renderer_canvas_render_rd.cpp 100 KB

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  1. /*************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 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_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "renderer_compositor_rd.h"
  36. #include "servers/rendering/rendering_server_default.h"
  37. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  38. p_mat4[0] = p_transform.elements[0][0];
  39. p_mat4[1] = p_transform.elements[0][1];
  40. p_mat4[2] = 0;
  41. p_mat4[3] = 0;
  42. p_mat4[4] = p_transform.elements[1][0];
  43. p_mat4[5] = p_transform.elements[1][1];
  44. p_mat4[6] = 0;
  45. p_mat4[7] = 0;
  46. p_mat4[8] = 0;
  47. p_mat4[9] = 0;
  48. p_mat4[10] = 1;
  49. p_mat4[11] = 0;
  50. p_mat4[12] = p_transform.elements[2][0];
  51. p_mat4[13] = p_transform.elements[2][1];
  52. p_mat4[14] = 0;
  53. p_mat4[15] = 1;
  54. }
  55. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  56. p_mat2x4[0] = p_transform.elements[0][0];
  57. p_mat2x4[1] = p_transform.elements[1][0];
  58. p_mat2x4[2] = 0;
  59. p_mat2x4[3] = p_transform.elements[2][0];
  60. p_mat2x4[4] = p_transform.elements[0][1];
  61. p_mat2x4[5] = p_transform.elements[1][1];
  62. p_mat2x4[6] = 0;
  63. p_mat2x4[7] = p_transform.elements[2][1];
  64. }
  65. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  66. p_mat2x3[0] = p_transform.elements[0][0];
  67. p_mat2x3[1] = p_transform.elements[0][1];
  68. p_mat2x3[2] = p_transform.elements[1][0];
  69. p_mat2x3[3] = p_transform.elements[1][1];
  70. p_mat2x3[4] = p_transform.elements[2][0];
  71. p_mat2x3[5] = p_transform.elements[2][1];
  72. }
  73. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  74. p_mat4[0] = p_transform.basis.elements[0][0];
  75. p_mat4[1] = p_transform.basis.elements[1][0];
  76. p_mat4[2] = p_transform.basis.elements[2][0];
  77. p_mat4[3] = 0;
  78. p_mat4[4] = p_transform.basis.elements[0][1];
  79. p_mat4[5] = p_transform.basis.elements[1][1];
  80. p_mat4[6] = p_transform.basis.elements[2][1];
  81. p_mat4[7] = 0;
  82. p_mat4[8] = p_transform.basis.elements[0][2];
  83. p_mat4[9] = p_transform.basis.elements[1][2];
  84. p_mat4[10] = p_transform.basis.elements[2][2];
  85. p_mat4[11] = 0;
  86. p_mat4[12] = p_transform.origin.x;
  87. p_mat4[13] = p_transform.origin.y;
  88. p_mat4[14] = p_transform.origin.z;
  89. p_mat4[15] = 1;
  90. }
  91. 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) {
  92. // Care must be taken to generate array formats
  93. // in ways where they could be reused, so we will
  94. // put single-occuring elements first, and repeated
  95. // elements later. This way the generated formats are
  96. // the same no matter the length of the arrays.
  97. // This dramatically reduces the amount of pipeline objects
  98. // that need to be created for these formats.
  99. uint32_t vertex_count = p_points.size();
  100. uint32_t stride = 2; //vertices always repeat
  101. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  102. stride += 4;
  103. }
  104. if ((uint32_t)p_uvs.size() == vertex_count) {
  105. stride += 2;
  106. }
  107. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  108. stride += 4;
  109. }
  110. uint32_t buffer_size = stride * p_points.size();
  111. Vector<uint8_t> polygon_buffer;
  112. polygon_buffer.resize(buffer_size * sizeof(float));
  113. Vector<RD::VertexAttribute> descriptions;
  114. descriptions.resize(5);
  115. Vector<RID> buffers;
  116. buffers.resize(5);
  117. {
  118. const uint8_t *r = polygon_buffer.ptr();
  119. float *fptr = (float *)r;
  120. uint32_t *uptr = (uint32_t *)r;
  121. uint32_t base_offset = 0;
  122. { //vertices
  123. RD::VertexAttribute vd;
  124. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  125. vd.offset = base_offset * sizeof(float);
  126. vd.location = RS::ARRAY_VERTEX;
  127. vd.stride = stride * sizeof(float);
  128. descriptions.write[0] = vd;
  129. const Vector2 *points_ptr = p_points.ptr();
  130. for (uint32_t i = 0; i < vertex_count; i++) {
  131. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  132. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  133. }
  134. base_offset += 2;
  135. }
  136. //colors
  137. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  138. RD::VertexAttribute vd;
  139. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  140. vd.offset = base_offset * sizeof(float);
  141. vd.location = RS::ARRAY_COLOR;
  142. vd.stride = stride * sizeof(float);
  143. descriptions.write[1] = vd;
  144. if (p_colors.size() == 1) {
  145. Color color = p_colors[0];
  146. for (uint32_t i = 0; i < vertex_count; i++) {
  147. fptr[base_offset + i * stride + 0] = color.r;
  148. fptr[base_offset + i * stride + 1] = color.g;
  149. fptr[base_offset + i * stride + 2] = color.b;
  150. fptr[base_offset + i * stride + 3] = color.a;
  151. }
  152. } else {
  153. const Color *color_ptr = p_colors.ptr();
  154. for (uint32_t i = 0; i < vertex_count; i++) {
  155. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  156. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  157. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  158. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  159. }
  160. }
  161. base_offset += 4;
  162. } else {
  163. RD::VertexAttribute vd;
  164. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  165. vd.offset = 0;
  166. vd.location = RS::ARRAY_COLOR;
  167. vd.stride = 0;
  168. descriptions.write[1] = vd;
  169. buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
  170. }
  171. //uvs
  172. if ((uint32_t)p_uvs.size() == vertex_count) {
  173. RD::VertexAttribute vd;
  174. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  175. vd.offset = base_offset * sizeof(float);
  176. vd.location = RS::ARRAY_TEX_UV;
  177. vd.stride = stride * sizeof(float);
  178. descriptions.write[2] = vd;
  179. const Vector2 *uv_ptr = p_uvs.ptr();
  180. for (uint32_t i = 0; i < vertex_count; i++) {
  181. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  182. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  183. }
  184. base_offset += 2;
  185. } else {
  186. RD::VertexAttribute vd;
  187. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  188. vd.offset = 0;
  189. vd.location = RS::ARRAY_TEX_UV;
  190. vd.stride = 0;
  191. descriptions.write[2] = vd;
  192. buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
  193. }
  194. //bones
  195. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  196. RD::VertexAttribute vd;
  197. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  198. vd.offset = base_offset * sizeof(float);
  199. vd.location = RS::ARRAY_BONES;
  200. vd.stride = stride * sizeof(float);
  201. descriptions.write[3] = vd;
  202. const int *bone_ptr = p_bones.ptr();
  203. for (uint32_t i = 0; i < vertex_count; i++) {
  204. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  205. bone16w[0] = bone_ptr[i * 4 + 0];
  206. bone16w[1] = bone_ptr[i * 4 + 1];
  207. bone16w[2] = bone_ptr[i * 4 + 2];
  208. bone16w[3] = bone_ptr[i * 4 + 3];
  209. }
  210. base_offset += 2;
  211. } else {
  212. RD::VertexAttribute vd;
  213. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  214. vd.offset = 0;
  215. vd.location = RS::ARRAY_BONES;
  216. vd.stride = 0;
  217. descriptions.write[3] = vd;
  218. buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  219. }
  220. //weights
  221. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  222. RD::VertexAttribute vd;
  223. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  224. vd.offset = base_offset * sizeof(float);
  225. vd.location = RS::ARRAY_WEIGHTS;
  226. vd.stride = stride * sizeof(float);
  227. descriptions.write[4] = vd;
  228. const float *weight_ptr = p_weights.ptr();
  229. for (uint32_t i = 0; i < vertex_count; i++) {
  230. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  231. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  232. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  233. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  234. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  235. }
  236. base_offset += 2;
  237. } else {
  238. RD::VertexAttribute vd;
  239. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  240. vd.offset = 0;
  241. vd.location = RS::ARRAY_WEIGHTS;
  242. vd.stride = 0;
  243. descriptions.write[4] = vd;
  244. buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  245. }
  246. //check that everything is as it should be
  247. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  248. }
  249. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  250. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  251. PolygonBuffers pb;
  252. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  253. for (int i = 0; i < descriptions.size(); i++) {
  254. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  255. buffers.write[i] = pb.vertex_buffer;
  256. }
  257. }
  258. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  259. if (p_indices.size()) {
  260. //create indices, as indices were requested
  261. Vector<uint8_t> index_buffer;
  262. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  263. {
  264. uint8_t *w = index_buffer.ptrw();
  265. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  266. }
  267. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  268. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  269. }
  270. pb.vertex_format_id = vertex_id;
  271. PolygonID id = polygon_buffers.last_id++;
  272. polygon_buffers.polygons[id] = pb;
  273. return id;
  274. }
  275. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  276. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  277. ERR_FAIL_COND(!pb_ptr);
  278. PolygonBuffers &pb = *pb_ptr;
  279. if (pb.indices.is_valid()) {
  280. RD::get_singleton()->free(pb.indices);
  281. }
  282. if (pb.index_buffer.is_valid()) {
  283. RD::get_singleton()->free(pb.index_buffer);
  284. }
  285. RD::get_singleton()->free(pb.vertex_array);
  286. RD::get_singleton()->free(pb.vertex_buffer);
  287. polygon_buffers.polygons.erase(p_polygon);
  288. }
  289. ////////////////////
  290. 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) {
  291. if (p_texture == RID()) {
  292. p_texture = default_canvas_texture;
  293. }
  294. if (r_last_texture == p_texture) {
  295. return; //nothing to do, its the same
  296. }
  297. RID uniform_set;
  298. Color specular_shininess;
  299. Size2i size;
  300. bool use_normal;
  301. bool use_specular;
  302. 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);
  303. //something odd happened
  304. if (!success) {
  305. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  306. return;
  307. }
  308. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  309. if (specular_shininess.a < 0.999) {
  310. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  311. } else {
  312. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  313. }
  314. if (use_normal) {
  315. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  316. } else {
  317. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  318. }
  319. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  320. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  321. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  322. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  323. r_texpixel_size.x = 1.0 / float(size.x);
  324. r_texpixel_size.y = 1.0 / float(size.y);
  325. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  326. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  327. r_last_texture = p_texture;
  328. }
  329. 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) {
  330. //create an empty push constant
  331. RS::CanvasItemTextureFilter current_filter = default_filter;
  332. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  333. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  334. current_filter = p_item->texture_filter;
  335. }
  336. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  337. current_repeat = p_item->texture_repeat;
  338. }
  339. PushConstant push_constant;
  340. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  341. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  342. Color base_color = p_item->final_modulate;
  343. for (int i = 0; i < 4; i++) {
  344. push_constant.modulation[i] = 0;
  345. push_constant.ninepatch_margins[i] = 0;
  346. push_constant.src_rect[i] = 0;
  347. push_constant.dst_rect[i] = 0;
  348. }
  349. push_constant.flags = 0;
  350. push_constant.color_texture_pixel_size[0] = 0;
  351. push_constant.color_texture_pixel_size[1] = 0;
  352. push_constant.pad[0] = 0;
  353. push_constant.pad[1] = 0;
  354. push_constant.lights[0] = 0;
  355. push_constant.lights[1] = 0;
  356. push_constant.lights[2] = 0;
  357. push_constant.lights[3] = 0;
  358. uint32_t base_flags = 0;
  359. uint16_t light_count = 0;
  360. PipelineLightMode light_mode;
  361. {
  362. Light *light = p_lights;
  363. while (light) {
  364. 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)) {
  365. uint32_t light_index = light->render_index_cache;
  366. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  367. light_count++;
  368. if (light_count == MAX_LIGHTS_PER_ITEM) {
  369. break;
  370. }
  371. }
  372. light = light->next_ptr;
  373. }
  374. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  375. }
  376. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  377. PipelineVariants *pipeline_variants = p_pipeline_variants;
  378. bool reclip = false;
  379. RID last_texture;
  380. Size2 texpixel_size;
  381. bool skipping = false;
  382. const Item::Command *c = p_item->commands;
  383. while (c) {
  384. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  385. c = c->next;
  386. continue;
  387. }
  388. 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
  389. switch (c->type) {
  390. case Item::Command::TYPE_RECT: {
  391. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  392. //bind pipeline
  393. {
  394. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  395. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  396. }
  397. //bind textures
  398. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  399. Rect2 src_rect;
  400. Rect2 dst_rect;
  401. if (rect->texture != RID()) {
  402. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  403. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  404. if (dst_rect.size.width < 0) {
  405. dst_rect.position.x += dst_rect.size.width;
  406. dst_rect.size.width *= -1;
  407. }
  408. if (dst_rect.size.height < 0) {
  409. dst_rect.position.y += dst_rect.size.height;
  410. dst_rect.size.height *= -1;
  411. }
  412. if (rect->flags & CANVAS_RECT_FLIP_H) {
  413. src_rect.size.x *= -1;
  414. }
  415. if (rect->flags & CANVAS_RECT_FLIP_V) {
  416. src_rect.size.y *= -1;
  417. }
  418. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  419. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  420. }
  421. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  422. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  423. }
  424. } else {
  425. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  426. if (dst_rect.size.width < 0) {
  427. dst_rect.position.x += dst_rect.size.width;
  428. dst_rect.size.width *= -1;
  429. }
  430. if (dst_rect.size.height < 0) {
  431. dst_rect.position.y += dst_rect.size.height;
  432. dst_rect.size.height *= -1;
  433. }
  434. src_rect = Rect2(0, 0, 1, 1);
  435. }
  436. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  437. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  438. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  439. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  440. push_constant.src_rect[0] = src_rect.position.x;
  441. push_constant.src_rect[1] = src_rect.position.y;
  442. push_constant.src_rect[2] = src_rect.size.width;
  443. push_constant.src_rect[3] = src_rect.size.height;
  444. push_constant.dst_rect[0] = dst_rect.position.x;
  445. push_constant.dst_rect[1] = dst_rect.position.y;
  446. push_constant.dst_rect[2] = dst_rect.size.width;
  447. push_constant.dst_rect[3] = dst_rect.size.height;
  448. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  449. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  450. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  451. } break;
  452. case Item::Command::TYPE_NINEPATCH: {
  453. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  454. //bind pipeline
  455. {
  456. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  457. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  458. }
  459. //bind textures
  460. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  461. Rect2 src_rect;
  462. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  463. if (np->texture == RID()) {
  464. texpixel_size = Size2(1, 1);
  465. src_rect = Rect2(0, 0, 1, 1);
  466. } else {
  467. if (np->source != Rect2()) {
  468. 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);
  469. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  470. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  471. } else {
  472. src_rect = Rect2(0, 0, 1, 1);
  473. }
  474. }
  475. push_constant.modulation[0] = np->color.r * base_color.r;
  476. push_constant.modulation[1] = np->color.g * base_color.g;
  477. push_constant.modulation[2] = np->color.b * base_color.b;
  478. push_constant.modulation[3] = np->color.a * base_color.a;
  479. push_constant.src_rect[0] = src_rect.position.x;
  480. push_constant.src_rect[1] = src_rect.position.y;
  481. push_constant.src_rect[2] = src_rect.size.width;
  482. push_constant.src_rect[3] = src_rect.size.height;
  483. push_constant.dst_rect[0] = dst_rect.position.x;
  484. push_constant.dst_rect[1] = dst_rect.position.y;
  485. push_constant.dst_rect[2] = dst_rect.size.width;
  486. push_constant.dst_rect[3] = dst_rect.size.height;
  487. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  488. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  489. if (np->draw_center) {
  490. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  491. }
  492. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  493. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  494. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  495. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  496. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  497. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  498. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  499. //restore if overrided
  500. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  501. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  502. } break;
  503. case Item::Command::TYPE_POLYGON: {
  504. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  505. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  506. ERR_CONTINUE(!pb);
  507. //bind pipeline
  508. {
  509. 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 };
  510. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  511. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  512. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  513. }
  514. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  515. //not supported in most hardware, so pointless
  516. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  517. }
  518. //bind textures
  519. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  520. push_constant.modulation[0] = base_color.r;
  521. push_constant.modulation[1] = base_color.g;
  522. push_constant.modulation[2] = base_color.b;
  523. push_constant.modulation[3] = base_color.a;
  524. for (int j = 0; j < 4; j++) {
  525. push_constant.src_rect[j] = 0;
  526. push_constant.dst_rect[j] = 0;
  527. push_constant.ninepatch_margins[j] = 0;
  528. }
  529. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  530. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  531. if (pb->indices.is_valid()) {
  532. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  533. }
  534. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  535. } break;
  536. case Item::Command::TYPE_PRIMITIVE: {
  537. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  538. //bind pipeline
  539. {
  540. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  541. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  542. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  543. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  544. }
  545. //bind textures
  546. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  547. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
  548. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  549. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  550. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  551. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  552. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  553. Color col = primitive->colors[j] * base_color;
  554. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  555. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  556. }
  557. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  558. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  559. if (primitive->point_count == 4) {
  560. for (uint32_t j = 1; j < 3; j++) {
  561. //second half of triangle
  562. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  563. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  564. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  565. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  566. Color col = primitive->colors[j + 1] * base_color;
  567. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  568. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  569. }
  570. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  571. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  572. }
  573. } break;
  574. case Item::Command::TYPE_MESH:
  575. case Item::Command::TYPE_MULTIMESH:
  576. case Item::Command::TYPE_PARTICLES: {
  577. RID mesh;
  578. RID mesh_instance;
  579. RID texture;
  580. Color modulate(1, 1, 1, 1);
  581. float world_backup[6];
  582. int instance_count = 1;
  583. for (int j = 0; j < 6; j++) {
  584. world_backup[j] = push_constant.world[j];
  585. }
  586. if (c->type == Item::Command::TYPE_MESH) {
  587. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  588. mesh = m->mesh;
  589. mesh_instance = m->mesh_instance;
  590. texture = m->texture;
  591. modulate = m->modulate;
  592. _update_transform_2d_to_mat2x3(base_transform * m->transform, push_constant.world);
  593. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  594. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  595. RID multimesh = mm->multimesh;
  596. mesh = storage->multimesh_get_mesh(multimesh);
  597. texture = mm->texture;
  598. if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  599. break;
  600. }
  601. instance_count = storage->multimesh_get_instances_to_draw(multimesh);
  602. RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  603. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  604. push_constant.flags |= 1; //multimesh, trails disabled
  605. if (storage->multimesh_uses_colors(multimesh)) {
  606. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  607. }
  608. if (storage->multimesh_uses_custom_data(multimesh)) {
  609. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  610. }
  611. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  612. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  613. ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  614. storage->particles_request_process(pt->particles);
  615. if (storage->particles_is_inactive(pt->particles)) {
  616. break;
  617. }
  618. RenderingServerDefault::redraw_request(); // active particles means redraw request
  619. bool local_coords = true;
  620. int dpc = storage->particles_get_draw_passes(pt->particles);
  621. if (dpc == 0) {
  622. break; //nothing to draw
  623. }
  624. uint32_t divisor = 1;
  625. instance_count = storage->particles_get_amount(pt->particles, divisor);
  626. RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  627. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  628. push_constant.flags |= divisor;
  629. instance_count /= divisor;
  630. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  631. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  632. mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  633. texture = pt->texture;
  634. if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) {
  635. //pass collision information
  636. Transform2D xform;
  637. if (local_coords) {
  638. xform = p_item->final_transform;
  639. } else {
  640. xform = p_canvas_transform_inverse;
  641. }
  642. RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
  643. Rect2 to_screen;
  644. {
  645. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target);
  646. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  647. to_screen.position = -sdf_rect.position * to_screen.size;
  648. }
  649. storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  650. } else {
  651. storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  652. }
  653. }
  654. if (mesh.is_null()) {
  655. break;
  656. }
  657. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  658. uint32_t surf_count = storage->mesh_get_surface_count(mesh);
  659. 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 };
  660. push_constant.modulation[0] = base_color.r * modulate.r;
  661. push_constant.modulation[1] = base_color.g * modulate.g;
  662. push_constant.modulation[2] = base_color.b * modulate.b;
  663. push_constant.modulation[3] = base_color.a * modulate.a;
  664. for (int j = 0; j < 4; j++) {
  665. push_constant.src_rect[j] = 0;
  666. push_constant.dst_rect[j] = 0;
  667. push_constant.ninepatch_margins[j] = 0;
  668. }
  669. for (uint32_t j = 0; j < surf_count; j++) {
  670. void *surface = storage->mesh_get_surface(mesh, j);
  671. RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
  672. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  673. uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  674. RID vertex_array;
  675. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  676. if (mesh_instance.is_valid()) {
  677. storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
  678. } else {
  679. storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
  680. }
  681. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  682. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  683. RID index_array = storage->mesh_surface_get_index_array(surface, 0);
  684. if (index_array.is_valid()) {
  685. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  686. }
  687. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  688. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  689. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  690. }
  691. for (int j = 0; j < 6; j++) {
  692. push_constant.world[j] = world_backup[j];
  693. }
  694. } break;
  695. case Item::Command::TYPE_TRANSFORM: {
  696. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  697. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  698. } break;
  699. case Item::Command::TYPE_CLIP_IGNORE: {
  700. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  701. if (current_clip) {
  702. if (ci->ignore != reclip) {
  703. if (ci->ignore) {
  704. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  705. reclip = true;
  706. } else {
  707. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  708. reclip = false;
  709. }
  710. }
  711. }
  712. } break;
  713. case Item::Command::TYPE_ANIMATION_SLICE: {
  714. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  715. double current_time = RendererCompositorRD::singleton->get_total_time();
  716. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  717. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  718. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  719. } break;
  720. }
  721. c = c->next;
  722. }
  723. if (current_clip && reclip) {
  724. //will make it re-enable clipping if needed afterwards
  725. current_clip = nullptr;
  726. }
  727. }
  728. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  729. //re create canvas state
  730. Vector<RD::Uniform> uniforms;
  731. {
  732. RD::Uniform u;
  733. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  734. u.binding = 1;
  735. u.ids.push_back(state.canvas_state_buffer);
  736. uniforms.push_back(u);
  737. }
  738. {
  739. RD::Uniform u;
  740. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  741. u.binding = 2;
  742. u.ids.push_back(state.lights_uniform_buffer);
  743. uniforms.push_back(u);
  744. }
  745. {
  746. RD::Uniform u;
  747. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  748. u.binding = 3;
  749. u.ids.push_back(storage->decal_atlas_get_texture());
  750. uniforms.push_back(u);
  751. }
  752. {
  753. RD::Uniform u;
  754. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  755. u.binding = 4;
  756. u.ids.push_back(state.shadow_texture);
  757. uniforms.push_back(u);
  758. }
  759. {
  760. RD::Uniform u;
  761. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  762. u.binding = 5;
  763. u.ids.push_back(state.shadow_sampler);
  764. uniforms.push_back(u);
  765. }
  766. {
  767. RD::Uniform u;
  768. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  769. u.binding = 6;
  770. RID screen;
  771. if (p_backbuffer) {
  772. screen = storage->render_target_get_rd_texture(p_to_render_target);
  773. } else {
  774. screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
  775. if (screen.is_null()) { //unallocated backbuffer
  776. screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  777. }
  778. }
  779. u.ids.push_back(screen);
  780. uniforms.push_back(u);
  781. }
  782. {
  783. RD::Uniform u;
  784. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  785. u.binding = 7;
  786. RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
  787. u.ids.push_back(sdf);
  788. uniforms.push_back(u);
  789. }
  790. {
  791. //needs samplers for the material (uses custom textures) create them
  792. RD::Uniform u;
  793. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  794. u.binding = 8;
  795. u.ids.resize(12);
  796. RID *ids_ptr = u.ids.ptrw();
  797. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  798. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  799. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  800. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  801. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  802. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  803. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  804. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  805. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  806. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  807. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  808. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  809. uniforms.push_back(u);
  810. }
  811. {
  812. RD::Uniform u;
  813. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  814. u.binding = 9;
  815. u.ids.push_back(storage->global_variables_get_storage_buffer());
  816. uniforms.push_back(u);
  817. }
  818. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  819. if (p_backbuffer) {
  820. storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  821. } else {
  822. storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  823. }
  824. return uniform_set;
  825. }
  826. 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) {
  827. Item *current_clip = nullptr;
  828. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  829. RID framebuffer;
  830. RID fb_uniform_set;
  831. bool clear = false;
  832. Vector<Color> clear_colors;
  833. if (p_to_backbuffer) {
  834. framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  835. fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  836. } else {
  837. framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  838. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  839. clear = true;
  840. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  841. storage->render_target_disable_clear_request(p_to_render_target);
  842. }
  843. #ifndef _MSC_VER
  844. #warning TODO obtain from framebuffer format eventually when this is implemented
  845. #endif
  846. fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  847. }
  848. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  849. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  850. }
  851. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  852. 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);
  853. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  854. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  855. RID prev_material;
  856. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  857. for (int i = 0; i < p_item_count; i++) {
  858. Item *ci = items[i];
  859. if (current_clip != ci->final_clip_owner) {
  860. current_clip = ci->final_clip_owner;
  861. //setup clip
  862. if (current_clip) {
  863. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  864. } else {
  865. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  866. }
  867. }
  868. RID material = ci->material;
  869. if (material.is_null() && ci->canvas_group != nullptr) {
  870. material = default_canvas_group_material;
  871. }
  872. if (material != prev_material) {
  873. MaterialData *material_data = nullptr;
  874. if (material.is_valid()) {
  875. material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  876. }
  877. if (material_data) {
  878. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  879. pipeline_variants = &material_data->shader_data->pipeline_variants;
  880. if (material_data->uniform_set.is_valid()) {
  881. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
  882. }
  883. } else {
  884. pipeline_variants = &shader.pipeline_variants;
  885. }
  886. } else {
  887. pipeline_variants = &shader.pipeline_variants;
  888. }
  889. }
  890. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  891. prev_material = material;
  892. }
  893. RD::get_singleton()->draw_list_end();
  894. }
  895. 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) {
  896. r_sdf_used = false;
  897. int item_count = 0;
  898. //setup canvas state uniforms if needed
  899. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  900. //setup directional lights if exist
  901. uint32_t light_count = 0;
  902. uint32_t directional_light_count = 0;
  903. {
  904. Light *l = p_directional_light_list;
  905. uint32_t index = 0;
  906. while (l) {
  907. if (index == state.max_lights_per_render) {
  908. l->render_index_cache = -1;
  909. l = l->next_ptr;
  910. continue;
  911. }
  912. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  913. if (!clight) { //unused or invalid texture
  914. l->render_index_cache = -1;
  915. l = l->next_ptr;
  916. ERR_CONTINUE(!clight);
  917. }
  918. Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
  919. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  920. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  921. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  922. state.light_uniforms[index].height = l->height; //0..1 here
  923. for (int i = 0; i < 4; i++) {
  924. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  925. state.light_uniforms[index].color[i] = l->color[i];
  926. }
  927. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  928. if (state.shadow_fb.is_valid()) {
  929. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  930. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  931. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  932. } else {
  933. state.light_uniforms[index].shadow_pixel_size = 1.0;
  934. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  935. state.light_uniforms[index].shadow_y_ofs = 0;
  936. }
  937. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  938. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  939. if (clight->shadow.enabled) {
  940. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  941. }
  942. l->render_index_cache = index;
  943. index++;
  944. l = l->next_ptr;
  945. }
  946. light_count = index;
  947. directional_light_count = light_count;
  948. using_directional_lights = directional_light_count > 0;
  949. }
  950. //setup lights if exist
  951. {
  952. Light *l = p_light_list;
  953. uint32_t index = light_count;
  954. while (l) {
  955. if (index == state.max_lights_per_render) {
  956. l->render_index_cache = -1;
  957. l = l->next_ptr;
  958. continue;
  959. }
  960. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  961. if (!clight) { //unused or invalid texture
  962. l->render_index_cache = -1;
  963. l = l->next_ptr;
  964. ERR_CONTINUE(!clight);
  965. }
  966. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  967. 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
  968. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  969. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  970. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  971. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  972. 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
  973. for (int i = 0; i < 4; i++) {
  974. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  975. state.light_uniforms[index].color[i] = l->color[i];
  976. }
  977. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  978. if (state.shadow_fb.is_valid()) {
  979. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  980. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  981. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  982. } else {
  983. state.light_uniforms[index].shadow_pixel_size = 1.0;
  984. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  985. state.light_uniforms[index].shadow_y_ofs = 0;
  986. }
  987. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  988. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  989. if (clight->shadow.enabled) {
  990. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  991. }
  992. if (clight->texture.is_valid()) {
  993. Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
  994. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  995. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  996. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  997. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  998. } else {
  999. state.light_uniforms[index].atlas_rect[0] = 0;
  1000. state.light_uniforms[index].atlas_rect[1] = 0;
  1001. state.light_uniforms[index].atlas_rect[2] = 0;
  1002. state.light_uniforms[index].atlas_rect[3] = 0;
  1003. }
  1004. l->render_index_cache = index;
  1005. index++;
  1006. l = l->next_ptr;
  1007. }
  1008. light_count = index;
  1009. }
  1010. if (light_count > 0) {
  1011. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  1012. }
  1013. {
  1014. //update canvas state uniform buffer
  1015. State::Buffer state_buffer;
  1016. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  1017. Transform3D screen_transform;
  1018. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1019. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1020. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1021. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1022. Transform2D normal_transform = p_canvas_transform;
  1023. normal_transform.elements[0].normalize();
  1024. normal_transform.elements[1].normalize();
  1025. normal_transform.elements[2] = Vector2();
  1026. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1027. state_buffer.canvas_modulate[0] = p_modulate.r;
  1028. state_buffer.canvas_modulate[1] = p_modulate.g;
  1029. state_buffer.canvas_modulate[2] = p_modulate.b;
  1030. state_buffer.canvas_modulate[3] = p_modulate.a;
  1031. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  1032. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1033. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1034. state_buffer.time = state.time;
  1035. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1036. state_buffer.directional_light_count = directional_light_count;
  1037. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1038. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1039. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1040. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1041. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1042. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
  1043. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1044. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1045. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1046. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1047. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1048. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1049. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1050. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1051. }
  1052. { //default filter/repeat
  1053. default_filter = p_default_filter;
  1054. default_repeat = p_default_repeat;
  1055. }
  1056. //fill the list until rendering is possible.
  1057. bool material_screen_texture_found = false;
  1058. Item *ci = p_item_list;
  1059. Rect2 back_buffer_rect;
  1060. bool backbuffer_copy = false;
  1061. Item *canvas_group_owner = nullptr;
  1062. bool update_skeletons = false;
  1063. bool time_used = false;
  1064. while (ci) {
  1065. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1066. backbuffer_copy = true;
  1067. if (ci->copy_back_buffer->full) {
  1068. back_buffer_rect = Rect2();
  1069. } else {
  1070. back_buffer_rect = ci->copy_back_buffer->rect;
  1071. }
  1072. }
  1073. if (ci->material.is_valid()) {
  1074. MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1075. if (md && md->shader_data->valid) {
  1076. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1077. if (!material_screen_texture_found) {
  1078. backbuffer_copy = true;
  1079. back_buffer_rect = Rect2();
  1080. }
  1081. }
  1082. if (md->shader_data->uses_sdf) {
  1083. r_sdf_used = true;
  1084. }
  1085. if (md->shader_data->uses_time) {
  1086. time_used = true;
  1087. }
  1088. if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
  1089. md->last_frame = RendererCompositorRD::singleton->get_frame_number();
  1090. if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
  1091. // uniform set may be gone because a dependency was erased. In this case, it will happen
  1092. // if a texture is deleted, so just re-create it.
  1093. storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1094. }
  1095. }
  1096. }
  1097. }
  1098. if (ci->skeleton.is_valid()) {
  1099. const Item::Command *c = ci->commands;
  1100. while (c) {
  1101. if (c->type == Item::Command::TYPE_MESH) {
  1102. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1103. if (cm->mesh_instance.is_valid()) {
  1104. storage->mesh_instance_check_for_update(cm->mesh_instance);
  1105. update_skeletons = true;
  1106. }
  1107. }
  1108. }
  1109. }
  1110. if (ci->canvas_group_owner != nullptr) {
  1111. if (canvas_group_owner == nullptr) {
  1112. //Canvas group begins here, render until before this item
  1113. if (update_skeletons) {
  1114. storage->update_mesh_instances();
  1115. update_skeletons = false;
  1116. }
  1117. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1118. item_count = 0;
  1119. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1120. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
  1121. storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1122. } else {
  1123. storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
  1124. }
  1125. backbuffer_copy = false;
  1126. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1127. }
  1128. ci->canvas_group_owner = nullptr; //must be cleared
  1129. }
  1130. if (ci == canvas_group_owner) {
  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, true);
  1136. item_count = 0;
  1137. if (ci->canvas_group->blur_mipmaps) {
  1138. storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1139. }
  1140. canvas_group_owner = nullptr;
  1141. }
  1142. if (backbuffer_copy) {
  1143. //render anything pending, including clearing if no items
  1144. if (update_skeletons) {
  1145. storage->update_mesh_instances();
  1146. update_skeletons = false;
  1147. }
  1148. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1149. item_count = 0;
  1150. storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
  1151. backbuffer_copy = false;
  1152. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1153. }
  1154. items[item_count++] = ci;
  1155. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1156. if (update_skeletons) {
  1157. storage->update_mesh_instances();
  1158. update_skeletons = false;
  1159. }
  1160. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1161. //then reset
  1162. item_count = 0;
  1163. }
  1164. ci = ci->next;
  1165. }
  1166. if (time_used) {
  1167. RenderingServerDefault::redraw_request();
  1168. }
  1169. }
  1170. RID RendererCanvasRenderRD::light_create() {
  1171. CanvasLight canvas_light;
  1172. return canvas_light_owner.make_rid(canvas_light);
  1173. }
  1174. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1175. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1176. ERR_FAIL_COND(!cl);
  1177. if (cl->texture == p_texture) {
  1178. return;
  1179. }
  1180. if (cl->texture.is_valid()) {
  1181. storage->texture_remove_from_decal_atlas(cl->texture);
  1182. }
  1183. cl->texture = p_texture;
  1184. if (cl->texture.is_valid()) {
  1185. storage->texture_add_to_decal_atlas(cl->texture);
  1186. }
  1187. }
  1188. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1189. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1190. ERR_FAIL_COND(!cl);
  1191. cl->shadow.enabled = p_enable;
  1192. }
  1193. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1194. if (state.shadow_fb == RID()) {
  1195. //ah, we lack the shadow texture..
  1196. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1197. Vector<RID> fb_textures;
  1198. { //texture
  1199. RD::TextureFormat tf;
  1200. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1201. tf.width = state.shadow_texture_size;
  1202. tf.height = state.max_lights_per_render * 2;
  1203. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1204. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1205. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1206. fb_textures.push_back(state.shadow_texture);
  1207. }
  1208. {
  1209. RD::TextureFormat tf;
  1210. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1211. tf.width = state.shadow_texture_size;
  1212. tf.height = state.max_lights_per_render * 2;
  1213. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1214. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1215. //chunks to write
  1216. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1217. fb_textures.push_back(state.shadow_depth_texture);
  1218. }
  1219. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1220. }
  1221. }
  1222. 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) {
  1223. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1224. ERR_FAIL_COND(!cl->shadow.enabled);
  1225. _update_shadow_atlas();
  1226. cl->shadow.z_far = p_far;
  1227. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1228. Vector<Color> cc;
  1229. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1230. for (int i = 0; i < 4; i++) {
  1231. //make sure it remains orthogonal, makes easy to read angle later
  1232. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1233. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1234. 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);
  1235. CameraMatrix projection;
  1236. {
  1237. real_t fov = 90;
  1238. real_t nearp = p_near;
  1239. real_t farp = p_far;
  1240. real_t aspect = 1.0;
  1241. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1242. real_t ymin = -ymax;
  1243. real_t xmin = ymin * aspect;
  1244. real_t xmax = ymax * aspect;
  1245. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1246. }
  1247. Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1248. projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1249. ShadowRenderPushConstant push_constant;
  1250. for (int y = 0; y < 4; y++) {
  1251. for (int x = 0; x < 4; x++) {
  1252. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1253. }
  1254. }
  1255. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1256. push_constant.direction[0] = directions[i].x;
  1257. push_constant.direction[1] = directions[i].y;
  1258. push_constant.z_far = p_far;
  1259. push_constant.pad = 0;
  1260. /*if (i == 0)
  1261. *p_xform_cache = projection;*/
  1262. LightOccluderInstance *instance = p_occluders;
  1263. while (instance) {
  1264. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1265. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1266. instance = instance->next;
  1267. continue;
  1268. }
  1269. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1270. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1271. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1272. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1273. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1274. RD::get_singleton()->draw_list_draw(draw_list, true);
  1275. instance = instance->next;
  1276. }
  1277. RD::get_singleton()->draw_list_end();
  1278. }
  1279. }
  1280. 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) {
  1281. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1282. ERR_FAIL_COND(!cl->shadow.enabled);
  1283. _update_shadow_atlas();
  1284. Vector2 light_dir = p_light_xform.elements[1].normalized();
  1285. Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5;
  1286. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1287. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1288. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1289. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1290. cl->shadow.z_far = distance;
  1291. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1292. Transform2D to_light_xform;
  1293. to_light_xform[2] = from_pos;
  1294. to_light_xform[1] = light_dir;
  1295. to_light_xform[0] = -light_dir.orthogonal();
  1296. to_light_xform.invert();
  1297. Vector<Color> cc;
  1298. cc.push_back(Color(1, 1, 1, 1));
  1299. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1300. 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);
  1301. CameraMatrix projection;
  1302. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1303. projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1304. ShadowRenderPushConstant push_constant;
  1305. for (int y = 0; y < 4; y++) {
  1306. for (int x = 0; x < 4; x++) {
  1307. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1308. }
  1309. }
  1310. push_constant.direction[0] = 0.0;
  1311. push_constant.direction[1] = 1.0;
  1312. push_constant.z_far = distance;
  1313. push_constant.pad = 0;
  1314. LightOccluderInstance *instance = p_occluders;
  1315. while (instance) {
  1316. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1317. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1318. instance = instance->next;
  1319. continue;
  1320. }
  1321. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1322. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1323. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1324. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1325. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1326. RD::get_singleton()->draw_list_draw(draw_list, true);
  1327. instance = instance->next;
  1328. }
  1329. RD::get_singleton()->draw_list_end();
  1330. Transform2D to_shadow;
  1331. to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
  1332. to_shadow.elements[2].x = 0.5;
  1333. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1334. }
  1335. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1336. RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
  1337. Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
  1338. Transform2D to_sdf;
  1339. to_sdf.elements[0] *= rect.size.width;
  1340. to_sdf.elements[1] *= rect.size.height;
  1341. to_sdf.elements[2] = rect.position;
  1342. Transform2D to_clip;
  1343. to_clip.elements[0] *= 2.0;
  1344. to_clip.elements[1] *= 2.0;
  1345. to_clip.elements[2] = -Vector2(1.0, 1.0);
  1346. to_clip = to_clip * to_sdf.affine_inverse();
  1347. Vector<Color> cc;
  1348. cc.push_back(Color(0, 0, 0, 0));
  1349. 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);
  1350. CameraMatrix projection;
  1351. ShadowRenderPushConstant push_constant;
  1352. for (int y = 0; y < 4; y++) {
  1353. for (int x = 0; x < 4; x++) {
  1354. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1355. }
  1356. }
  1357. push_constant.direction[0] = 0.0;
  1358. push_constant.direction[1] = 0.0;
  1359. push_constant.z_far = 0;
  1360. push_constant.pad = 0;
  1361. LightOccluderInstance *instance = p_occluders;
  1362. while (instance) {
  1363. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1364. if (!co || co->sdf_index_array.is_null()) {
  1365. instance = instance->next;
  1366. continue;
  1367. }
  1368. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1369. 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]);
  1370. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1371. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1372. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1373. RD::get_singleton()->draw_list_draw(draw_list, true);
  1374. instance = instance->next;
  1375. }
  1376. RD::get_singleton()->draw_list_end();
  1377. storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1378. }
  1379. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1380. OccluderPolygon occluder;
  1381. occluder.line_point_count = 0;
  1382. occluder.sdf_point_count = 0;
  1383. occluder.sdf_index_count = 0;
  1384. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1385. return occluder_polygon_owner.make_rid(occluder);
  1386. }
  1387. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1388. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1389. ERR_FAIL_COND(!oc);
  1390. Vector<Vector2> lines;
  1391. if (p_points.size()) {
  1392. int lc = p_points.size() * 2;
  1393. lines.resize(lc - (p_closed ? 0 : 2));
  1394. {
  1395. Vector2 *w = lines.ptrw();
  1396. const Vector2 *r = p_points.ptr();
  1397. int max = lc / 2;
  1398. if (!p_closed) {
  1399. max--;
  1400. }
  1401. for (int i = 0; i < max; i++) {
  1402. Vector2 a = r[i];
  1403. Vector2 b = r[(i + 1) % (lc / 2)];
  1404. w[i * 2 + 0] = a;
  1405. w[i * 2 + 1] = b;
  1406. }
  1407. }
  1408. }
  1409. if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
  1410. RD::get_singleton()->free(oc->vertex_array);
  1411. RD::get_singleton()->free(oc->vertex_buffer);
  1412. RD::get_singleton()->free(oc->index_array);
  1413. RD::get_singleton()->free(oc->index_buffer);
  1414. oc->vertex_array = RID();
  1415. oc->vertex_buffer = RID();
  1416. oc->index_array = RID();
  1417. oc->index_buffer = RID();
  1418. oc->line_point_count = lines.size();
  1419. }
  1420. if (lines.size()) {
  1421. Vector<uint8_t> geometry;
  1422. Vector<uint8_t> indices;
  1423. int lc = lines.size();
  1424. geometry.resize(lc * 6 * sizeof(float));
  1425. indices.resize(lc * 3 * sizeof(uint16_t));
  1426. {
  1427. uint8_t *vw = geometry.ptrw();
  1428. float *vwptr = (float *)vw;
  1429. uint8_t *iw = indices.ptrw();
  1430. uint16_t *iwptr = (uint16_t *)iw;
  1431. const Vector2 *lr = lines.ptr();
  1432. const int POLY_HEIGHT = 16384;
  1433. for (int i = 0; i < lc / 2; i++) {
  1434. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1435. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1436. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1437. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1438. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1439. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1440. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1441. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1442. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1443. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1444. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1445. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1446. iwptr[i * 6 + 0] = i * 4 + 0;
  1447. iwptr[i * 6 + 1] = i * 4 + 1;
  1448. iwptr[i * 6 + 2] = i * 4 + 2;
  1449. iwptr[i * 6 + 3] = i * 4 + 2;
  1450. iwptr[i * 6 + 4] = i * 4 + 3;
  1451. iwptr[i * 6 + 5] = i * 4 + 0;
  1452. }
  1453. }
  1454. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1455. if (oc->vertex_array.is_null()) {
  1456. //create from scratch
  1457. //vertices
  1458. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1459. Vector<RID> buffer;
  1460. buffer.push_back(oc->vertex_buffer);
  1461. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1462. //indices
  1463. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1464. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1465. } else {
  1466. //update existing
  1467. const uint8_t *vr = geometry.ptr();
  1468. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1469. const uint8_t *ir = indices.ptr();
  1470. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1471. }
  1472. }
  1473. // sdf
  1474. Vector<int> sdf_indices;
  1475. if (p_points.size()) {
  1476. if (p_closed) {
  1477. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1478. oc->sdf_is_lines = false;
  1479. } else {
  1480. int max = p_points.size();
  1481. sdf_indices.resize(max * 2);
  1482. int *iw = sdf_indices.ptrw();
  1483. for (int i = 0; i < max; i++) {
  1484. iw[i * 2 + 0] = i;
  1485. iw[i * 2 + 1] = (i + 1) % max;
  1486. }
  1487. oc->sdf_is_lines = true;
  1488. }
  1489. }
  1490. if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
  1491. RD::get_singleton()->free(oc->sdf_vertex_array);
  1492. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1493. RD::get_singleton()->free(oc->sdf_index_array);
  1494. RD::get_singleton()->free(oc->sdf_index_buffer);
  1495. oc->sdf_vertex_array = RID();
  1496. oc->sdf_vertex_buffer = RID();
  1497. oc->sdf_index_array = RID();
  1498. oc->sdf_index_buffer = RID();
  1499. oc->sdf_index_count = sdf_indices.size();
  1500. oc->sdf_point_count = p_points.size();
  1501. oc->sdf_is_lines = false;
  1502. }
  1503. if (sdf_indices.size()) {
  1504. if (oc->sdf_vertex_array.is_null()) {
  1505. //create from scratch
  1506. //vertices
  1507. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
  1508. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1509. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1510. Vector<RID> buffer;
  1511. buffer.push_back(oc->sdf_vertex_buffer);
  1512. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1513. //indices
  1514. } else {
  1515. //update existing
  1516. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
  1517. RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1518. }
  1519. }
  1520. }
  1521. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1522. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1523. ERR_FAIL_COND(!oc);
  1524. oc->cull_mode = p_mode;
  1525. }
  1526. void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
  1527. //compile
  1528. code = p_code;
  1529. valid = false;
  1530. ubo_size = 0;
  1531. uniforms.clear();
  1532. uses_screen_texture = false;
  1533. uses_sdf = false;
  1534. uses_time = false;
  1535. if (code == String()) {
  1536. return; //just invalid, but no error
  1537. }
  1538. ShaderCompilerRD::GeneratedCode gen_code;
  1539. int blend_mode = BLEND_MODE_MIX;
  1540. uses_screen_texture = false;
  1541. ShaderCompilerRD::IdentifierActions actions;
  1542. actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
  1543. actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1544. actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1545. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1546. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1547. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1548. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1549. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1550. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1551. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1552. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1553. actions.usage_flag_pointers["TIME"] = &uses_time;
  1554. actions.uniforms = &uniforms;
  1555. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1556. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1557. ERR_FAIL_COND(err != OK);
  1558. if (version.is_null()) {
  1559. version = canvas_singleton->shader.canvas_shader.version_create();
  1560. }
  1561. #if 0
  1562. print_line("**compiling shader:");
  1563. print_line("**defines:\n");
  1564. for (int i = 0; i < gen_code.defines.size(); i++) {
  1565. print_line(gen_code.defines[i]);
  1566. }
  1567. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1568. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1569. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1570. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1571. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1572. print_line("\n**light_code:\n" + gen_code.light);
  1573. #endif
  1574. 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);
  1575. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1576. ubo_size = gen_code.uniform_total_size;
  1577. ubo_offsets = gen_code.uniform_offsets;
  1578. texture_uniforms = gen_code.texture_uniforms;
  1579. //update them pipelines
  1580. RD::PipelineColorBlendState::Attachment attachment;
  1581. switch (blend_mode) {
  1582. case BLEND_MODE_DISABLED: {
  1583. // nothing to do here, disabled by default
  1584. } break;
  1585. case BLEND_MODE_MIX: {
  1586. attachment.enable_blend = true;
  1587. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1588. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1589. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1590. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1591. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1592. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1593. } break;
  1594. case BLEND_MODE_ADD: {
  1595. attachment.enable_blend = true;
  1596. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1597. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1598. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1599. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1600. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1601. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1602. } break;
  1603. case BLEND_MODE_SUB: {
  1604. attachment.enable_blend = true;
  1605. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1606. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1607. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1608. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1609. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1610. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1611. } break;
  1612. case BLEND_MODE_MUL: {
  1613. attachment.enable_blend = true;
  1614. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1615. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1616. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1617. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1618. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1619. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1620. } break;
  1621. case BLEND_MODE_PMALPHA: {
  1622. attachment.enable_blend = true;
  1623. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1624. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1625. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1626. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1627. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1628. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1629. } break;
  1630. }
  1631. RD::PipelineColorBlendState blend_state;
  1632. blend_state.attachments.push_back(attachment);
  1633. //update pipelines
  1634. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1635. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1636. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1637. RD::RENDER_PRIMITIVE_TRIANGLES,
  1638. RD::RENDER_PRIMITIVE_TRIANGLES,
  1639. RD::RENDER_PRIMITIVE_TRIANGLES,
  1640. RD::RENDER_PRIMITIVE_LINES,
  1641. RD::RENDER_PRIMITIVE_POINTS,
  1642. RD::RENDER_PRIMITIVE_TRIANGLES,
  1643. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1644. RD::RENDER_PRIMITIVE_LINES,
  1645. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1646. RD::RENDER_PRIMITIVE_POINTS,
  1647. };
  1648. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1649. { //non lit
  1650. SHADER_VARIANT_QUAD,
  1651. SHADER_VARIANT_NINEPATCH,
  1652. SHADER_VARIANT_PRIMITIVE,
  1653. SHADER_VARIANT_PRIMITIVE,
  1654. SHADER_VARIANT_PRIMITIVE_POINTS,
  1655. SHADER_VARIANT_ATTRIBUTES,
  1656. SHADER_VARIANT_ATTRIBUTES,
  1657. SHADER_VARIANT_ATTRIBUTES,
  1658. SHADER_VARIANT_ATTRIBUTES,
  1659. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1660. { //lit
  1661. SHADER_VARIANT_QUAD_LIGHT,
  1662. SHADER_VARIANT_NINEPATCH_LIGHT,
  1663. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1664. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1665. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1666. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1667. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1668. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1669. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1670. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1671. };
  1672. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1673. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1674. }
  1675. }
  1676. valid = true;
  1677. }
  1678. void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  1679. if (!p_texture.is_valid()) {
  1680. default_texture_params.erase(p_name);
  1681. } else {
  1682. default_texture_params[p_name] = p_texture;
  1683. }
  1684. }
  1685. void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1686. Map<int, StringName> order;
  1687. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1688. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1689. continue;
  1690. }
  1691. if (E->get().texture_order >= 0) {
  1692. order[E->get().texture_order + 100000] = E->key();
  1693. } else {
  1694. order[E->get().order] = E->key();
  1695. }
  1696. }
  1697. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  1698. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  1699. pi.name = E->get();
  1700. p_param_list->push_back(pi);
  1701. }
  1702. }
  1703. void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  1704. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1705. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1706. continue;
  1707. }
  1708. RendererStorage::InstanceShaderParam p;
  1709. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  1710. p.info.name = E->key(); //supply name
  1711. p.index = E->get().instance_index;
  1712. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  1713. p_param_list->push_back(p);
  1714. }
  1715. }
  1716. bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
  1717. if (!uniforms.has(p_param)) {
  1718. return false;
  1719. }
  1720. return uniforms[p_param].texture_order >= 0;
  1721. }
  1722. bool RendererCanvasRenderRD::ShaderData::is_animated() const {
  1723. return false;
  1724. }
  1725. bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
  1726. return false;
  1727. }
  1728. Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  1729. if (uniforms.has(p_parameter)) {
  1730. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1731. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1732. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  1733. }
  1734. return Variant();
  1735. }
  1736. RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
  1737. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1738. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1739. }
  1740. RendererCanvasRenderRD::ShaderData::ShaderData() {
  1741. valid = false;
  1742. uses_screen_texture = false;
  1743. uses_sdf = false;
  1744. }
  1745. RendererCanvasRenderRD::ShaderData::~ShaderData() {
  1746. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1747. ERR_FAIL_COND(!canvas_singleton);
  1748. //pipeline variants will clear themselves if shader is gone
  1749. if (version.is_valid()) {
  1750. canvas_singleton->shader.canvas_shader.version_free(version);
  1751. }
  1752. }
  1753. RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1754. ShaderData *shader_data = memnew(ShaderData);
  1755. return shader_data;
  1756. }
  1757. void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1758. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1759. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  1760. p_uniform_dirty = true;
  1761. if (uniform_buffer.is_valid()) {
  1762. RD::get_singleton()->free(uniform_buffer);
  1763. uniform_buffer = RID();
  1764. }
  1765. ubo_data.resize(shader_data->ubo_size);
  1766. if (ubo_data.size()) {
  1767. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  1768. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1769. }
  1770. //clear previous uniform set
  1771. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1772. RD::get_singleton()->free(uniform_set);
  1773. uniform_set = RID();
  1774. }
  1775. }
  1776. //check whether buffer changed
  1777. if (p_uniform_dirty && ubo_data.size()) {
  1778. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  1779. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  1780. }
  1781. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  1782. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  1783. texture_cache.resize(tex_uniform_count);
  1784. p_textures_dirty = true;
  1785. //clear previous uniform set
  1786. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1787. RD::get_singleton()->free(uniform_set);
  1788. uniform_set = RID();
  1789. }
  1790. }
  1791. if (p_textures_dirty && tex_uniform_count) {
  1792. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
  1793. }
  1794. if (shader_data->ubo_size == 0) {
  1795. // This material does not require an uniform set, so don't create it.
  1796. return;
  1797. }
  1798. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1799. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1800. return;
  1801. }
  1802. Vector<RD::Uniform> uniforms;
  1803. {
  1804. if (shader_data->ubo_size) {
  1805. RD::Uniform u;
  1806. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1807. u.binding = 0;
  1808. u.ids.push_back(uniform_buffer);
  1809. uniforms.push_back(u);
  1810. }
  1811. const RID *textures = texture_cache.ptrw();
  1812. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  1813. RD::Uniform u;
  1814. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1815. u.binding = 1 + i;
  1816. u.ids.push_back(textures[i]);
  1817. uniforms.push_back(u);
  1818. }
  1819. }
  1820. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  1821. }
  1822. RendererCanvasRenderRD::MaterialData::~MaterialData() {
  1823. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1824. RD::get_singleton()->free(uniform_set);
  1825. }
  1826. if (uniform_buffer.is_valid()) {
  1827. RD::get_singleton()->free(uniform_buffer);
  1828. }
  1829. }
  1830. RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
  1831. MaterialData *material_data = memnew(MaterialData);
  1832. material_data->shader_data = p_shader;
  1833. material_data->last_frame = false;
  1834. //update will happen later anyway so do nothing.
  1835. return material_data;
  1836. }
  1837. void RendererCanvasRenderRD::set_time(double p_time) {
  1838. state.time = p_time;
  1839. }
  1840. void RendererCanvasRenderRD::update() {
  1841. }
  1842. RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
  1843. storage = p_storage;
  1844. { //create default samplers
  1845. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1846. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1847. }
  1848. { //shader variants
  1849. String global_defines;
  1850. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1851. if (uniform_max_size < 65536) {
  1852. //Yes, you guessed right, ARM again
  1853. state.max_lights_per_render = 64;
  1854. global_defines += "#define MAX_LIGHTS 64\n";
  1855. } else {
  1856. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1857. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1858. }
  1859. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1860. Vector<String> variants;
  1861. //non light variants
  1862. variants.push_back(""); //none by default is first variant
  1863. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1864. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1865. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1866. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1867. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1868. //light variants
  1869. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1870. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1871. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1872. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1873. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1874. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1875. shader.canvas_shader.initialize(variants, global_defines);
  1876. shader.default_version = shader.canvas_shader.version_create();
  1877. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1878. RD::PipelineColorBlendState blend_state;
  1879. RD::PipelineColorBlendState::Attachment blend_attachment;
  1880. blend_attachment.enable_blend = true;
  1881. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1882. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1883. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1884. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1885. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1886. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1887. blend_state.attachments.push_back(blend_attachment);
  1888. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1889. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1890. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1891. RD::RENDER_PRIMITIVE_TRIANGLES,
  1892. RD::RENDER_PRIMITIVE_TRIANGLES,
  1893. RD::RENDER_PRIMITIVE_TRIANGLES,
  1894. RD::RENDER_PRIMITIVE_LINES,
  1895. RD::RENDER_PRIMITIVE_POINTS,
  1896. RD::RENDER_PRIMITIVE_TRIANGLES,
  1897. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1898. RD::RENDER_PRIMITIVE_LINES,
  1899. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1900. RD::RENDER_PRIMITIVE_POINTS,
  1901. };
  1902. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1903. { //non lit
  1904. SHADER_VARIANT_QUAD,
  1905. SHADER_VARIANT_NINEPATCH,
  1906. SHADER_VARIANT_PRIMITIVE,
  1907. SHADER_VARIANT_PRIMITIVE,
  1908. SHADER_VARIANT_PRIMITIVE_POINTS,
  1909. SHADER_VARIANT_ATTRIBUTES,
  1910. SHADER_VARIANT_ATTRIBUTES,
  1911. SHADER_VARIANT_ATTRIBUTES,
  1912. SHADER_VARIANT_ATTRIBUTES,
  1913. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1914. { //lit
  1915. SHADER_VARIANT_QUAD_LIGHT,
  1916. SHADER_VARIANT_NINEPATCH_LIGHT,
  1917. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1918. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1919. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1920. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1921. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1922. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1923. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1924. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1925. };
  1926. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1927. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1928. }
  1929. }
  1930. }
  1931. {
  1932. //shader compiler
  1933. ShaderCompilerRD::DefaultIdentifierActions actions;
  1934. actions.renames["VERTEX"] = "vertex";
  1935. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1936. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1937. actions.renames["UV"] = "uv";
  1938. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1939. actions.renames["WORLD_MATRIX"] = "world_matrix";
  1940. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1941. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1942. actions.renames["TIME"] = "canvas_data.time";
  1943. actions.renames["PI"] = _MKSTR(Math_PI);
  1944. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1945. actions.renames["E"] = _MKSTR(Math_E);
  1946. actions.renames["AT_LIGHT_PASS"] = "false";
  1947. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1948. actions.renames["COLOR"] = "color";
  1949. actions.renames["NORMAL"] = "normal";
  1950. actions.renames["NORMAL_MAP"] = "normal_map";
  1951. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1952. actions.renames["TEXTURE"] = "color_texture";
  1953. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1954. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1955. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1956. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1957. actions.renames["SCREEN_UV"] = "screen_uv";
  1958. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1959. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1960. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1961. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1962. actions.renames["LIGHT_POSITION"] = "light_position";
  1963. actions.renames["LIGHT_COLOR"] = "light_color";
  1964. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1965. actions.renames["LIGHT"] = "light";
  1966. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1967. actions.renames["texture_sdf"] = "texture_sdf";
  1968. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1969. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1970. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1971. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1972. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1973. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1974. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1975. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1976. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1977. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1978. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1979. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1980. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1981. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1982. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1983. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1984. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  1985. actions.sampler_array_name = "material_samplers";
  1986. actions.base_texture_binding_index = 1;
  1987. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1988. actions.base_uniform_string = "material.";
  1989. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1990. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1991. actions.base_varying_index = 4;
  1992. actions.global_buffer_array_variable = "global_variables.data";
  1993. shader.compiler.initialize(actions);
  1994. }
  1995. { //shadow rendering
  1996. Vector<String> versions;
  1997. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  1998. versions.push_back("\n#define MODE_SDF\n"); //sdf
  1999. shadow_render.shader.initialize(versions);
  2000. {
  2001. Vector<RD::AttachmentFormat> attachments;
  2002. RD::AttachmentFormat af_color;
  2003. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  2004. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2005. attachments.push_back(af_color);
  2006. RD::AttachmentFormat af_depth;
  2007. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  2008. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2009. attachments.push_back(af_depth);
  2010. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2011. }
  2012. {
  2013. Vector<RD::AttachmentFormat> attachments;
  2014. RD::AttachmentFormat af_color;
  2015. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  2016. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2017. attachments.push_back(af_color);
  2018. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2019. }
  2020. //pipelines
  2021. Vector<RD::VertexAttribute> vf;
  2022. RD::VertexAttribute vd;
  2023. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
  2024. vd.location = 0;
  2025. vd.offset = 0;
  2026. vd.stride = sizeof(real_t) * 3;
  2027. vf.push_back(vd);
  2028. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2029. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
  2030. vd.stride = sizeof(real_t) * 2;
  2031. vf.write[0] = vd;
  2032. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2033. shadow_render.shader_version = shadow_render.shader.version_create();
  2034. for (int i = 0; i < 3; i++) {
  2035. RD::PipelineRasterizationState rs;
  2036. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  2037. RD::PipelineDepthStencilState ds;
  2038. ds.enable_depth_write = true;
  2039. ds.enable_depth_test = true;
  2040. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  2041. 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);
  2042. }
  2043. for (int i = 0; i < 2; i++) {
  2044. 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);
  2045. }
  2046. }
  2047. { //bindings
  2048. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2049. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2050. RD::SamplerState shadow_sampler_state;
  2051. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2052. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2053. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2054. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2055. shadow_sampler_state.enable_compare = true;
  2056. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2057. }
  2058. {
  2059. //polygon buffers
  2060. polygon_buffers.last_id = 1;
  2061. }
  2062. { // default index buffer
  2063. Vector<uint8_t> pv;
  2064. pv.resize(6 * 4);
  2065. {
  2066. uint8_t *w = pv.ptrw();
  2067. int *p32 = (int *)w;
  2068. p32[0] = 0;
  2069. p32[1] = 1;
  2070. p32[2] = 2;
  2071. p32[3] = 0;
  2072. p32[4] = 2;
  2073. p32[5] = 3;
  2074. }
  2075. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  2076. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2077. }
  2078. { //primitive
  2079. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2080. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2081. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2082. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2083. }
  2084. { //default skeleton buffer
  2085. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  2086. SkeletonUniform su;
  2087. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  2088. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  2089. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  2090. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  2091. }
  2092. {
  2093. //default shadow texture to keep uniform set happy
  2094. RD::TextureFormat tf;
  2095. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2096. tf.width = 4;
  2097. tf.height = 4;
  2098. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2099. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2100. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2101. }
  2102. {
  2103. Vector<RD::Uniform> uniforms;
  2104. {
  2105. RD::Uniform u;
  2106. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2107. u.binding = 0;
  2108. u.ids.push_back(storage->get_default_rd_storage_buffer());
  2109. uniforms.push_back(u);
  2110. }
  2111. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2112. }
  2113. default_canvas_texture = storage->canvas_texture_allocate();
  2114. storage->canvas_texture_initialize(default_canvas_texture);
  2115. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2116. //create functions for shader and material
  2117. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
  2118. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
  2119. state.time = 0;
  2120. {
  2121. default_canvas_group_shader = storage->shader_allocate();
  2122. storage->shader_initialize(default_canvas_group_shader);
  2123. 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");
  2124. default_canvas_group_material = storage->material_allocate();
  2125. storage->material_initialize(default_canvas_group_material);
  2126. storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2127. }
  2128. static_assert(sizeof(PushConstant) == 128);
  2129. }
  2130. bool RendererCanvasRenderRD::free(RID p_rid) {
  2131. if (canvas_light_owner.owns(p_rid)) {
  2132. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  2133. ERR_FAIL_COND_V(!cl, false);
  2134. light_set_use_shadow(p_rid, false);
  2135. canvas_light_owner.free(p_rid);
  2136. } else if (occluder_polygon_owner.owns(p_rid)) {
  2137. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2138. occluder_polygon_owner.free(p_rid);
  2139. } else {
  2140. return false;
  2141. }
  2142. return true;
  2143. }
  2144. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2145. p_size = nearest_power_of_2_templated(p_size);
  2146. if (p_size == state.shadow_texture_size) {
  2147. return;
  2148. }
  2149. state.shadow_texture_size = p_size;
  2150. if (state.shadow_fb.is_valid()) {
  2151. RD::get_singleton()->free(state.shadow_texture);
  2152. RD::get_singleton()->free(state.shadow_depth_texture);
  2153. state.shadow_fb = RID();
  2154. {
  2155. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2156. RD::TextureFormat tf;
  2157. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2158. tf.width = 4;
  2159. tf.height = 4;
  2160. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2161. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2162. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2163. }
  2164. }
  2165. }
  2166. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2167. //canvas state
  2168. storage->free(default_canvas_group_material);
  2169. storage->free(default_canvas_group_shader);
  2170. {
  2171. if (state.canvas_state_buffer.is_valid()) {
  2172. RD::get_singleton()->free(state.canvas_state_buffer);
  2173. }
  2174. memdelete_arr(state.light_uniforms);
  2175. RD::get_singleton()->free(state.lights_uniform_buffer);
  2176. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2177. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2178. }
  2179. //shadow rendering
  2180. {
  2181. shadow_render.shader.version_free(shadow_render.shader_version);
  2182. //this will also automatically clear all pipelines
  2183. RD::get_singleton()->free(state.shadow_sampler);
  2184. }
  2185. //bindings
  2186. //shaders
  2187. shader.canvas_shader.version_free(shader.default_version);
  2188. //buffers
  2189. {
  2190. RD::get_singleton()->free(shader.quad_index_array);
  2191. RD::get_singleton()->free(shader.quad_index_buffer);
  2192. //primitives are erase by dependency
  2193. }
  2194. if (state.shadow_fb.is_valid()) {
  2195. RD::get_singleton()->free(state.shadow_depth_texture);
  2196. }
  2197. RD::get_singleton()->free(state.shadow_texture);
  2198. storage->free(default_canvas_texture);
  2199. //pipelines don't need freeing, they are all gone after shaders are gone
  2200. }