat2x3[4] = p_transform.elements[2][0];
  70. p_mat2x3[5] = p_transform.elements[2][1];
  71. }
  72. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) {
  73. p_mat4[0] = p_transform.basis.elements[0][0];
  74. p_mat4[1] = p_transform.basis.elements[1][0];
  75. p_mat4[2] = p_transform.basis.elements[2][0];
  76. p_mat4[3] = 0;
  77. p_mat4[4] = p_transform.basis.elements[0][1];
  78. p_mat4[5] = p_transform.basis.elements[1][1];
  79. p_mat4[6] = p_transform.basis.elements[2][1];
  80. p_mat4[7] = 0;
  81. p_mat4[8] = p_transform.basis.elements[0][2];
  82. p_mat4[9] = p_transform.basis.elements[1][2];
  83. p_mat4[10] = p_transform.basis.elements[2][2];
  84. p_mat4[11] = 0;
  85. p_mat4[12] = p_transform.origin.x;
  86. p_mat4[13] = p_transform.origin.y;
  87. p_mat4[14] = p_transform.origin.z;
  88. p_mat4[15] = 1;
  89. }
  90. 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) {
  91. // Care must be taken to generate array formats
  92. // in ways where they could be reused, so we will
  93. // put single-occuring elements first, and repeated
  94. // elements later. This way the generated formats are
  95. // the same no matter the length of the arrays.
  96. // This dramatically reduces the amount of pipeline objects
  97. // that need to be created for these formats.
  98. uint32_t vertex_count = p_points.size();
  99. uint32_t stride = 2; //vertices always repeat
  100. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  101. stride += 4;
  102. }
  103. if ((uint32_t)p_uvs.size() == vertex_count) {
  104. stride += 2;
  105. }
  106. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  107. stride += 4;
  108. }
  109. uint32_t buffer_size = stride * p_points.size();
  110. Vector<uint8_t> polygon_buffer;
  111. polygon_buffer.resize(buffer_size * sizeof(float));
  112. Vector<RD::VertexAttribute> descriptions;
  113. descriptions.resize(5);
  114. Vector<RID> buffers;
  115. buffers.resize(5);
  116. {
  117. const uint8_t *r = polygon_buffer.ptr();
  118. float *fptr = (float *)r;
  119. uint32_t *uptr = (uint32_t *)r;
  120. uint32_t base_offset = 0;
  121. { //vertices
  122. RD::VertexAttribute vd;
  123. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  124. vd.offset = base_offset * sizeof(float);
  125. vd.location = RS::ARRAY_VERTEX;
  126. vd.stride = stride * sizeof(float);
  127. descriptions.write[0] = vd;
  128. const Vector2 *points_ptr = p_points.ptr();
  129. for (uint32_t i = 0; i < vertex_count; i++) {
  130. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  131. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  132. }
  133. base_offset += 2;
  134. }
  135. //colors
  136. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  137. RD::VertexAttribute vd;
  138. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  139. vd.offset = base_offset * sizeof(float);
  140. vd.location = RS::ARRAY_COLOR;
  141. vd.stride = stride * sizeof(float);
  142. descriptions.write[1] = vd;
  143. if (p_colors.size() == 1) {
  144. Color color = p_colors[0];
  145. for (uint32_t i = 0; i < vertex_count; i++) {
  146. fptr[base_offset + i * stride + 0] = color.r;
  147. fptr[base_offset + i * stride + 1] = color.g;
  148. fptr[base_offset + i * stride + 2] = color.b;
  149. fptr[base_offset + i * stride + 3] = color.a;
  150. }
  151. } else {
  152. const Color *color_ptr = p_colors.ptr();
  153. for (uint32_t i = 0; i < vertex_count; i++) {
  154. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  155. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  156. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  157. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  158. }
  159. }
  160. base_offset += 4;
  161. } else {
  162. RD::VertexAttribute vd;
  163. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  164. vd.offset = 0;
  165. vd.location = RS::ARRAY_COLOR;
  166. vd.stride = 0;
  167. descriptions.write[1] = vd;
  168. buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
  169. }
  170. //uvs
  171. if ((uint32_t)p_uvs.size() == vertex_count) {
  172. RD::VertexAttribute vd;
  173. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  174. vd.offset = base_offset * sizeof(float);
  175. vd.location = RS::ARRAY_TEX_UV;
  176. vd.stride = stride * sizeof(float);
  177. descriptions.write[2] = vd;
  178. const Vector2 *uv_ptr = p_uvs.ptr();
  179. for (uint32_t i = 0; i < vertex_count; i++) {
  180. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  181. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  182. }
  183. base_offset += 2;
  184. } else {
  185. RD::VertexAttribute vd;
  186. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  187. vd.offset = 0;
  188. vd.location = RS::ARRAY_TEX_UV;
  189. vd.stride = 0;
  190. descriptions.write[2] = vd;
  191. buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
  192. }
  193. //bones
  194. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  195. RD::VertexAttribute vd;
  196. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  197. vd.offset = base_offset * sizeof(float);
  198. vd.location = RS::ARRAY_BONES;
  199. vd.stride = stride * sizeof(float);
  200. descriptions.write[3] = vd;
  201. const int *bone_ptr = p_bones.ptr();
  202. for (uint32_t i = 0; i < vertex_count; i++) {
  203. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  204. bone16w[0] = bone_ptr[i * 4 + 0];
  205. bone16w[1] = bone_ptr[i * 4 + 1];
  206. bone16w[2] = bone_ptr[i * 4 + 2];
  207. bone16w[3] = bone_ptr[i * 4 + 3];
  208. }
  209. base_offset += 2;
  210. } else {
  211. RD::VertexAttribute vd;
  212. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  213. vd.offset = 0;
  214. vd.location = RS::ARRAY_BONES;
  215. vd.stride = 0;
  216. descriptions.write[3] = vd;
  217. buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  218. }
  219. //weights
  220. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  221. RD::VertexAttribute vd;
  222. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  223. vd.offset = base_offset * sizeof(float);
  224. vd.location = RS::ARRAY_WEIGHTS;
  225. vd.stride = stride * sizeof(float);
  226. descriptions.write[4] = vd;
  227. const float *weight_ptr = p_weights.ptr();
  228. for (uint32_t i = 0; i < vertex_count; i++) {
  229. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  230. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  231. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  232. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  233. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  234. }
  235. base_offset += 2;
  236. } else {
  237. RD::VertexAttribute vd;
  238. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  239. vd.offset = 0;
  240. vd.location = RS::ARRAY_WEIGHTS;
  241. vd.stride = 0;
  242. descriptions.write[4] = vd;
  243. buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  244. }
  245. //check that everything is as it should be
  246. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  247. }
  248. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  249. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  250. PolygonBuffers pb;
  251. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  252. for (int i = 0; i < descriptions.size(); i++) {
  253. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  254. buffers.write[i] = pb.vertex_buffer;
  255. }
  256. }
  257. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  258. if (p_indices.size()) {
  259. //create indices, as indices were requested
  260. Vector<uint8_t> index_buffer;
  261. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  262. {
  263. uint8_t *w = index_buffer.ptrw();
  264. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  265. }
  266. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  267. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  268. }
  269. pb.vertex_format_id = vertex_id;
  270. PolygonID id = polygon_buffers.last_id++;
  271. polygon_buffers.polygons[id] = pb;
  272. return id;
  273. }
  274. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  275. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  276. ERR_FAIL_COND(!pb_ptr);
  277. PolygonBuffers &pb = *pb_ptr;
  278. if (pb.indices.is_valid()) {
  279. RD::get_singleton()->free(pb.indices);
  280. }
  281. if (pb.index_buffer.is_valid()) {
  282. RD::get_singleton()->free(pb.index_buffer);
  283. }
  284. RD::get_singleton()->free(pb.vertex_array);
  285. RD::get_singleton()->free(pb.vertex_buffer);
  286. polygon_buffers.polygons.erase(p_polygon);
  287. }
  288. ////////////////////
  289. 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) {
  290. if (p_texture == RID()) {
  291. p_texture = default_canvas_texture;
  292. }
  293. if (r_last_texture == p_texture) {
  294. return; //nothing to do, its the same
  295. }
  296. RID uniform_set;
  297. Color specular_shininess;
  298. Size2i size;
  299. bool use_normal;
  300. bool use_specular;
  301. bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
  302. //something odd happened
  303. if (!success) {
  304. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  305. return;
  306. }
  307. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  308. if (specular_shininess.a < 0.999) {
  309. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  310. } else {
  311. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  312. }
  313. if (use_normal) {
  314. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  315. } else {
  316. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  317. }
  318. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  319. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  320. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  321. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  322. r_texpixel_size.x = 1.0 / float(size.x);
  323. r_texpixel_size.y = 1.0 / float(size.y);
  324. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  325. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  326. r_last_texture = p_texture;
  327. }
  328. 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) {
  329. //create an empty push constant
  330. RS::CanvasItemTextureFilter current_filter = default_filter;
  331. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  332. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  333. current_filter = p_item->texture_filter;
  334. }
  335. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  336. current_repeat = p_item->texture_repeat;
  337. }
  338. PushConstant push_constant;
  339. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  340. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  341. Color base_color = p_item->final_modulate;
  342. for (int i = 0; i < 4; i++) {
  343. push_constant.modulation[i] = 0;
  344. push_constant.ninepatch_margins[i] = 0;
  345. push_constant.src_rect[i] = 0;
  346. push_constant.dst_rect[i] = 0;
  347. }
  348. push_constant.flags = 0;
  349. push_constant.color_texture_pixel_size[0] = 0;
  350. push_constant.color_texture_pixel_size[1] = 0;
  351. push_constant.pad[0] = 0;
  352. push_constant.pad[1] = 0;
  353. push_constant.lights[0] = 0;
  354. push_constant.lights[1] = 0;
  355. push_constant.lights[2] = 0;
  356. push_constant.lights[3] = 0;
  357. uint32_t base_flags = 0;
  358. uint16_t light_count = 0;
  359. PipelineLightMode light_mode;
  360. {
  361. Light *light = p_lights;
  362. while (light) {
  363. 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)) {
  364. uint32_t light_index = light->render_index_cache;
  365. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  366. light_count++;
  367. if (light_count == MAX_LIGHTS_PER_ITEM) {
  368. break;
  369. }
  370. }
  371. light = light->next_ptr;
  372. }
  373. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  374. }
  375. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  376. PipelineVariants *pipeline_variants = p_pipeline_variants;
  377. bool reclip = false;
  378. RID last_texture;
  379. Size2 texpixel_size;
  380. const Item::Command *c = p_item->commands;
  381. while (c) {
  382. push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
  383. switch (c->type) {
  384. case Item::Command::TYPE_RECT: {
  385. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  386. //bind pipeline
  387. {
  388. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  389. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  390. }
  391. //bind textures
  392. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  393. Rect2 src_rect;
  394. Rect2 dst_rect;
  395. if (rect->texture != RID()) {
  396. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  397. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  398. if (dst_rect.size.width < 0) {
  399. dst_rect.position.x += dst_rect.size.width;
  400. dst_rect.size.width *= -1;
  401. }
  402. if (dst_rect.size.height < 0) {
  403. dst_rect.position.y += dst_rect.size.height;
  404. dst_rect.size.height *= -1;
  405. }
  406. if (rect->flags & CANVAS_RECT_FLIP_H) {
  407. src_rect.size.x *= -1;
  408. }
  409. if (rect->flags & CANVAS_RECT_FLIP_V) {
  410. src_rect.size.y *= -1;
  411. }
  412. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  413. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  414. }
  415. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  416. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  417. }
  418. } else {
  419. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  420. if (dst_rect.size.width < 0) {
  421. dst_rect.position.x += dst_rect.size.width;
  422. dst_rect.size.width *= -1;
  423. }
  424. if (dst_rect.size.height < 0) {
  425. dst_rect.position.y += dst_rect.size.height;
  426. dst_rect.size.height *= -1;
  427. }
  428. src_rect = Rect2(0, 0, 1, 1);
  429. }
  430. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  431. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  432. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  433. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  434. push_constant.src_rect[0] = src_rect.position.x;
  435. push_constant.src_rect[1] = src_rect.position.y;
  436. push_constant.src_rect[2] = src_rect.size.width;
  437. push_constant.src_rect[3] = src_rect.size.height;
  438. push_constant.dst_rect[0] = dst_rect.position.x;
  439. push_constant.dst_rect[1] = dst_rect.position.y;
  440. push_constant.dst_rect[2] = dst_rect.size.width;
  441. push_constant.dst_rect[3] = dst_rect.size.height;
  442. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  443. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  444. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  445. } break;
  446. case Item::Command::TYPE_NINEPATCH: {
  447. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  448. //bind pipeline
  449. {
  450. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  451. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  452. }
  453. //bind textures
  454. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  455. Rect2 src_rect;
  456. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  457. if (np->texture == RID()) {
  458. texpixel_size = Size2(1, 1);
  459. src_rect = Rect2(0, 0, 1, 1);
  460. } else {
  461. if (np->source != Rect2()) {
  462. 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);
  463. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  464. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  465. } else {
  466. src_rect = Rect2(0, 0, 1, 1);
  467. }
  468. }
  469. push_constant.modulation[0] = np->color.r * base_color.r;
  470. push_constant.modulation[1] = np->color.g * base_color.g;
  471. push_constant.modulation[2] = np->color.b * base_color.b;
  472. push_constant.modulation[3] = np->color.a * base_color.a;
  473. push_constant.src_rect[0] = src_rect.position.x;
  474. push_constant.src_rect[1] = src_rect.position.y;
  475. push_constant.src_rect[2] = src_rect.size.width;
  476. push_constant.src_rect[3] = src_rect.size.height;
  477. push_constant.dst_rect[0] = dst_rect.position.x;
  478. push_constant.dst_rect[1] = dst_rect.position.y;
  479. push_constant.dst_rect[2] = dst_rect.size.width;
  480. push_constant.dst_rect[3] = dst_rect.size.height;
  481. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  482. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  483. if (np->draw_center) {
  484. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  485. }
  486. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  487. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  488. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  489. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  490. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  491. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  492. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  493. //restore if overrided
  494. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  495. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  496. } break;
  497. case Item::Command::TYPE_POLYGON: {
  498. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  499. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  500. ERR_CONTINUE(!pb);
  501. //bind pipeline
  502. {
  503. 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 };
  504. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  505. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  506. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  507. }
  508. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  509. //not supported in most hardware, so pointless
  510. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  511. }
  512. //bind textures
  513. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  514. push_constant.modulation[0] = base_color.r;
  515. push_constant.modulation[1] = base_color.g;
  516. push_constant.modulation[2] = base_color.b;
  517. push_constant.modulation[3] = base_color.a;
  518. for (int j = 0; j < 4; j++) {
  519. push_constant.src_rect[j] = 0;
  520. push_constant.dst_rect[j] = 0;
  521. push_constant.ninepatch_margins[j] = 0;
  522. }
  523. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  524. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  525. if (pb->indices.is_valid()) {
  526. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  527. }
  528. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  529. } break;
  530. case Item::Command::TYPE_PRIMITIVE: {
  531. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  532. //bind pipeline
  533. {
  534. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  535. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  536. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  537. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  538. }
  539. //bind textures
  540. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  541. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
  542. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  543. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  544. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  545. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  546. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  547. Color col = primitive->colors[j] * base_color;
  548. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  549. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  550. }
  551. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  552. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  553. if (primitive->point_count == 4) {
  554. for (uint32_t j = 1; j < 3; j++) {
  555. //second half of triangle
  556. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  557. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  558. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  559. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  560. Color col = primitive->colors[j + 1] * base_color;
  561. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  562. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  563. }
  564. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  565. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  566. }
  567. } break;
  568. case Item::Command::TYPE_MESH:
  569. case Item::Command::TYPE_MULTIMESH:
  570. case Item::Command::TYPE_PARTICLES: {
  571. RID mesh;
  572. RID mesh_instance;
  573. RID texture;
  574. Color modulate(1, 1, 1, 1);
  575. float world_backup[6];
  576. int instance_count = 1;
  577. for (int j = 0; j < 6; j++) {
  578. world_backup[j] = push_constant.world[j];
  579. }
  580. if (c->type == Item::Command::TYPE_MESH) {
  581. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  582. mesh = m->mesh;
  583. mesh_instance = m->mesh_instance;
  584. texture = m->texture;
  585. modulate = m->modulate;
  586. _update_transform_2d_to_mat2x3(base_transform * m->transform, push_constant.world);
  587. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  588. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  589. RID multimesh = mm->multimesh;
  590. mesh = storage->multimesh_get_mesh(multimesh);
  591. texture = mm->texture;
  592. if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  593. break;
  594. }
  595. instance_count = storage->multimesh_get_instances_to_draw(multimesh);
  596. RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  597. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  598. push_constant.flags |= 1; //multimesh, trails disabled
  599. if (storage->multimesh_uses_colors(multimesh)) {
  600. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  601. }
  602. if (storage->multimesh_uses_custom_data(multimesh)) {
  603. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  604. }
  605. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  606. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  607. ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  608. storage->particles_request_process(pt->particles);
  609. if (storage->particles_is_inactive(pt->particles)) {
  610. break;
  611. }
  612. RenderingServerDefault::redraw_request(); // active particles means redraw request
  613. bool local_coords = true;
  614. int dpc = storage->particles_get_draw_passes(pt->particles);
  615. if (dpc == 0) {
  616. break; //nothing to draw
  617. }
  618. uint32_t divisor = 1;
  619. instance_count = storage->particles_get_amount(pt->particles, divisor);
  620. RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  621. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  622. push_constant.flags |= divisor;
  623. instance_count /= divisor;
  624. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  625. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  626. mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  627. texture = pt->texture;
  628. if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) {
  629. //pass collision information
  630. Transform2D xform;
  631. if (local_coords) {
  632. xform = p_item->final_transform;
  633. } else {
  634. xform = p_canvas_transform_inverse;
  635. }
  636. RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
  637. Rect2 to_screen;
  638. {
  639. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target);
  640. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  641. to_screen.position = -sdf_rect.position * to_screen.size;
  642. }
  643. storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  644. } else {
  645. storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  646. }
  647. }
  648. if (mesh.is_null()) {
  649. break;
  650. }
  651. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  652. uint32_t surf_count = storage->mesh_get_surface_count(mesh);
  653. 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 };
  654. push_constant.modulation[0] = base_color.r * modulate.r;
  655. push_constant.modulation[1] = base_color.g * modulate.g;
  656. push_constant.modulation[2] = base_color.b * modulate.b;
  657. push_constant.modulation[3] = base_color.a * modulate.a;
  658. for (int j = 0; j < 4; j++) {
  659. push_constant.src_rect[j] = 0;
  660. push_constant.dst_rect[j] = 0;
  661. push_constant.ninepatch_margins[j] = 0;
  662. }
  663. for (uint32_t j = 0; j < surf_count; j++) {
  664. void *surface = storage->mesh_get_surface(mesh, j);
  665. RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
  666. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  667. uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  668. RID vertex_array;
  669. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  670. if (mesh_instance.is_valid()) {
  671. storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
  672. } else {
  673. storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
  674. }
  675. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  676. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  677. RID index_array = storage->mesh_surface_get_index_array(surface, 0);
  678. if (index_array.is_valid()) {
  679. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  680. }
  681. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  682. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  683. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  684. }
  685. for (int j = 0; j < 6; j++) {
  686. push_constant.world[j] = world_backup[j];
  687. }
  688. } break;
  689. case Item::Command::TYPE_TRANSFORM: {
  690. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  691. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  692. } break;
  693. case Item::Command::TYPE_CLIP_IGNORE: {
  694. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  695. if (current_clip) {
  696. if (ci->ignore != reclip) {
  697. if (ci->ignore) {
  698. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  699. reclip = true;
  700. } else {
  701. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  702. reclip = false;
  703. }
  704. }
  705. }
  706. } break;
  707. }
  708. c = c->next;
  709. }
  710. if (current_clip && reclip) {
  711. //will make it re-enable clipping if needed afterwards
  712. current_clip = nullptr;
  713. }
  714. }
  715. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  716. //re create canvas state
  717. Vector<RD::Uniform> uniforms;
  718. {
  719. RD::Uniform u;
  720. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  721. u.binding = 1;
  722. u.ids.push_back(state.canvas_state_buffer);
  723. uniforms.push_back(u);
  724. }
  725. {
  726. RD::Uniform u;
  727. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  728. u.binding = 2;
  729. u.ids.push_back(state.lights_uniform_buffer);
  730. uniforms.push_back(u);
  731. }
  732. {
  733. RD::Uniform u;
  734. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  735. u.binding = 3;
  736. u.ids.push_back(storage->decal_atlas_get_texture());
  737. uniforms.push_back(u);
  738. }
  739. {
  740. RD::Uniform u;
  741. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  742. u.binding = 4;
  743. u.ids.push_back(state.shadow_texture);
  744. uniforms.push_back(u);
  745. }
  746. {
  747. RD::Uniform u;
  748. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  749. u.binding = 5;
  750. u.ids.push_back(state.shadow_sampler);
  751. uniforms.push_back(u);
  752. }
  753. {
  754. RD::Uniform u;
  755. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  756. u.binding = 6;
  757. RID screen;
  758. if (p_backbuffer) {
  759. screen = storage->render_target_get_rd_texture(p_to_render_target);
  760. } else {
  761. screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
  762. if (screen.is_null()) { //unallocated backbuffer
  763. screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  764. }
  765. }
  766. u.ids.push_back(screen);
  767. uniforms.push_back(u);
  768. }
  769. {
  770. RD::Uniform u;
  771. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  772. u.binding = 7;
  773. RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
  774. u.ids.push_back(sdf);
  775. uniforms.push_back(u);
  776. }
  777. {
  778. //needs samplers for the material (uses custom textures) create them
  779. RD::Uniform u;
  780. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  781. u.binding = 8;
  782. u.ids.resize(12);
  783. RID *ids_ptr = u.ids.ptrw();
  784. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  785. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  786. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  787. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  788. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  789. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  790. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  791. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  792. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  793. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  794. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  795. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  796. uniforms.push_back(u);
  797. }
  798. {
  799. RD::Uniform u;
  800. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  801. u.binding = 9;
  802. u.ids.push_back(storage->global_variables_get_storage_buffer());
  803. uniforms.push_back(u);
  804. }
  805. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  806. if (p_backbuffer) {
  807. storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  808. } else {
  809. storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  810. }
  811. return uniform_set;
  812. }
  813. void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
  814. Item *current_clip = nullptr;
  815. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  816. RID framebuffer;
  817. RID fb_uniform_set;
  818. bool clear = false;
  819. Vector<Color> clear_colors;
  820. if (p_to_backbuffer) {
  821. framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  822. fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  823. } else {
  824. framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  825. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  826. clear = true;
  827. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  828. storage->render_target_disable_clear_request(p_to_render_target);
  829. }
  830. #ifndef _MSC_VER
  831. #warning TODO obtain from framebuffer format eventually when this is implemented
  832. #endif
  833. fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  834. }
  835. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  836. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  837. }
  838. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  839. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
  840. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  841. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  842. RID prev_material;
  843. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  844. for (int i = 0; i < p_item_count; i++) {
  845. Item *ci = items[i];
  846. if (current_clip != ci->final_clip_owner) {
  847. current_clip = ci->final_clip_owner;
  848. //setup clip
  849. if (current_clip) {
  850. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  851. } else {
  852. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  853. }
  854. }
  855. RID material = ci->material;
  856. if (material.is_null() && ci->canvas_group != nullptr) {
  857. material = default_canvas_group_material;
  858. }
  859. if (material != prev_material) {
  860. MaterialData *material_data = nullptr;
  861. if (material.is_valid()) {
  862. material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  863. }
  864. if (material_data) {
  865. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  866. pipeline_variants = &material_data->shader_data->pipeline_variants;
  867. if (material_data->uniform_set.is_valid()) {
  868. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
  869. }
  870. } else {
  871. pipeline_variants = &shader.pipeline_variants;
  872. }
  873. } else {
  874. pipeline_variants = &shader.pipeline_variants;
  875. }
  876. }
  877. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  878. prev_material = material;
  879. }
  880. RD::get_singleton()->draw_list_end();
  881. }
  882. 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) {
  883. r_sdf_used = false;
  884. int item_count = 0;
  885. //setup canvas state uniforms if needed
  886. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  887. //setup directional lights if exist
  888. uint32_t light_count = 0;
  889. uint32_t directional_light_count = 0;
  890. {
  891. Light *l = p_directional_light_list;
  892. uint32_t index = 0;
  893. while (l) {
  894. if (index == state.max_lights_per_render) {
  895. l->render_index_cache = -1;
  896. l = l->next_ptr;
  897. continue;
  898. }
  899. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  900. if (!clight) { //unused or invalid texture
  901. l->render_index_cache = -1;
  902. l = l->next_ptr;
  903. ERR_CONTINUE(!clight);
  904. }
  905. Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
  906. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  907. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  908. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  909. state.light_uniforms[index].height = l->height; //0..1 here
  910. for (int i = 0; i < 4; i++) {
  911. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  912. state.light_uniforms[index].color[i] = l->color[i];
  913. }
  914. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  915. if (state.shadow_fb.is_valid()) {
  916. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  917. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  918. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  919. } else {
  920. state.light_uniforms[index].shadow_pixel_size = 1.0;
  921. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  922. state.light_uniforms[index].shadow_y_ofs = 0;
  923. }
  924. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  925. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  926. if (clight->shadow.enabled) {
  927. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  928. }
  929. l->render_index_cache = index;
  930. index++;
  931. l = l->next_ptr;
  932. }
  933. light_count = index;
  934. directional_light_count = light_count;
  935. using_directional_lights = directional_light_count > 0;
  936. }
  937. //setup lights if exist
  938. {
  939. Light *l = p_light_list;
  940. uint32_t index = light_count;
  941. while (l) {
  942. if (index == state.max_lights_per_render) {
  943. l->render_index_cache = -1;
  944. l = l->next_ptr;
  945. continue;
  946. }
  947. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  948. if (!clight) { //unused or invalid texture
  949. l->render_index_cache = -1;
  950. l = l->next_ptr;
  951. ERR_CONTINUE(!clight);
  952. }
  953. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  954. Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
  955. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  956. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  957. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  958. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  959. state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  960. for (int i = 0; i < 4; i++) {
  961. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  962. state.light_uniforms[index].color[i] = l->color[i];
  963. }
  964. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  965. if (state.shadow_fb.is_valid()) {
  966. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  967. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  968. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  969. } else {
  970. state.light_uniforms[index].shadow_pixel_size = 1.0;
  971. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  972. state.light_uniforms[index].shadow_y_ofs = 0;
  973. }
  974. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  975. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  976. if (clight->shadow.enabled) {
  977. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  978. }
  979. if (clight->texture.is_valid()) {
  980. Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
  981. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  982. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  983. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  984. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  985. } else {
  986. state.light_uniforms[index].atlas_rect[0] = 0;
  987. state.light_uniforms[index].atlas_rect[1] = 0;
  988. state.light_uniforms[index].atlas_rect[2] = 0;
  989. state.light_uniforms[index].atlas_rect[3] = 0;
  990. }
  991. l->render_index_cache = index;
  992. index++;
  993. l = l->next_ptr;
  994. }
  995. light_count = index;
  996. }
  997. if (light_count > 0) {
  998. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  999. }
  1000. {
  1001. //update canvas state uniform buffer
  1002. State::Buffer state_buffer;
  1003. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  1004. Transform screen_transform;
  1005. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1006. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1007. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1008. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1009. Transform2D normal_transform = p_canvas_transform;
  1010. normal_transform.elements[0].normalize();
  1011. normal_transform.elements[1].normalize();
  1012. normal_transform.elements[2] = Vector2();
  1013. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1014. state_buffer.canvas_modulate[0] = p_modulate.r;
  1015. state_buffer.canvas_modulate[1] = p_modulate.g;
  1016. state_buffer.canvas_modulate[2] = p_modulate.b;
  1017. state_buffer.canvas_modulate[3] = p_modulate.a;
  1018. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  1019. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1020. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1021. state_buffer.time = state.time;
  1022. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1023. state_buffer.directional_light_count = directional_light_count;
  1024. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1025. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1026. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1027. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1028. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1029. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
  1030. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1031. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1032. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1033. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1034. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1035. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1036. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1037. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1038. }
  1039. { //default filter/repeat
  1040. default_filter = p_default_filter;
  1041. default_repeat = p_default_repeat;
  1042. }
  1043. //fill the list until rendering is possible.
  1044. bool material_screen_texture_found = false;
  1045. Item *ci = p_item_list;
  1046. Rect2 back_buffer_rect;
  1047. bool backbuffer_copy = false;
  1048. Item *canvas_group_owner = nullptr;
  1049. bool update_skeletons = false;
  1050. bool time_used = false;
  1051. while (ci) {
  1052. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1053. backbuffer_copy = true;
  1054. if (ci->copy_back_buffer->full) {
  1055. back_buffer_rect = Rect2();
  1056. } else {
  1057. back_buffer_rect = ci->copy_back_buffer->rect;
  1058. }
  1059. }
  1060. if (ci->material.is_valid()) {
  1061. MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1062. if (md && md->shader_data->valid) {
  1063. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1064. if (!material_screen_texture_found) {
  1065. backbuffer_copy = true;
  1066. back_buffer_rect = Rect2();
  1067. }
  1068. }
  1069. if (md->shader_data->uses_sdf) {
  1070. r_sdf_used = true;
  1071. }
  1072. if (md->shader_data->uses_time) {
  1073. time_used = true;
  1074. }
  1075. if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
  1076. md->last_frame = RendererCompositorRD::singleton->get_frame_number();
  1077. if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
  1078. // uniform set may be gone because a dependency was erased. In this case, it will happen
  1079. // if a texture is deleted, so just re-create it.
  1080. storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1081. }
  1082. }
  1083. }
  1084. }
  1085. if (ci->skeleton.is_valid()) {
  1086. const Item::Command *c = ci->commands;
  1087. while (c) {
  1088. if (c->type == Item::Command::TYPE_MESH) {
  1089. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1090. if (cm->mesh_instance.is_valid()) {
  1091. storage->mesh_instance_check_for_update(cm->mesh_instance);
  1092. update_skeletons = true;
  1093. }
  1094. }
  1095. }
  1096. }
  1097. if (ci->canvas_group_owner != nullptr) {
  1098. if (canvas_group_owner == nullptr) {
  1099. //Canvas group begins here, render until before this item
  1100. if (update_skeletons) {
  1101. storage->update_mesh_instances();
  1102. update_skeletons = false;
  1103. }
  1104. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1105. item_count = 0;
  1106. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1107. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
  1108. storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1109. } else {
  1110. storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
  1111. }
  1112. backbuffer_copy = false;
  1113. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1114. }
  1115. ci->canvas_group_owner = nullptr; //must be cleared
  1116. }
  1117. if (ci == canvas_group_owner) {
  1118. if (update_skeletons) {
  1119. storage->update_mesh_instances();
  1120. update_skeletons = false;
  1121. }
  1122. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
  1123. item_count = 0;
  1124. if (ci->canvas_group->blur_mipmaps) {
  1125. storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1126. }
  1127. canvas_group_owner = nullptr;
  1128. }
  1129. if (backbuffer_copy) {
  1130. //render anything pending, including clearing if no items
  1131. if (update_skeletons) {
  1132. storage->update_mesh_instances();
  1133. update_skeletons = false;
  1134. }
  1135. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1136. item_count = 0;
  1137. storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
  1138. backbuffer_copy = false;
  1139. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1140. }
  1141. items[item_count++] = ci;
  1142. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1143. if (update_skeletons) {
  1144. storage->update_mesh_instances();
  1145. update_skeletons = false;
  1146. }
  1147. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1148. //then reset
  1149. item_count = 0;
  1150. }
  1151. ci = ci->next;
  1152. }
  1153. if (time_used) {
  1154. RenderingServerDefault::redraw_request();
  1155. }
  1156. }
  1157. RID RendererCanvasRenderRD::light_create() {
  1158. CanvasLight canvas_light;
  1159. return canvas_light_owner.make_rid(canvas_light);
  1160. }
  1161. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1162. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1163. ERR_FAIL_COND(!cl);
  1164. if (cl->texture == p_texture) {
  1165. return;
  1166. }
  1167. if (cl->texture.is_valid()) {
  1168. storage->texture_remove_from_decal_atlas(cl->texture);
  1169. }
  1170. cl->texture = p_texture;
  1171. if (cl->texture.is_valid()) {
  1172. storage->texture_add_to_decal_atlas(cl->texture);
  1173. }
  1174. }
  1175. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1176. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1177. ERR_FAIL_COND(!cl);
  1178. cl->shadow.enabled = p_enable;
  1179. }
  1180. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1181. if (state.shadow_fb == RID()) {
  1182. //ah, we lack the shadow texture..
  1183. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1184. Vector<RID> fb_textures;
  1185. { //texture
  1186. RD::TextureFormat tf;
  1187. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1188. tf.width = state.shadow_texture_size;
  1189. tf.height = state.max_lights_per_render * 2;
  1190. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1191. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1192. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1193. fb_textures.push_back(state.shadow_texture);
  1194. }
  1195. {
  1196. RD::TextureFormat tf;
  1197. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1198. tf.width = state.shadow_texture_size;
  1199. tf.height = state.max_lights_per_render * 2;
  1200. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1201. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1202. //chunks to write
  1203. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1204. fb_textures.push_back(state.shadow_depth_texture);
  1205. }
  1206. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1207. }
  1208. }
  1209. 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) {
  1210. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1211. ERR_FAIL_COND(!cl->shadow.enabled);
  1212. _update_shadow_atlas();
  1213. cl->shadow.z_far = p_far;
  1214. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1215. Vector<Color> cc;
  1216. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1217. for (int i = 0; i < 4; i++) {
  1218. //make sure it remains orthogonal, makes easy to read angle later
  1219. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1220. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1221. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1222. CameraMatrix projection;
  1223. {
  1224. real_t fov = 90;
  1225. real_t nearp = p_near;
  1226. real_t farp = p_far;
  1227. real_t aspect = 1.0;
  1228. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1229. real_t ymin = -ymax;
  1230. real_t xmin = ymin * aspect;
  1231. real_t xmax = ymax * aspect;
  1232. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1233. }
  1234. Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1235. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1236. ShadowRenderPushConstant push_constant;
  1237. for (int y = 0; y < 4; y++) {
  1238. for (int x = 0; x < 4; x++) {
  1239. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1240. }
  1241. }
  1242. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1243. push_constant.direction[0] = directions[i].x;
  1244. push_constant.direction[1] = directions[i].y;
  1245. push_constant.z_far = p_far;
  1246. push_constant.pad = 0;
  1247. /*if (i == 0)
  1248. *p_xform_cache = projection;*/
  1249. LightOccluderInstance *instance = p_occluders;
  1250. while (instance) {
  1251. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1252. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1253. instance = instance->next;
  1254. continue;
  1255. }
  1256. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1257. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1258. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1259. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1260. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1261. RD::get_singleton()->draw_list_draw(draw_list, true);
  1262. instance = instance->next;
  1263. }
  1264. RD::get_singleton()->draw_list_end();
  1265. }
  1266. }
  1267. 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) {
  1268. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1269. ERR_FAIL_COND(!cl->shadow.enabled);
  1270. _update_shadow_atlas();
  1271. Vector2 light_dir = p_light_xform.elements[1].normalized();
  1272. Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5;
  1273. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1274. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1275. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1276. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1277. cl->shadow.z_far = distance;
  1278. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1279. Transform2D to_light_xform;
  1280. to_light_xform[2] = from_pos;
  1281. to_light_xform[1] = light_dir;
  1282. to_light_xform[0] = -light_dir.orthogonal();
  1283. to_light_xform.invert();
  1284. Vector<Color> cc;
  1285. cc.push_back(Color(1, 1, 1, 1));
  1286. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1287. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1288. CameraMatrix projection;
  1289. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1290. projection = projection * CameraMatrix(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1291. ShadowRenderPushConstant push_constant;
  1292. for (int y = 0; y < 4; y++) {
  1293. for (int x = 0; x < 4; x++) {
  1294. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1295. }
  1296. }
  1297. push_constant.direction[0] = 0.0;
  1298. push_constant.direction[1] = 1.0;
  1299. push_constant.z_far = distance;
  1300. push_constant.pad = 0;
  1301. LightOccluderInstance *instance = p_occluders;
  1302. while (instance) {
  1303. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1304. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1305. instance = instance->next;
  1306. continue;
  1307. }
  1308. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1309. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1310. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1311. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1312. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1313. RD::get_singleton()->draw_list_draw(draw_list, true);
  1314. instance = instance->next;
  1315. }
  1316. RD::get_singleton()->draw_list_end();
  1317. Transform2D to_shadow;
  1318. to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
  1319. to_shadow.elements[2].x = 0.5;
  1320. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1321. }
  1322. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1323. RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
  1324. Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
  1325. Transform2D to_sdf;
  1326. to_sdf.elements[0] *= rect.size.width;
  1327. to_sdf.elements[1] *= rect.size.height;
  1328. to_sdf.elements[2] = rect.position;
  1329. Transform2D to_clip;
  1330. to_clip.elements[0] *= 2.0;
  1331. to_clip.elements[1] *= 2.0;
  1332. to_clip.elements[2] = -Vector2(1.0, 1.0);
  1333. to_clip = to_clip * to_sdf.affine_inverse();
  1334. Vector<Color> cc;
  1335. cc.push_back(Color(0, 0, 0, 0));
  1336. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
  1337. CameraMatrix projection;
  1338. ShadowRenderPushConstant push_constant;
  1339. for (int y = 0; y < 4; y++) {
  1340. for (int x = 0; x < 4; x++) {
  1341. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1342. }
  1343. }
  1344. push_constant.direction[0] = 0.0;
  1345. push_constant.direction[1] = 0.0;
  1346. push_constant.z_far = 0;
  1347. push_constant.pad = 0;
  1348. LightOccluderInstance *instance = p_occluders;
  1349. while (instance) {
  1350. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1351. if (!co || co->sdf_index_array.is_null()) {
  1352. instance = instance->next;
  1353. continue;
  1354. }
  1355. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1356. 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]);
  1357. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1358. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1359. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1360. RD::get_singleton()->draw_list_draw(draw_list, true);
  1361. instance = instance->next;
  1362. }
  1363. RD::get_singleton()->draw_list_end();
  1364. storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1365. }
  1366. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1367. OccluderPolygon occluder;
  1368. occluder.line_point_count = 0;
  1369. occluder.sdf_point_count = 0;
  1370. occluder.sdf_index_count = 0;
  1371. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1372. return occluder_polygon_owner.make_rid(occluder);
  1373. }
  1374. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1375. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1376. ERR_FAIL_COND(!oc);
  1377. Vector<Vector2> lines;
  1378. if (p_points.size()) {
  1379. int lc = p_points.size() * 2;
  1380. lines.resize(lc - (p_closed ? 0 : 2));
  1381. {
  1382. Vector2 *w = lines.ptrw();
  1383. const Vector2 *r = p_points.ptr();
  1384. int max = lc / 2;
  1385. if (!p_closed) {
  1386. max--;
  1387. }
  1388. for (int i = 0; i < max; i++) {
  1389. Vector2 a = r[i];
  1390. Vector2 b = r[(i + 1) % (lc / 2)];
  1391. w[i * 2 + 0] = a;
  1392. w[i * 2 + 1] = b;
  1393. }
  1394. }
  1395. }
  1396. if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
  1397. RD::get_singleton()->free(oc->vertex_array);
  1398. RD::get_singleton()->free(oc->vertex_buffer);
  1399. RD::get_singleton()->free(oc->index_array);
  1400. RD::get_singleton()->free(oc->index_buffer);
  1401. oc->vertex_array = RID();
  1402. oc->vertex_buffer = RID();
  1403. oc->index_array = RID();
  1404. oc->index_buffer = RID();
  1405. oc->line_point_count = lines.size();
  1406. }
  1407. if (lines.size()) {
  1408. Vector<uint8_t> geometry;
  1409. Vector<uint8_t> indices;
  1410. int lc = lines.size();
  1411. geometry.resize(lc * 6 * sizeof(float));
  1412. indices.resize(lc * 3 * sizeof(uint16_t));
  1413. {
  1414. uint8_t *vw = geometry.ptrw();
  1415. float *vwptr = (float *)vw;
  1416. uint8_t *iw = indices.ptrw();
  1417. uint16_t *iwptr = (uint16_t *)iw;
  1418. const Vector2 *lr = lines.ptr();
  1419. const int POLY_HEIGHT = 16384;
  1420. for (int i = 0; i < lc / 2; i++) {
  1421. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1422. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1423. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1424. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1425. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1426. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1427. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1428. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1429. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1430. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1431. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1432. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1433. iwptr[i * 6 + 0] = i * 4 + 0;
  1434. iwptr[i * 6 + 1] = i * 4 + 1;
  1435. iwptr[i * 6 + 2] = i * 4 + 2;
  1436. iwptr[i * 6 + 3] = i * 4 + 2;
  1437. iwptr[i * 6 + 4] = i * 4 + 3;
  1438. iwptr[i * 6 + 5] = i * 4 + 0;
  1439. }
  1440. }
  1441. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1442. if (oc->vertex_array.is_null()) {
  1443. //create from scratch
  1444. //vertices
  1445. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1446. Vector<RID> buffer;
  1447. buffer.push_back(oc->vertex_buffer);
  1448. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1449. //indices
  1450. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1451. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1452. } else {
  1453. //update existing
  1454. const uint8_t *vr = geometry.ptr();
  1455. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1456. const uint8_t *ir = indices.ptr();
  1457. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1458. }
  1459. }
  1460. // sdf
  1461. Vector<int> sdf_indices;
  1462. if (p_points.size()) {
  1463. if (p_closed) {
  1464. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1465. oc->sdf_is_lines = false;
  1466. } else {
  1467. int max = p_points.size();
  1468. sdf_indices.resize(max * 2);
  1469. int *iw = sdf_indices.ptrw();
  1470. for (int i = 0; i < max; i++) {
  1471. iw[i * 2 + 0] = i;
  1472. iw[i * 2 + 1] = (i + 1) % max;
  1473. }
  1474. oc->sdf_is_lines = true;
  1475. }
  1476. }
  1477. if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
  1478. RD::get_singleton()->free(oc->sdf_vertex_array);
  1479. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1480. RD::get_singleton()->free(oc->sdf_index_array);
  1481. RD::get_singleton()->free(oc->sdf_index_buffer);
  1482. oc->sdf_vertex_array = RID();
  1483. oc->sdf_vertex_buffer = RID();
  1484. oc->sdf_index_array = RID();
  1485. oc->sdf_index_buffer = RID();
  1486. oc->sdf_index_count = sdf_indices.size();
  1487. oc->sdf_point_count = p_points.size();
  1488. oc->sdf_is_lines = false;
  1489. }
  1490. if (sdf_indices.size()) {
  1491. if (oc->sdf_vertex_array.is_null()) {
  1492. //create from scratch
  1493. //vertices
  1494. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
  1495. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1496. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1497. Vector<RID> buffer;
  1498. buffer.push_back(oc->sdf_vertex_buffer);
  1499. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1500. //indices
  1501. } else {
  1502. //update existing
  1503. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
  1504. RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1505. }
  1506. }
  1507. }
  1508. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1509. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1510. ERR_FAIL_COND(!oc);
  1511. oc->cull_mode = p_mode;
  1512. }
  1513. void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
  1514. //compile
  1515. code = p_code;
  1516. valid = false;
  1517. ubo_size = 0;
  1518. uniforms.clear();
  1519. uses_screen_texture = false;
  1520. uses_sdf = false;
  1521. uses_time = false;
  1522. if (code == String()) {
  1523. return; //just invalid, but no error
  1524. }
  1525. ShaderCompilerRD::GeneratedCode gen_code;
  1526. int blend_mode = BLEND_MODE_MIX;
  1527. uses_screen_texture = false;
  1528. ShaderCompilerRD::IdentifierActions actions;
  1529. actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
  1530. actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1531. actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1532. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1533. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1534. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1535. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1536. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1537. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1538. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1539. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1540. actions.usage_flag_pointers["TIME"] = &uses_time;
  1541. actions.uniforms = &uniforms;
  1542. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1543. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1544. ERR_FAIL_COND(err != OK);
  1545. if (version.is_null()) {
  1546. version = canvas_singleton->shader.canvas_shader.version_create();
  1547. }
  1548. #if 0
  1549. print_line("**compiling shader:");
  1550. print_line("**defines:\n");
  1551. for (int i = 0; i < gen_code.defines.size(); i++) {
  1552. print_line(gen_code.defines[i]);
  1553. }
  1554. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1555. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1556. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1557. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1558. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1559. print_line("\n**light_code:\n" + gen_code.light);
  1560. #endif
  1561. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
  1562. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1563. ubo_size = gen_code.uniform_total_size;
  1564. ubo_offsets = gen_code.uniform_offsets;
  1565. texture_uniforms = gen_code.texture_uniforms;
  1566. //update them pipelines
  1567. RD::PipelineColorBlendState::Attachment attachment;
  1568. switch (blend_mode) {
  1569. case BLEND_MODE_DISABLED: {
  1570. // nothing to do here, disabled by default
  1571. } break;
  1572. case BLEND_MODE_MIX: {
  1573. attachment.enable_blend = true;
  1574. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1575. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1576. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1577. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1578. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1579. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1580. } break;
  1581. case BLEND_MODE_ADD: {
  1582. attachment.enable_blend = true;
  1583. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1584. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1585. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1586. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1587. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1588. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1589. } break;
  1590. case BLEND_MODE_SUB: {
  1591. attachment.enable_blend = true;
  1592. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1593. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1594. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1595. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1596. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1597. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1598. } break;
  1599. case BLEND_MODE_MUL: {
  1600. attachment.enable_blend = true;
  1601. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1602. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1603. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1604. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1605. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1606. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1607. } break;
  1608. case BLEND_MODE_PMALPHA: {
  1609. attachment.enable_blend = true;
  1610. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1611. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1612. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1613. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1614. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1615. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1616. } break;
  1617. }
  1618. RD::PipelineColorBlendState blend_state;
  1619. blend_state.attachments.push_back(attachment);
  1620. //update pipelines
  1621. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1622. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1623. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1624. RD::RENDER_PRIMITIVE_TRIANGLES,
  1625. RD::RENDER_PRIMITIVE_TRIANGLES,
  1626. RD::RENDER_PRIMITIVE_TRIANGLES,
  1627. RD::RENDER_PRIMITIVE_LINES,
  1628. RD::RENDER_PRIMITIVE_POINTS,
  1629. RD::RENDER_PRIMITIVE_TRIANGLES,
  1630. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1631. RD::RENDER_PRIMITIVE_LINES,
  1632. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1633. RD::RENDER_PRIMITIVE_POINTS,
  1634. };
  1635. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1636. { //non lit
  1637. SHADER_VARIANT_QUAD,
  1638. SHADER_VARIANT_NINEPATCH,
  1639. SHADER_VARIANT_PRIMITIVE,
  1640. SHADER_VARIANT_PRIMITIVE,
  1641. SHADER_VARIANT_PRIMITIVE_POINTS,
  1642. SHADER_VARIANT_ATTRIBUTES,
  1643. SHADER_VARIANT_ATTRIBUTES,
  1644. SHADER_VARIANT_ATTRIBUTES,
  1645. SHADER_VARIANT_ATTRIBUTES,
  1646. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1647. { //lit
  1648. SHADER_VARIANT_QUAD_LIGHT,
  1649. SHADER_VARIANT_NINEPATCH_LIGHT,
  1650. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1651. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1652. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1653. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1654. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1655. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1656. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1657. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1658. };
  1659. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1660. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1661. }
  1662. }
  1663. valid = true;
  1664. }
  1665. void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  1666. if (!p_texture.is_valid()) {
  1667. default_texture_params.erase(p_name);
  1668. } else {
  1669. default_texture_params[p_name] = p_texture;
  1670. }
  1671. }
  1672. void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1673. Map<int, StringName> order;
  1674. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1675. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1676. continue;
  1677. }
  1678. if (E->get().texture_order >= 0) {
  1679. order[E->get().texture_order + 100000] = E->key();
  1680. } else {
  1681. order[E->get().order] = E->key();
  1682. }
  1683. }
  1684. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  1685. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  1686. pi.name = E->get();
  1687. p_param_list->push_back(pi);
  1688. }
  1689. }
  1690. void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  1691. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1692. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1693. continue;
  1694. }
  1695. RendererStorage::InstanceShaderParam p;
  1696. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  1697. p.info.name = E->key(); //supply name
  1698. p.index = E->get().instance_index;
  1699. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  1700. p_param_list->push_back(p);
  1701. }
  1702. }
  1703. bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
  1704. if (!uniforms.has(p_param)) {
  1705. return false;
  1706. }
  1707. return uniforms[p_param].texture_order >= 0;
  1708. }
  1709. bool RendererCanvasRenderRD::ShaderData::is_animated() const {
  1710. return false;
  1711. }
  1712. bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
  1713. return false;
  1714. }
  1715. Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  1716. if (uniforms.has(p_parameter)) {
  1717. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1718. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1719. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  1720. }
  1721. return Variant();
  1722. }
  1723. RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
  1724. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1725. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1726. }
  1727. RendererCanvasRenderRD::ShaderData::ShaderData() {
  1728. valid = false;
  1729. uses_screen_texture = false;
  1730. uses_sdf = false;
  1731. }
  1732. RendererCanvasRenderRD::ShaderData::~ShaderData() {
  1733. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1734. ERR_FAIL_COND(!canvas_singleton);
  1735. //pipeline variants will clear themselves if shader is gone
  1736. if (version.is_valid()) {
  1737. canvas_singleton->shader.canvas_shader.version_free(version);
  1738. }
  1739. }
  1740. RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1741. ShaderData *shader_data = memnew(ShaderData);
  1742. return shader_data;
  1743. }
  1744. void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1745. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1746. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  1747. p_uniform_dirty = true;
  1748. if (uniform_buffer.is_valid()) {
  1749. RD::get_singleton()->free(uniform_buffer);
  1750. uniform_buffer = RID();
  1751. }
  1752. ubo_data.resize(shader_data->ubo_size);
  1753. if (ubo_data.size()) {
  1754. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  1755. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1756. }
  1757. //clear previous uniform set
  1758. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1759. RD::get_singleton()->free(uniform_set);
  1760. uniform_set = RID();
  1761. }
  1762. }
  1763. //check whether buffer changed
  1764. if (p_uniform_dirty && ubo_data.size()) {
  1765. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  1766. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  1767. }
  1768. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  1769. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  1770. texture_cache.resize(tex_uniform_count);
  1771. p_textures_dirty = true;
  1772. //clear previous uniform set
  1773. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1774. RD::get_singleton()->free(uniform_set);
  1775. uniform_set = RID();
  1776. }
  1777. }
  1778. if (p_textures_dirty && tex_uniform_count) {
  1779. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
  1780. }
  1781. if (shader_data->ubo_size == 0) {
  1782. // This material does not require an uniform set, so don't create it.
  1783. return;
  1784. }
  1785. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1786. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1787. return;
  1788. }
  1789. Vector<RD::Uniform> uniforms;
  1790. {
  1791. if (shader_data->ubo_size) {
  1792. RD::Uniform u;
  1793. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1794. u.binding = 0;
  1795. u.ids.push_back(uniform_buffer);
  1796. uniforms.push_back(u);
  1797. }
  1798. const RID *textures = texture_cache.ptrw();
  1799. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  1800. RD::Uniform u;
  1801. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1802. u.binding = 1 + i;
  1803. u.ids.push_back(textures[i]);
  1804. uniforms.push_back(u);
  1805. }
  1806. }
  1807. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  1808. }
  1809. RendererCanvasRenderRD::MaterialData::~MaterialData() {
  1810. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1811. RD::get_singleton()->free(uniform_set);
  1812. }
  1813. if (uniform_buffer.is_valid()) {
  1814. RD::get_singleton()->free(uniform_buffer);
  1815. }
  1816. }
  1817. RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
  1818. MaterialData *material_data = memnew(MaterialData);
  1819. material_data->shader_data = p_shader;
  1820. material_data->last_frame = false;
  1821. //update will happen later anyway so do nothing.
  1822. return material_data;
  1823. }
  1824. void RendererCanvasRenderRD::set_time(double p_time) {
  1825. state.time = p_time;
  1826. }
  1827. void RendererCanvasRenderRD::update() {
  1828. }
  1829. RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
  1830. storage = p_storage;
  1831. { //create default samplers
  1832. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1833. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1834. }
  1835. { //shader variants
  1836. String global_defines;
  1837. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1838. if (uniform_max_size < 65536) {
  1839. //Yes, you guessed right, ARM again
  1840. state.max_lights_per_render = 64;
  1841. global_defines += "#define MAX_LIGHTS 64\n";
  1842. } else {
  1843. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1844. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1845. }
  1846. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1847. Vector<String> variants;
  1848. //non light variants
  1849. variants.push_back(""); //none by default is first variant
  1850. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1851. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1852. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1853. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1854. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1855. //light variants
  1856. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1857. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1858. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1859. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1860. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1861. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1862. shader.canvas_shader.initialize(variants, global_defines);
  1863. shader.default_version = shader.canvas_shader.version_create();
  1864. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1865. RD::PipelineColorBlendState blend_state;
  1866. RD::PipelineColorBlendState::Attachment blend_attachment;
  1867. blend_attachment.enable_blend = true;
  1868. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1869. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1870. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1871. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1872. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1873. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1874. blend_state.attachments.push_back(blend_attachment);
  1875. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1876. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1877. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1878. RD::RENDER_PRIMITIVE_TRIANGLES,
  1879. RD::RENDER_PRIMITIVE_TRIANGLES,
  1880. RD::RENDER_PRIMITIVE_TRIANGLES,
  1881. RD::RENDER_PRIMITIVE_LINES,
  1882. RD::RENDER_PRIMITIVE_POINTS,
  1883. RD::RENDER_PRIMITIVE_TRIANGLES,
  1884. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1885. RD::RENDER_PRIMITIVE_LINES,
  1886. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1887. RD::RENDER_PRIMITIVE_POINTS,
  1888. };
  1889. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1890. { //non lit
  1891. SHADER_VARIANT_QUAD,
  1892. SHADER_VARIANT_NINEPATCH,
  1893. SHADER_VARIANT_PRIMITIVE,
  1894. SHADER_VARIANT_PRIMITIVE,
  1895. SHADER_VARIANT_PRIMITIVE_POINTS,
  1896. SHADER_VARIANT_ATTRIBUTES,
  1897. SHADER_VARIANT_ATTRIBUTES,
  1898. SHADER_VARIANT_ATTRIBUTES,
  1899. SHADER_VARIANT_ATTRIBUTES,
  1900. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1901. { //lit
  1902. SHADER_VARIANT_QUAD_LIGHT,
  1903. SHADER_VARIANT_NINEPATCH_LIGHT,
  1904. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1905. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1906. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1907. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1908. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1909. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1910. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1911. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1912. };
  1913. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1914. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1915. }
  1916. }
  1917. }
  1918. {
  1919. //shader compiler
  1920. ShaderCompilerRD::DefaultIdentifierActions actions;
  1921. actions.renames["VERTEX"] = "vertex";
  1922. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1923. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1924. actions.renames["UV"] = "uv";
  1925. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1926. actions.renames["WORLD_MATRIX"] = "world_matrix";
  1927. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1928. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1929. actions.renames["TIME"] = "canvas_data.time";
  1930. actions.renames["AT_LIGHT_PASS"] = "false";
  1931. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1932. actions.renames["COLOR"] = "color";
  1933. actions.renames["NORMAL"] = "normal";
  1934. actions.renames["NORMAL_MAP"] = "normal_map";
  1935. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1936. actions.renames["TEXTURE"] = "color_texture";
  1937. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1938. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1939. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1940. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1941. actions.renames["SCREEN_UV"] = "screen_uv";
  1942. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1943. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1944. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1945. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1946. actions.renames["LIGHT_POSITION"] = "light_position";
  1947. actions.renames["LIGHT_COLOR"] = "light_color";
  1948. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1949. actions.renames["LIGHT"] = "light";
  1950. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1951. actions.renames["texture_sdf"] = "texture_sdf";
  1952. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1953. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1954. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1955. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1956. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1957. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1958. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1959. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1960. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1961. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1962. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1963. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1964. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1965. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1966. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1967. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1968. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  1969. actions.sampler_array_name = "material_samplers";
  1970. actions.base_texture_binding_index = 1;
  1971. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1972. actions.base_uniform_string = "material.";
  1973. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1974. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1975. actions.base_varying_index = 4;
  1976. actions.global_buffer_array_variable = "global_variables.data";
  1977. shader.compiler.initialize(actions);
  1978. }
  1979. { //shadow rendering
  1980. Vector<String> versions;
  1981. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  1982. versions.push_back("\n#define MODE_SDF\n"); //sdf
  1983. shadow_render.shader.initialize(versions);
  1984. {
  1985. Vector<RD::AttachmentFormat> attachments;
  1986. RD::AttachmentFormat af_color;
  1987. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1988. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1989. attachments.push_back(af_color);
  1990. RD::AttachmentFormat af_depth;
  1991. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1992. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1993. attachments.push_back(af_depth);
  1994. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1995. }
  1996. {
  1997. Vector<RD::AttachmentFormat> attachments;
  1998. RD::AttachmentFormat af_color;
  1999. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  2000. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2001. attachments.push_back(af_color);
  2002. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2003. }
  2004. //pipelines
  2005. Vector<RD::VertexAttribute> vf;
  2006. RD::VertexAttribute vd;
  2007. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
  2008. vd.location = 0;
  2009. vd.offset = 0;
  2010. vd.stride = sizeof(real_t) * 3;
  2011. vf.push_back(vd);
  2012. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2013. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
  2014. vd.stride = sizeof(real_t) * 2;
  2015. vf.write[0] = vd;
  2016. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2017. shadow_render.shader_version = shadow_render.shader.version_create();
  2018. for (int i = 0; i < 3; i++) {
  2019. RD::PipelineRasterizationState rs;
  2020. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  2021. RD::PipelineDepthStencilState ds;
  2022. ds.enable_depth_write = true;
  2023. ds.enable_depth_test = true;
  2024. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  2025. 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);
  2026. }
  2027. for (int i = 0; i < 2; i++) {
  2028. 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);
  2029. }
  2030. }
  2031. { //bindings
  2032. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2033. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2034. RD::SamplerState shadow_sampler_state;
  2035. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2036. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2037. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2038. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2039. shadow_sampler_state.enable_compare = true;
  2040. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2041. }
  2042. {
  2043. //polygon buffers
  2044. polygon_buffers.last_id = 1;
  2045. }
  2046. { // default index buffer
  2047. Vector<uint8_t> pv;
  2048. pv.resize(6 * 4);
  2049. {
  2050. uint8_t *w = pv.ptrw();
  2051. int *p32 = (int *)w;
  2052. p32[0] = 0;
  2053. p32[1] = 1;
  2054. p32[2] = 2;
  2055. p32[3] = 0;
  2056. p32[4] = 2;
  2057. p32[5] = 3;
  2058. }
  2059. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  2060. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2061. }
  2062. { //primitive
  2063. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2064. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2065. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2066. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2067. }
  2068. { //default skeleton buffer
  2069. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  2070. SkeletonUniform su;
  2071. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  2072. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  2073. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  2074. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  2075. }
  2076. {
  2077. //default shadow texture to keep uniform set happy
  2078. RD::TextureFormat tf;
  2079. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2080. tf.width = 4;
  2081. tf.height = 4;
  2082. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2083. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2084. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2085. }
  2086. {
  2087. Vector<RD::Uniform> uniforms;
  2088. {
  2089. RD::Uniform u;
  2090. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2091. u.binding = 0;
  2092. u.ids.push_back(storage->get_default_rd_storage_buffer());
  2093. uniforms.push_back(u);
  2094. }
  2095. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2096. }
  2097. default_canvas_texture = storage->canvas_texture_allocate();
  2098. storage->canvas_texture_initialize(default_canvas_texture);
  2099. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2100. //create functions for shader and material
  2101. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
  2102. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
  2103. state.time = 0;
  2104. {
  2105. default_canvas_group_shader = storage->shader_allocate();
  2106. storage->shader_initialize(default_canvas_group_shader);
  2107. storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
  2108. default_canvas_group_material = storage->material_allocate();
  2109. storage->material_initialize(default_canvas_group_material);
  2110. storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2111. }
  2112. static_assert(sizeof(PushConstant) == 128);
  2113. }
  2114. bool RendererCanvasRenderRD::free(RID p_rid) {
  2115. if (canvas_light_owner.owns(p_rid)) {
  2116. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  2117. ERR_FAIL_COND_V(!cl, false);
  2118. light_set_use_shadow(p_rid, false);
  2119. canvas_light_owner.free(p_rid);
  2120. } else if (occluder_polygon_owner.owns(p_rid)) {
  2121. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2122. occluder_polygon_owner.free(p_rid);
  2123. } else {
  2124. return false;
  2125. }
  2126. return true;
  2127. }
  2128. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2129. p_size = nearest_power_of_2_templated(p_size);
  2130. if (p_size == state.shadow_texture_size) {
  2131. return;
  2132. }
  2133. state.shadow_texture_size = p_size;
  2134. if (state.shadow_fb.is_valid()) {
  2135. RD::get_singleton()->free(state.shadow_texture);
  2136. RD::get_singleton()->free(state.shadow_depth_texture);
  2137. state.shadow_fb = RID();
  2138. {
  2139. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2140. RD::TextureFormat tf;
  2141. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2142. tf.width = 4;
  2143. tf.height = 4;
  2144. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2145. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2146. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2147. }
  2148. }
  2149. }
  2150. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2151. //canvas state
  2152. storage->free(default_canvas_group_material);
  2153. storage->free(default_canvas_group_shader);
  2154. {
  2155. if (state.canvas_state_buffer.is_valid()) {
  2156. RD::get_singleton()->free(state.canvas_state_buffer);
  2157. }
  2158. memdelete_arr(state.light_uniforms);
  2159. RD::get_singleton()->free(state.lights_uniform_buffer);
  2160. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2161. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2162. }
  2163. //shadow rendering
  2164. {
  2165. shadow_render.shader.version_free(shadow_render.shader_version);
  2166. //this will also automatically clear all pipelines
  2167. RD::get_singleton()->free(state.shadow_sampler);
  2168. }
  2169. //bindings
  2170. //shaders
  2171. shader.canvas_shader.version_free(shader.default_version);
  2172. //buffers
  2173. {
  2174. RD::get_singleton()->free(shader.quad_index_array);
  2175. RD::get_singleton()->free(shader.quad_index_buffer);
  2176. //primitives are erase by dependency
  2177. }
  2178. if (state.shadow_fb.is_valid()) {
  2179. RD::get_singleton()->free(state.shadow_depth_texture);
  2180. }
  2181. RD::get_singleton()->free(state.shadow_texture);
  2182. storage->free(default_canvas_texture);
  2183. //pipelines don't need freeing, they are all gone after shaders are gone
  2184. }