rasterizer_canvas_rd.cpp 72 KB

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  1. #include "rasterizer_canvas_rd.h"
  2. #include "core/math/math_funcs.h"
  3. void RasterizerCanvasRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  4. p_mat4[0] = p_transform.elements[0][0];
  5. p_mat4[1] = p_transform.elements[0][1];
  6. p_mat4[2] = 0;
  7. p_mat4[3] = 0;
  8. p_mat4[4] = p_transform.elements[1][0];
  9. p_mat4[5] = p_transform.elements[1][1];
  10. p_mat4[6] = 0;
  11. p_mat4[7] = 0;
  12. p_mat4[8] = 0;
  13. p_mat4[9] = 0;
  14. p_mat4[10] = 1;
  15. p_mat4[11] = 0;
  16. p_mat4[12] = p_transform.elements[2][0];
  17. p_mat4[13] = p_transform.elements[2][1];
  18. p_mat4[14] = 0;
  19. p_mat4[15] = 1;
  20. }
  21. void RasterizerCanvasRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  22. p_mat2x4[0] = p_transform.elements[0][0];
  23. p_mat2x4[1] = p_transform.elements[1][0];
  24. p_mat2x4[2] = 0;
  25. p_mat2x4[3] = p_transform.elements[2][0];
  26. p_mat2x4[4] = p_transform.elements[0][1];
  27. p_mat2x4[5] = p_transform.elements[1][1];
  28. p_mat2x4[6] = 0;
  29. p_mat2x4[7] = p_transform.elements[2][1];
  30. }
  31. void RasterizerCanvasRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  32. p_mat2x3[0] = p_transform.elements[0][0];
  33. p_mat2x3[1] = p_transform.elements[0][1];
  34. p_mat2x3[2] = p_transform.elements[1][0];
  35. p_mat2x3[3] = p_transform.elements[1][1];
  36. p_mat2x3[4] = p_transform.elements[2][0];
  37. p_mat2x3[5] = p_transform.elements[2][1];
  38. }
  39. void RasterizerCanvasRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) {
  40. p_mat4[0] = p_transform.basis.elements[0][0];
  41. p_mat4[1] = p_transform.basis.elements[1][0];
  42. p_mat4[2] = p_transform.basis.elements[2][0];
  43. p_mat4[3] = 0;
  44. p_mat4[4] = p_transform.basis.elements[0][1];
  45. p_mat4[5] = p_transform.basis.elements[1][1];
  46. p_mat4[6] = p_transform.basis.elements[2][1];
  47. p_mat4[7] = 0;
  48. p_mat4[8] = p_transform.basis.elements[0][2];
  49. p_mat4[9] = p_transform.basis.elements[1][2];
  50. p_mat4[10] = p_transform.basis.elements[2][2];
  51. p_mat4[11] = 0;
  52. p_mat4[12] = p_transform.origin.x;
  53. p_mat4[13] = p_transform.origin.y;
  54. p_mat4[14] = p_transform.origin.z;
  55. p_mat4[15] = 1;
  56. }
  57. void RasterizerCanvasRD::_update_specular_shininess(const Color &p_transform, uint32_t *r_ss) {
  58. *r_ss = uint32_t(CLAMP(p_transform.a * 255.0, 0, 255)) << 24;
  59. *r_ss |= uint32_t(CLAMP(p_transform.b * 255.0, 0, 255)) << 16;
  60. *r_ss |= uint32_t(CLAMP(p_transform.g * 255.0, 0, 255)) << 8;
  61. *r_ss |= uint32_t(CLAMP(p_transform.r * 255.0, 0, 255));
  62. }
  63. RID RasterizerCanvasRD::_create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
  64. Vector<RD::Uniform> uniform_set;
  65. { // COLOR TEXTURE
  66. RD::Uniform u;
  67. u.type = RD::UNIFORM_TYPE_TEXTURE;
  68. u.binding = 1;
  69. RID texture = storage->texture_get_rd_texture(p_texture);
  70. if (!texture.is_valid()) {
  71. //use default white texture
  72. texture = default_textures.white_texture;
  73. }
  74. u.ids.push_back(texture);
  75. uniform_set.push_back(u);
  76. }
  77. { // NORMAL TEXTURE
  78. RD::Uniform u;
  79. u.type = RD::UNIFORM_TYPE_TEXTURE;
  80. u.binding = 2;
  81. RID texture = storage->texture_get_rd_texture(p_normalmap);
  82. if (!texture.is_valid()) {
  83. //use default normal texture
  84. texture = default_textures.normal_texture;
  85. }
  86. u.ids.push_back(texture);
  87. uniform_set.push_back(u);
  88. }
  89. { // SPECULAR TEXTURE
  90. RD::Uniform u;
  91. u.type = RD::UNIFORM_TYPE_TEXTURE;
  92. u.binding = 3;
  93. RID texture = storage->texture_get_rd_texture(p_specular);
  94. if (!texture.is_valid()) {
  95. //use default white texture
  96. texture = default_textures.white_texture;
  97. }
  98. u.ids.push_back(texture);
  99. uniform_set.push_back(u);
  100. }
  101. { // SAMPLER
  102. RD::Uniform u;
  103. u.type = RD::UNIFORM_TYPE_SAMPLER;
  104. u.binding = 4;
  105. RID sampler = default_samplers.samplers[p_filter][p_repeat];
  106. ERR_FAIL_COND_V(sampler.is_null(), RID());
  107. u.ids.push_back(sampler);
  108. uniform_set.push_back(u);
  109. }
  110. { // MULTIMESH TEXTURE BUFFER
  111. RD::Uniform u;
  112. u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
  113. u.binding = 5;
  114. u.ids.push_back(default_textures.default_multimesh_tb);
  115. uniform_set.push_back(u);
  116. }
  117. return RD::get_singleton()->uniform_set_create(uniform_set, shader.default_version_rd_shader, 0);
  118. }
  119. RasterizerCanvas::TextureBindingID RasterizerCanvasRD::request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
  120. if (p_filter == VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  121. p_filter = default_samplers.default_filter;
  122. }
  123. if (p_repeat == VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  124. p_repeat = default_samplers.default_repeat;
  125. }
  126. TextureBindingKey key;
  127. key.texture = p_texture;
  128. key.normalmap = p_normalmap;
  129. key.specular = p_specular;
  130. key.multimesh = p_multimesh;
  131. key.texture_filter = p_filter;
  132. key.texture_repeat = p_repeat;
  133. TextureBinding *binding;
  134. TextureBindingID id;
  135. {
  136. TextureBindingID *idptr = bindings.texture_key_bindings.getptr(key);
  137. if (!idptr) {
  138. id = bindings.id_generator++;
  139. bindings.texture_key_bindings[key] = id;
  140. binding = memnew(TextureBinding);
  141. binding->key = key;
  142. binding->id = id;
  143. bindings.texture_bindings[id] = binding;
  144. } else {
  145. id = *idptr;
  146. binding = bindings.texture_bindings[id];
  147. }
  148. }
  149. binding->reference_count++;
  150. if (binding->to_dispose.in_list()) {
  151. //was queued for disposal previously, but ended up reused.
  152. bindings.to_dispose_list.remove(&binding->to_dispose);
  153. }
  154. if (binding->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
  155. binding->uniform_set = _create_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
  156. }
  157. return id;
  158. }
  159. void RasterizerCanvasRD::free_texture_binding(TextureBindingID p_binding) {
  160. TextureBinding **binding_ptr = bindings.texture_bindings.getptr(p_binding);
  161. ERR_FAIL_COND(!binding_ptr);
  162. TextureBinding *binding = *binding_ptr;
  163. ERR_FAIL_COND(binding->reference_count == 0);
  164. binding->reference_count--;
  165. if (binding->reference_count == 0) {
  166. bindings.to_dispose_list.add(&binding->to_dispose);
  167. }
  168. }
  169. void RasterizerCanvasRD::_dispose_bindings() {
  170. while (bindings.to_dispose_list.first()) {
  171. TextureBinding *binding = bindings.to_dispose_list.first()->self();
  172. if (binding->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
  173. RD::get_singleton()->free(binding->uniform_set);
  174. }
  175. bindings.texture_key_bindings.erase(binding->key);
  176. bindings.texture_bindings.erase(binding->id);
  177. bindings.to_dispose_list.remove(&binding->to_dispose);
  178. memdelete(binding);
  179. }
  180. }
  181. RasterizerCanvas::PolygonID RasterizerCanvasRD::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) {
  182. // Care must be taken to generate array formats
  183. // in ways where they could be reused, so we will
  184. // put single-occuring elements first, and repeated
  185. // elements later. This way the generated formats are
  186. // the same no matter the length of the arrays.
  187. // This dramatically reduces the amount of pipeline objects
  188. // that need to be created for these formats.
  189. uint32_t vertex_count = p_points.size();
  190. uint32_t base_offset = 0;
  191. uint32_t stride = 2; //vertices always repeat
  192. if ((uint32_t)p_colors.size() == vertex_count) {
  193. stride += 4;
  194. } else {
  195. base_offset += 4;
  196. }
  197. if ((uint32_t)p_uvs.size() == vertex_count) {
  198. stride += 2;
  199. } else {
  200. base_offset += 2;
  201. }
  202. if ((uint32_t)p_bones.size() == vertex_count * 4) {
  203. stride += 4;
  204. } else {
  205. base_offset += 4;
  206. }
  207. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  208. stride += 4;
  209. } else {
  210. base_offset += 4;
  211. }
  212. uint32_t buffer_size = base_offset + stride * p_points.size();
  213. PoolVector<uint8_t> polygon_buffer;
  214. polygon_buffer.resize(buffer_size * sizeof(float));
  215. Vector<RD::VertexDescription> descriptions;
  216. descriptions.resize(5);
  217. {
  218. PoolVector<uint8_t>::Read r = polygon_buffer.read();
  219. float *fptr = (float *)r.ptr();
  220. uint32_t *uptr = (uint32_t *)r.ptr();
  221. uint32_t single_offset = 0;
  222. { //vertices
  223. RD::VertexDescription vd;
  224. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  225. vd.offset = base_offset * sizeof(float);
  226. vd.location = VS::ARRAY_VERTEX;
  227. vd.stride = stride * sizeof(float);
  228. descriptions.write[0] = vd;
  229. const Vector2 *points_ptr = p_points.ptr();
  230. for (uint32_t i = 0; i < vertex_count; i++) {
  231. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  232. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  233. }
  234. base_offset += 2;
  235. }
  236. //colors
  237. if ((uint32_t)p_colors.size() == vertex_count) {
  238. RD::VertexDescription vd;
  239. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  240. vd.offset = base_offset * sizeof(float);
  241. vd.location = VS::ARRAY_COLOR;
  242. vd.stride = stride * sizeof(float);
  243. descriptions.write[1] = vd;
  244. const Color *color_ptr = p_colors.ptr();
  245. for (uint32_t i = 0; i < vertex_count; i++) {
  246. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  247. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  248. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  249. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  250. }
  251. base_offset += 4;
  252. } else {
  253. RD::VertexDescription vd;
  254. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  255. vd.offset = single_offset * sizeof(float);
  256. vd.location = VS::ARRAY_COLOR;
  257. vd.stride = 0;
  258. descriptions.write[1] = vd;
  259. Color color = p_colors.size() ? p_colors[0] : Color(1, 1, 1, 1);
  260. fptr[single_offset + 0] = color.r;
  261. fptr[single_offset + 1] = color.g;
  262. fptr[single_offset + 2] = color.b;
  263. fptr[single_offset + 3] = color.a;
  264. single_offset += 4;
  265. }
  266. //uvs
  267. if ((uint32_t)p_uvs.size() == vertex_count) {
  268. RD::VertexDescription vd;
  269. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  270. vd.offset = base_offset * sizeof(float);
  271. vd.location = VS::ARRAY_TEX_UV;
  272. vd.stride = stride * sizeof(float);
  273. descriptions.write[2] = vd;
  274. const Vector2 *uv_ptr = p_uvs.ptr();
  275. for (uint32_t i = 0; i < vertex_count; i++) {
  276. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  277. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  278. }
  279. base_offset += 2;
  280. } else {
  281. RD::VertexDescription vd;
  282. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  283. vd.offset = single_offset * sizeof(float);
  284. vd.location = VS::ARRAY_TEX_UV;
  285. vd.stride = 0;
  286. descriptions.write[2] = vd;
  287. Vector2 uv;
  288. fptr[single_offset + 0] = uv.x;
  289. fptr[single_offset + 1] = uv.y;
  290. single_offset += 2;
  291. }
  292. //bones
  293. if ((uint32_t)p_indices.size() == vertex_count * 4) {
  294. RD::VertexDescription vd;
  295. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  296. vd.offset = base_offset * sizeof(float);
  297. vd.location = VS::ARRAY_BONES;
  298. vd.stride = stride * sizeof(float);
  299. descriptions.write[3] = vd;
  300. const int *bone_ptr = p_bones.ptr();
  301. for (uint32_t i = 0; i < vertex_count; i++) {
  302. uptr[base_offset + i * stride + 0] = bone_ptr[i * 4 + 0];
  303. uptr[base_offset + i * stride + 1] = bone_ptr[i * 4 + 1];
  304. uptr[base_offset + i * stride + 2] = bone_ptr[i * 4 + 2];
  305. uptr[base_offset + i * stride + 3] = bone_ptr[i * 4 + 3];
  306. }
  307. base_offset += 4;
  308. } else {
  309. RD::VertexDescription vd;
  310. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  311. vd.offset = single_offset * sizeof(float);
  312. vd.location = VS::ARRAY_BONES;
  313. vd.stride = 0;
  314. descriptions.write[3] = vd;
  315. uptr[single_offset + 0] = 0;
  316. uptr[single_offset + 1] = 0;
  317. uptr[single_offset + 2] = 0;
  318. uptr[single_offset + 3] = 0;
  319. single_offset += 4;
  320. }
  321. //bones
  322. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  323. RD::VertexDescription vd;
  324. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  325. vd.offset = base_offset * sizeof(float);
  326. vd.location = VS::ARRAY_WEIGHTS;
  327. vd.stride = stride * sizeof(float);
  328. descriptions.write[4] = vd;
  329. const float *weight_ptr = p_weights.ptr();
  330. for (uint32_t i = 0; i < vertex_count; i++) {
  331. fptr[base_offset + i * stride + 0] = weight_ptr[i * 4 + 0];
  332. fptr[base_offset + i * stride + 1] = weight_ptr[i * 4 + 1];
  333. fptr[base_offset + i * stride + 2] = weight_ptr[i * 4 + 2];
  334. fptr[base_offset + i * stride + 3] = weight_ptr[i * 4 + 3];
  335. }
  336. base_offset += 4;
  337. } else {
  338. RD::VertexDescription vd;
  339. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  340. vd.offset = single_offset * sizeof(float);
  341. vd.location = VS::ARRAY_WEIGHTS;
  342. vd.stride = 0;
  343. descriptions.write[4] = vd;
  344. fptr[single_offset + 0] = 0.0;
  345. fptr[single_offset + 1] = 0.0;
  346. fptr[single_offset + 2] = 0.0;
  347. fptr[single_offset + 3] = 0.0;
  348. single_offset += 4;
  349. }
  350. //check that everything is as it should be
  351. ERR_FAIL_COND_V(single_offset != (base_offset - stride), 0);
  352. ERR_FAIL_COND_V(((base_offset - stride) + stride * vertex_count) != buffer_size, 0);
  353. }
  354. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  355. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  356. PolygonBuffers pb;
  357. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  358. Vector<RID> buffers;
  359. buffers.resize(descriptions.size());
  360. for (int i = 0; i < descriptions.size(); i++) {
  361. buffers.write[i] = pb.vertex_buffer;
  362. }
  363. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  364. if (p_indices.size()) {
  365. //create indices, as indices were requested
  366. PoolVector<uint8_t> index_buffer;
  367. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  368. {
  369. PoolVector<uint8_t>::Write w = index_buffer.write();
  370. copymem(w.ptr(), p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  371. }
  372. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  373. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  374. }
  375. pb.vertex_format_id = vertex_id;
  376. PolygonID id = polygon_buffers.last_id++;
  377. polygon_buffers.polygons[id] = pb;
  378. return id;
  379. }
  380. void RasterizerCanvasRD::free_polygon(PolygonID p_polygon) {
  381. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  382. ERR_FAIL_COND(!pb_ptr);
  383. PolygonBuffers &pb = *pb_ptr;
  384. if (pb.indices.is_valid()) {
  385. RD::get_singleton()->free(pb.indices);
  386. }
  387. if (pb.index_buffer.is_valid()) {
  388. RD::get_singleton()->free(pb.index_buffer);
  389. }
  390. RD::get_singleton()->free(pb.vertex_array);
  391. RD::get_singleton()->free(pb.vertex_buffer);
  392. polygon_buffers.polygons.erase(p_polygon);
  393. }
  394. Size2i RasterizerCanvasRD::_bind_texture_binding(TextureBindingID p_binding, RD::DrawListID p_draw_list, uint32_t &flags) {
  395. TextureBinding **texture_binding_ptr = bindings.texture_bindings.getptr(p_binding);
  396. ERR_FAIL_COND_V(!texture_binding_ptr, Size2i());
  397. TextureBinding *texture_binding = *texture_binding_ptr;
  398. if (texture_binding->key.normalmap.is_valid()) {
  399. flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  400. }
  401. if (texture_binding->key.specular.is_valid()) {
  402. flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  403. }
  404. if (!RD::get_singleton()->uniform_set_is_valid(texture_binding->uniform_set)) {
  405. //texture may have changed (erased or replaced, see if we can fix)
  406. texture_binding->uniform_set = _create_texture_binding(texture_binding->key.texture, texture_binding->key.normalmap, texture_binding->key.specular, texture_binding->key.texture_filter, texture_binding->key.texture_repeat, texture_binding->key.multimesh);
  407. ERR_FAIL_COND_V(!texture_binding->uniform_set.is_valid(), Size2i(1, 1));
  408. }
  409. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, texture_binding->uniform_set, 0);
  410. if (texture_binding->key.texture.is_valid()) {
  411. return storage->texture_2d_get_size(texture_binding->key.texture);
  412. } else {
  413. return Size2i(1, 1);
  414. }
  415. }
  416. ////////////////////
  417. void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RD::TextureSamples p_samples, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights) {
  418. //create an empty push constant
  419. PushConstant push_constant;
  420. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  421. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  422. Color base_color = p_item->final_modulate;
  423. for (int i = 0; i < 4; i++) {
  424. push_constant.modulation[i] = 0;
  425. push_constant.ninepatch_margins[i] = 0;
  426. push_constant.src_rect[i] = 0;
  427. push_constant.dst_rect[i] = 0;
  428. }
  429. push_constant.flags = 0;
  430. push_constant.color_texture_pixel_size[0] = 0;
  431. push_constant.color_texture_pixel_size[1] = 0;
  432. push_constant.pad[1] = 0;
  433. push_constant.pad[2] = 0;
  434. push_constant.pad[3] = 0;
  435. push_constant.lights[0] = 0;
  436. push_constant.lights[1] = 0;
  437. push_constant.lights[2] = 0;
  438. push_constant.lights[3] = 0;
  439. uint32_t base_flags = 0;
  440. {
  441. Light *light = p_lights;
  442. uint16_t light_count = 0;
  443. while (light) {
  444. 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)) {
  445. uint32_t light_index = light->render_index_cache;
  446. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  447. light_count++;
  448. if (light->mode == VS::CANVAS_LIGHT_MODE_MASK) {
  449. base_flags |= FLAGS_USING_LIGHT_MASK;
  450. }
  451. if (light_count == MAX_LIGHTS_PER_ITEM) {
  452. break;
  453. }
  454. }
  455. light = light->next_ptr;
  456. }
  457. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  458. }
  459. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  460. bool reclip = false;
  461. const Item::Command *c = p_item->commands;
  462. while (c) {
  463. push_constant.flags = base_flags; //reset on each command for sanity
  464. push_constant.specular_shininess = 0xFFFFFFFF;
  465. switch (c->type) {
  466. case Item::Command::TYPE_RECT: {
  467. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  468. //bind pipeline
  469. {
  470. RID pipeline = pipeline_variants->variants[p_render_target_format][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_samples);
  471. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  472. }
  473. //bind textures
  474. Size2 texpixel_size;
  475. {
  476. texpixel_size = _bind_texture_binding(rect->texture_binding.binding_id, p_draw_list, push_constant.flags);
  477. texpixel_size.x = 1.0 / texpixel_size.x;
  478. texpixel_size.y = 1.0 / texpixel_size.y;
  479. }
  480. if (rect->specular_shininess.a < 0.999) {
  481. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  482. }
  483. _update_specular_shininess(rect->specular_shininess, &push_constant.specular_shininess);
  484. Rect2 src_rect;
  485. Rect2 dst_rect;
  486. if (texpixel_size != Vector2()) {
  487. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  488. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  489. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  490. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  491. if (dst_rect.size.width < 0) {
  492. dst_rect.position.x += dst_rect.size.width;
  493. dst_rect.size.width *= -1;
  494. }
  495. if (dst_rect.size.height < 0) {
  496. dst_rect.position.y += dst_rect.size.height;
  497. dst_rect.size.height *= -1;
  498. }
  499. if (rect->flags & CANVAS_RECT_FLIP_H) {
  500. src_rect.size.x *= -1;
  501. }
  502. if (rect->flags & CANVAS_RECT_FLIP_V) {
  503. src_rect.size.y *= -1;
  504. }
  505. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  506. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  507. }
  508. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  509. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  510. }
  511. } else {
  512. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  513. if (dst_rect.size.width < 0) {
  514. dst_rect.position.x += dst_rect.size.width;
  515. dst_rect.size.width *= -1;
  516. }
  517. if (dst_rect.size.height < 0) {
  518. dst_rect.position.y += dst_rect.size.height;
  519. dst_rect.size.height *= -1;
  520. }
  521. src_rect = Rect2(0, 0, 1, 1);
  522. texpixel_size = Vector2(1, 1);
  523. }
  524. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  525. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  526. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  527. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  528. push_constant.src_rect[0] = src_rect.position.x;
  529. push_constant.src_rect[1] = src_rect.position.y;
  530. push_constant.src_rect[2] = src_rect.size.width;
  531. push_constant.src_rect[3] = src_rect.size.height;
  532. push_constant.dst_rect[0] = dst_rect.position.x;
  533. push_constant.dst_rect[1] = dst_rect.position.y;
  534. push_constant.dst_rect[2] = dst_rect.size.width;
  535. push_constant.dst_rect[3] = dst_rect.size.height;
  536. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  537. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  538. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  539. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  540. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  541. } break;
  542. case Item::Command::TYPE_NINEPATCH: {
  543. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  544. //bind pipeline
  545. {
  546. RID pipeline = pipeline_variants->variants[p_render_target_format][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_samples);
  547. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  548. }
  549. //bind textures
  550. Size2 texpixel_size;
  551. {
  552. texpixel_size = _bind_texture_binding(np->texture_binding.binding_id, p_draw_list, push_constant.flags);
  553. texpixel_size.x = 1.0 / texpixel_size.x;
  554. texpixel_size.y = 1.0 / texpixel_size.y;
  555. }
  556. if (np->specular_shininess.a < 0.999) {
  557. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  558. }
  559. _update_specular_shininess(np->specular_shininess, &push_constant.specular_shininess);
  560. Rect2 src_rect;
  561. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  562. if (texpixel_size == Size2()) {
  563. texpixel_size = Size2(1, 1);
  564. src_rect = Rect2(0, 0, 1, 1);
  565. } else {
  566. if (np->source != Rect2()) {
  567. 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);
  568. texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
  569. } else {
  570. src_rect = Rect2(0, 0, 1, 1);
  571. }
  572. }
  573. push_constant.modulation[0] = np->color.r * base_color.r;
  574. push_constant.modulation[1] = np->color.g * base_color.g;
  575. push_constant.modulation[2] = np->color.b * base_color.b;
  576. push_constant.modulation[3] = np->color.a * base_color.a;
  577. push_constant.src_rect[0] = src_rect.position.x;
  578. push_constant.src_rect[1] = src_rect.position.y;
  579. push_constant.src_rect[2] = src_rect.size.width;
  580. push_constant.src_rect[3] = src_rect.size.height;
  581. push_constant.dst_rect[0] = dst_rect.position.x;
  582. push_constant.dst_rect[1] = dst_rect.position.y;
  583. push_constant.dst_rect[2] = dst_rect.size.width;
  584. push_constant.dst_rect[3] = dst_rect.size.height;
  585. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  586. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  587. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  588. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  589. if (np->draw_center) {
  590. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  591. }
  592. push_constant.ninepatch_margins[0] = np->margin[MARGIN_LEFT];
  593. push_constant.ninepatch_margins[1] = np->margin[MARGIN_TOP];
  594. push_constant.ninepatch_margins[2] = np->margin[MARGIN_RIGHT];
  595. push_constant.ninepatch_margins[3] = np->margin[MARGIN_BOTTOM];
  596. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  597. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  598. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  599. } break;
  600. case Item::Command::TYPE_POLYGON: {
  601. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  602. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  603. ERR_CONTINUE(!pb);
  604. //bind pipeline
  605. {
  606. static const PipelineVariant variant[VS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES };
  607. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= VS::PRIMITIVE_MAX);
  608. RID pipeline = pipeline_variants->variants[p_render_target_format][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_samples);
  609. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  610. }
  611. if (polygon->primitive == VS::PRIMITIVE_LINES) {
  612. //not supported in most hardware, so pointless
  613. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  614. }
  615. //bind textures
  616. Size2 texpixel_size;
  617. {
  618. texpixel_size = _bind_texture_binding(polygon->texture_binding.binding_id, p_draw_list, push_constant.flags);
  619. texpixel_size.x = 1.0 / texpixel_size.x;
  620. texpixel_size.y = 1.0 / texpixel_size.y;
  621. }
  622. if (polygon->specular_shininess.a < 0.999) {
  623. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  624. }
  625. _update_specular_shininess(polygon->specular_shininess, &push_constant.specular_shininess);
  626. push_constant.modulation[0] = base_color.r;
  627. push_constant.modulation[1] = base_color.g;
  628. push_constant.modulation[2] = base_color.b;
  629. push_constant.modulation[3] = base_color.a;
  630. for (int j = 0; j < 4; j++) {
  631. push_constant.src_rect[j] = 0;
  632. push_constant.dst_rect[j] = 0;
  633. push_constant.ninepatch_margins[j] = 0;
  634. }
  635. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  636. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  637. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  638. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  639. if (pb->indices.is_valid()) {
  640. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  641. }
  642. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  643. } break;
  644. case Item::Command::TYPE_PRIMITIVE: {
  645. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  646. //bind pipeline
  647. {
  648. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  649. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  650. RID pipeline = pipeline_variants->variants[p_render_target_format][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_samples);
  651. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  652. }
  653. //bind textures
  654. {
  655. _bind_texture_binding(primitive->texture_binding.binding_id, p_draw_list, push_constant.flags);
  656. }
  657. if (primitive->specular_shininess.a < 0.999) {
  658. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  659. }
  660. _update_specular_shininess(primitive->specular_shininess, &push_constant.specular_shininess);
  661. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
  662. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  663. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  664. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  665. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  666. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  667. Color col = primitive->colors[j] * base_color;
  668. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  669. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  670. }
  671. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  672. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  673. if (primitive->point_count == 4) {
  674. for (uint32_t j = 1; j < 3; j++) {
  675. //second half of triangle
  676. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  677. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  678. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  679. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  680. Color col = primitive->colors[j + 1] * base_color;
  681. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  682. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  683. }
  684. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  685. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  686. }
  687. } break;
  688. #if 0
  689. case Item::Command::TYPE_MESH: {
  690. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  691. _set_texture_rect_mode(false);
  692. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  693. if (texture) {
  694. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  695. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  696. }
  697. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
  698. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  699. if (mesh_data) {
  700. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  701. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  702. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  703. glBindVertexArray(s->array_id);
  704. glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
  705. if (s->index_array_len) {
  706. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  707. } else {
  708. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  709. }
  710. glBindVertexArray(0);
  711. }
  712. }
  713. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  714. } break;
  715. case Item::Command::TYPE_MULTIMESH: {
  716. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
  717. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  718. if (!multi_mesh)
  719. break;
  720. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  721. if (!mesh_data)
  722. break;
  723. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  724. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
  725. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  726. //reset shader and force rebind
  727. state.using_texture_rect = true;
  728. _set_texture_rect_mode(false);
  729. if (texture) {
  730. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  731. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  732. }
  733. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  734. if (amount == -1) {
  735. amount = multi_mesh->size;
  736. }
  737. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  738. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  739. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  740. glBindVertexArray(s->instancing_array_id);
  741. glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
  742. int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
  743. glEnableVertexAttribArray(8);
  744. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
  745. glVertexAttribDivisor(8, 1);
  746. glEnableVertexAttribArray(9);
  747. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
  748. glVertexAttribDivisor(9, 1);
  749. int color_ofs;
  750. if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
  751. glEnableVertexAttribArray(10);
  752. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
  753. glVertexAttribDivisor(10, 1);
  754. color_ofs = 12 * 4;
  755. } else {
  756. glDisableVertexAttribArray(10);
  757. glVertexAttrib4f(10, 0, 0, 1, 0);
  758. color_ofs = 8 * 4;
  759. }
  760. int custom_data_ofs = color_ofs;
  761. switch (multi_mesh->color_format) {
  762. case VS::MULTIMESH_COLOR_NONE: {
  763. glDisableVertexAttribArray(11);
  764. glVertexAttrib4f(11, 1, 1, 1, 1);
  765. } break;
  766. case VS::MULTIMESH_COLOR_8BIT: {
  767. glEnableVertexAttribArray(11);
  768. glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  769. glVertexAttribDivisor(11, 1);
  770. custom_data_ofs += 4;
  771. } break;
  772. case VS::MULTIMESH_COLOR_FLOAT: {
  773. glEnableVertexAttribArray(11);
  774. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  775. glVertexAttribDivisor(11, 1);
  776. custom_data_ofs += 4 * 4;
  777. } break;
  778. }
  779. switch (multi_mesh->custom_data_format) {
  780. case VS::MULTIMESH_CUSTOM_DATA_NONE: {
  781. glDisableVertexAttribArray(12);
  782. glVertexAttrib4f(12, 1, 1, 1, 1);
  783. } break;
  784. case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
  785. glEnableVertexAttribArray(12);
  786. glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  787. glVertexAttribDivisor(12, 1);
  788. } break;
  789. case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
  790. glEnableVertexAttribArray(12);
  791. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  792. glVertexAttribDivisor(12, 1);
  793. } break;
  794. }
  795. if (s->index_array_len) {
  796. glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
  797. } else {
  798. glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
  799. }
  800. glBindVertexArray(0);
  801. }
  802. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  803. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  804. state.using_texture_rect = true;
  805. _set_texture_rect_mode(false);
  806. } break;
  807. case Item::Command::TYPE_PARTICLES: {
  808. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  809. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  810. if (!particles)
  811. break;
  812. if (particles->inactive && !particles->emitting)
  813. break;
  814. glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  815. VisualServerRaster::redraw_request();
  816. storage->particles_request_process(particles_cmd->particles);
  817. //enable instancing
  818. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  819. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  820. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  821. //reset shader and force rebind
  822. state.using_texture_rect = true;
  823. _set_texture_rect_mode(false);
  824. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  825. if (texture) {
  826. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  827. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  828. } else {
  829. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  830. }
  831. if (!particles->use_local_coords) {
  832. Transform2D inv_xf;
  833. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  834. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  835. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  836. inv_xf.affine_invert();
  837. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  838. }
  839. glBindVertexArray(data.particle_quad_array); //use particle quad array
  840. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  841. int stride = sizeof(float) * 4 * 6;
  842. int amount = particles->amount;
  843. if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
  844. glEnableVertexAttribArray(8); //xform x
  845. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  846. glVertexAttribDivisor(8, 1);
  847. glEnableVertexAttribArray(9); //xform y
  848. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  849. glVertexAttribDivisor(9, 1);
  850. glEnableVertexAttribArray(10); //xform z
  851. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  852. glVertexAttribDivisor(10, 1);
  853. glEnableVertexAttribArray(11); //color
  854. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  855. glVertexAttribDivisor(11, 1);
  856. glEnableVertexAttribArray(12); //custom
  857. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  858. glVertexAttribDivisor(12, 1);
  859. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  860. } else {
  861. //split
  862. int split = int(Math::ceil(particles->phase * particles->amount));
  863. if (amount - split > 0) {
  864. glEnableVertexAttribArray(8); //xform x
  865. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
  866. glVertexAttribDivisor(8, 1);
  867. glEnableVertexAttribArray(9); //xform y
  868. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
  869. glVertexAttribDivisor(9, 1);
  870. glEnableVertexAttribArray(10); //xform z
  871. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
  872. glVertexAttribDivisor(10, 1);
  873. glEnableVertexAttribArray(11); //color
  874. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
  875. glVertexAttribDivisor(11, 1);
  876. glEnableVertexAttribArray(12); //custom
  877. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
  878. glVertexAttribDivisor(12, 1);
  879. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  880. }
  881. if (split > 0) {
  882. glEnableVertexAttribArray(8); //xform x
  883. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  884. glVertexAttribDivisor(8, 1);
  885. glEnableVertexAttribArray(9); //xform y
  886. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  887. glVertexAttribDivisor(9, 1);
  888. glEnableVertexAttribArray(10); //xform z
  889. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  890. glVertexAttribDivisor(10, 1);
  891. glEnableVertexAttribArray(11); //color
  892. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
  893. glVertexAttribDivisor(11, 1);
  894. glEnableVertexAttribArray(12); //custom
  895. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  896. glVertexAttribDivisor(12, 1);
  897. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  898. }
  899. }
  900. glBindVertexArray(0);
  901. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  902. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  903. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  904. state.using_texture_rect = true;
  905. _set_texture_rect_mode(false);
  906. } break;
  907. #endif
  908. case Item::Command::TYPE_TRANSFORM: {
  909. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  910. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  911. } break;
  912. case Item::Command::TYPE_CLIP_IGNORE: {
  913. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  914. if (current_clip) {
  915. if (ci->ignore != reclip) {
  916. if (ci->ignore) {
  917. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  918. reclip = true;
  919. } else {
  920. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  921. reclip = false;
  922. }
  923. }
  924. }
  925. } break;
  926. }
  927. c = c->next;
  928. }
  929. if (current_clip && reclip) {
  930. //will make it re-enable clipping if needed afterwards
  931. current_clip = NULL;
  932. }
  933. }
  934. void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights) {
  935. Item *current_clip = NULL;
  936. RenderTargetFormat render_target_format = RENDER_TARGET_FORMAT_8_BIT_INT;
  937. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  938. RID framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  939. Vector<Color> clear_colors;
  940. bool clear = false;
  941. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  942. clear = true;
  943. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  944. storage->render_target_disable_clear_request(p_to_render_target);
  945. }
  946. #warning TODO obtain from framebuffer format eventually when this is implemented
  947. RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1;
  948. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, clear_colors);
  949. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.canvas_state_uniform_set, 3);
  950. for (int i = 0; i < p_item_count; i++) {
  951. Item *ci = items[i];
  952. if (current_clip != ci->final_clip_owner) {
  953. current_clip = ci->final_clip_owner;
  954. //setup clip
  955. if (current_clip) {
  956. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  957. } else {
  958. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  959. }
  960. }
  961. if (false) { //not skeleton
  962. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, shader.default_skeleton_uniform_set, 1);
  963. }
  964. _render_item(draw_list, ci, render_target_format, texture_samples, canvas_transform_inverse, current_clip, p_lights);
  965. }
  966. RD::get_singleton()->draw_list_end();
  967. }
  968. void RasterizerCanvasRD::_update_canvas_state_uniform_set() {
  969. if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
  970. return; //nothing to update
  971. }
  972. Vector<RD::Uniform> uniforms;
  973. {
  974. RD::Uniform u;
  975. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  976. u.binding = 0;
  977. u.ids.push_back(state.canvas_state_buffer);
  978. uniforms.push_back(u);
  979. }
  980. {
  981. RD::Uniform u;
  982. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  983. u.binding = 1;
  984. u.ids.push_back(state.lights_uniform_buffer);
  985. uniforms.push_back(u);
  986. }
  987. {
  988. RD::Uniform u_lights;
  989. u_lights.type = RD::UNIFORM_TYPE_TEXTURE;
  990. u_lights.binding = 2;
  991. RD::Uniform u_shadows;
  992. u_shadows.type = RD::UNIFORM_TYPE_TEXTURE;
  993. u_shadows.binding = 3;
  994. //lights
  995. for (uint32_t i = 0; i < MAX_LIGHT_TEXTURES; i++) {
  996. if (i < canvas_light_owner.get_rid_count()) {
  997. CanvasLight *cl = canvas_light_owner.get_rid_by_index(i);
  998. cl->texture_index = i;
  999. RID rd_texture;
  1000. if (cl->texture.is_valid()) {
  1001. rd_texture = storage->texture_get_rd_texture(cl->texture);
  1002. }
  1003. if (rd_texture.is_valid()) {
  1004. u_lights.ids.push_back(rd_texture);
  1005. } else {
  1006. u_lights.ids.push_back(default_textures.white_texture);
  1007. }
  1008. if (cl->shadow.texture.is_valid()) {
  1009. u_shadows.ids.push_back(cl->shadow.texture);
  1010. } else {
  1011. u_shadows.ids.push_back(default_textures.black_texture);
  1012. }
  1013. } else {
  1014. u_lights.ids.push_back(default_textures.white_texture);
  1015. u_shadows.ids.push_back(default_textures.black_texture);
  1016. }
  1017. }
  1018. //in case there are more
  1019. for (uint32_t i = MAX_LIGHT_TEXTURES; i < canvas_light_owner.get_rid_count(); i++) {
  1020. CanvasLight *cl = canvas_light_owner.get_rid_by_index(i);
  1021. cl->texture_index = -1; //make invalid (no texture)
  1022. }
  1023. uniforms.push_back(u_lights);
  1024. uniforms.push_back(u_shadows);
  1025. }
  1026. {
  1027. RD::Uniform u;
  1028. u.type = RD::UNIFORM_TYPE_SAMPLER;
  1029. u.binding = 4;
  1030. u.ids.push_back(state.shadow_sampler);
  1031. uniforms.push_back(u);
  1032. }
  1033. state.canvas_state_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 3); // uses index 3
  1034. }
  1035. void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) {
  1036. int item_count = 0;
  1037. //setup canvas state uniforms if needed
  1038. _update_canvas_state_uniform_set();
  1039. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  1040. {
  1041. //update canvas state uniform buffer
  1042. State::Buffer state_buffer;
  1043. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  1044. Transform screen_transform;
  1045. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1046. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1047. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1048. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1049. Transform2D normal_transform = p_canvas_transform;
  1050. normal_transform.elements[0].normalize();
  1051. normal_transform.elements[1].normalize();
  1052. normal_transform.elements[2] = Vector2();
  1053. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1054. state_buffer.canvas_modulate[0] = p_modulate.r;
  1055. state_buffer.canvas_modulate[1] = p_modulate.g;
  1056. state_buffer.canvas_modulate[2] = p_modulate.b;
  1057. state_buffer.canvas_modulate[3] = p_modulate.a;
  1058. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
  1059. }
  1060. //setup lights if exist
  1061. {
  1062. Light *l = p_light_list;
  1063. uint32_t index = 0;
  1064. while (l) {
  1065. if (index == MAX_RENDER_LIGHTS) {
  1066. l->render_index_cache = -1;
  1067. l = l->next_ptr;
  1068. continue;
  1069. }
  1070. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  1071. if (!clight || clight->texture_index < 0) { //unused or invalid texture
  1072. l->render_index_cache = -1;
  1073. l = l->next_ptr;
  1074. ERR_CONTINUE(!clight);
  1075. }
  1076. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  1077. 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
  1078. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  1079. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  1080. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  1081. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  1082. 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
  1083. for (int i = 0; i < 4; i++) {
  1084. state.light_uniforms[index].shadow_color[i] = l->shadow_color[i];
  1085. state.light_uniforms[index].color[i] = l->color[i];
  1086. }
  1087. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  1088. if (clight->shadow.texture.is_valid()) {
  1089. state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth);
  1090. } else {
  1091. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1092. }
  1093. state.light_uniforms[index].flags = clight->texture_index;
  1094. state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
  1095. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1096. if (clight->shadow.texture.is_valid()) {
  1097. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1098. }
  1099. l->render_index_cache = index;
  1100. index++;
  1101. l = l->next_ptr;
  1102. }
  1103. if (index > 0) {
  1104. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * index, &state.light_uniforms[0], true);
  1105. }
  1106. }
  1107. //fill the list until rendering is possible.
  1108. Item *ci = p_item_list;
  1109. while (ci) {
  1110. items[item_count++] = ci;
  1111. bool backbuffer_copy = ci->copy_back_buffer; // || shader uses SCREEN_TEXTURE
  1112. if (!ci->next || backbuffer_copy || item_count == MAX_RENDER_ITEMS - 1) {
  1113. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1114. //then reset
  1115. item_count = 0;
  1116. }
  1117. if (ci->copy_back_buffer) {
  1118. if (ci->copy_back_buffer->full) {
  1119. //_copy_texscreen(Rect2());
  1120. } else {
  1121. //_copy_texscreen(ci->copy_back_buffer->rect);
  1122. }
  1123. }
  1124. ci = ci->next;
  1125. }
  1126. }
  1127. RID RasterizerCanvasRD::light_create() {
  1128. CanvasLight canvas_light;
  1129. canvas_light.shadow.size = 0;
  1130. canvas_light.texture_index = -1;
  1131. return canvas_light_owner.make_rid(canvas_light);
  1132. }
  1133. void RasterizerCanvasRD::light_set_texture(RID p_rid, RID p_texture) {
  1134. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1135. ERR_FAIL_COND(!cl);
  1136. if (cl->texture == p_texture) {
  1137. return;
  1138. }
  1139. cl->texture = p_texture;
  1140. //canvas state uniform set needs updating
  1141. if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
  1142. RD::get_singleton()->free(state.canvas_state_uniform_set);
  1143. }
  1144. }
  1145. void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) {
  1146. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1147. ERR_FAIL_COND(!cl);
  1148. ERR_FAIL_COND(p_resolution < 64);
  1149. if (cl->shadow.texture.is_valid() == p_enable && p_resolution == cl->shadow.size) {
  1150. return;
  1151. }
  1152. if (cl->shadow.texture.is_valid()) {
  1153. RD::get_singleton()->free(cl->shadow.fb);
  1154. RD::get_singleton()->free(cl->shadow.depth);
  1155. RD::get_singleton()->free(cl->shadow.texture);
  1156. cl->shadow.fb = RID();
  1157. cl->shadow.texture = RID();
  1158. cl->shadow.depth = RID();
  1159. }
  1160. if (p_enable) {
  1161. Vector<RID> fb_textures;
  1162. { //texture
  1163. RD::TextureFormat tf;
  1164. tf.type = RD::TEXTURE_TYPE_2D;
  1165. tf.width = p_resolution;
  1166. tf.height = 1;
  1167. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1168. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1169. cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1170. fb_textures.push_back(cl->shadow.texture);
  1171. }
  1172. {
  1173. RD::TextureFormat tf;
  1174. tf.type = RD::TEXTURE_TYPE_2D;
  1175. tf.width = p_resolution;
  1176. tf.height = 1;
  1177. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1178. tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
  1179. //chunks to write
  1180. cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1181. fb_textures.push_back(cl->shadow.depth);
  1182. }
  1183. cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1184. }
  1185. cl->shadow.size = p_resolution;
  1186. //canvas state uniform set needs updating
  1187. if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
  1188. RD::get_singleton()->free(state.canvas_state_uniform_set);
  1189. }
  1190. }
  1191. void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
  1192. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1193. ERR_FAIL_COND(cl->shadow.texture.is_null());
  1194. for (int i = 0; i < 4; i++) {
  1195. //make sure it remains orthogonal, makes easy to read angle later
  1196. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1197. Vector<Color> cc;
  1198. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1199. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1));
  1200. CameraMatrix projection;
  1201. {
  1202. real_t fov = 90;
  1203. real_t nearp = p_near;
  1204. real_t farp = p_far;
  1205. real_t aspect = 1.0;
  1206. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1207. real_t ymin = -ymax;
  1208. real_t xmin = ymin * aspect;
  1209. real_t xmax = ymax * aspect;
  1210. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1211. }
  1212. Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1213. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1214. ShadowRenderPushConstant push_constant;
  1215. for (int y = 0; y < 4; y++) {
  1216. for (int x = 0; x < 4; x++) {
  1217. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1218. }
  1219. }
  1220. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1221. push_constant.direction[0] = directions[i].x;
  1222. push_constant.direction[1] = directions[i].y;
  1223. push_constant.pad[0] = 0;
  1224. push_constant.pad[1] = 0;
  1225. /*if (i == 0)
  1226. *p_xform_cache = projection;*/
  1227. LightOccluderInstance *instance = p_occluders;
  1228. while (instance) {
  1229. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1230. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1231. instance = instance->next;
  1232. continue;
  1233. }
  1234. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1235. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1236. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1237. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1238. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1239. RD::get_singleton()->draw_list_draw(draw_list, true);
  1240. instance = instance->next;
  1241. }
  1242. RD::get_singleton()->draw_list_end();
  1243. }
  1244. }
  1245. RID RasterizerCanvasRD::occluder_polygon_create() {
  1246. OccluderPolygon occluder;
  1247. occluder.point_count = 0;
  1248. occluder.cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1249. return occluder_polygon_owner.make_rid(occluder);
  1250. }
  1251. void RasterizerCanvasRD::occluder_polygon_set_shape_as_lines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
  1252. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1253. ERR_FAIL_COND(!oc);
  1254. if (oc->point_count != p_lines.size() && oc->vertex_array.is_valid()) {
  1255. RD::get_singleton()->free(oc->vertex_array);
  1256. RD::get_singleton()->free(oc->vertex_buffer);
  1257. RD::get_singleton()->free(oc->index_array);
  1258. RD::get_singleton()->free(oc->index_buffer);
  1259. oc->vertex_array = RID();
  1260. oc->vertex_buffer = RID();
  1261. oc->index_array = RID();
  1262. oc->index_buffer = RID();
  1263. }
  1264. if (p_lines.size()) {
  1265. PoolVector<uint8_t> geometry;
  1266. PoolVector<uint8_t> indices;
  1267. int lc = p_lines.size();
  1268. geometry.resize(lc * 6 * sizeof(float));
  1269. indices.resize(lc * 3 * sizeof(uint16_t));
  1270. {
  1271. PoolVector<uint8_t>::Write vw = geometry.write();
  1272. float *vwptr = (float *)vw.ptr();
  1273. PoolVector<uint8_t>::Write iw = indices.write();
  1274. uint16_t *iwptr = (uint16_t *)iw.ptr();
  1275. PoolVector<Vector2>::Read lr = p_lines.read();
  1276. const int POLY_HEIGHT = 16384;
  1277. for (int i = 0; i < lc / 2; i++) {
  1278. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1279. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1280. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1281. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1282. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1283. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1284. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1285. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1286. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1287. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1288. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1289. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1290. iwptr[i * 6 + 0] = i * 4 + 0;
  1291. iwptr[i * 6 + 1] = i * 4 + 1;
  1292. iwptr[i * 6 + 2] = i * 4 + 2;
  1293. iwptr[i * 6 + 3] = i * 4 + 2;
  1294. iwptr[i * 6 + 4] = i * 4 + 3;
  1295. iwptr[i * 6 + 5] = i * 4 + 0;
  1296. }
  1297. }
  1298. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1299. if (oc->vertex_array.is_null()) {
  1300. //create from scratch
  1301. //vertices
  1302. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1303. Vector<RID> buffer;
  1304. buffer.push_back(oc->vertex_buffer);
  1305. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1306. //indices
  1307. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1308. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1309. } else {
  1310. //update existing
  1311. PoolVector<uint8_t>::Read vr = geometry.read();
  1312. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr.ptr());
  1313. PoolVector<uint8_t>::Read ir = indices.read();
  1314. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir.ptr());
  1315. }
  1316. }
  1317. }
  1318. void RasterizerCanvasRD::occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode) {
  1319. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1320. ERR_FAIL_COND(!oc);
  1321. oc->cull_mode = p_mode;
  1322. }
  1323. void RasterizerCanvasRD::update() {
  1324. _dispose_bindings();
  1325. }
  1326. RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
  1327. storage = p_storage;
  1328. { //create default textures
  1329. RD::TextureFormat tformat;
  1330. tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1331. tformat.width = 4;
  1332. tformat.height = 4;
  1333. tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
  1334. tformat.type = RD::TEXTURE_TYPE_2D;
  1335. PoolVector<uint8_t> pv;
  1336. pv.resize(16 * 4);
  1337. for (int i = 0; i < 16; i++) {
  1338. pv.set(i * 4 + 0, 255);
  1339. pv.set(i * 4 + 1, 255);
  1340. pv.set(i * 4 + 2, 255);
  1341. pv.set(i * 4 + 3, 255);
  1342. }
  1343. {
  1344. Vector<PoolVector<uint8_t> > vpv;
  1345. vpv.push_back(pv);
  1346. default_textures.white_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
  1347. }
  1348. for (int i = 0; i < 16; i++) {
  1349. pv.set(i * 4 + 0, 0);
  1350. pv.set(i * 4 + 1, 0);
  1351. pv.set(i * 4 + 2, 0);
  1352. pv.set(i * 4 + 3, 255);
  1353. }
  1354. {
  1355. Vector<PoolVector<uint8_t> > vpv;
  1356. vpv.push_back(pv);
  1357. default_textures.black_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
  1358. }
  1359. for (int i = 0; i < 16; i++) {
  1360. pv.set(i * 4 + 0, 128);
  1361. pv.set(i * 4 + 1, 128);
  1362. pv.set(i * 4 + 2, 255);
  1363. pv.set(i * 4 + 3, 255);
  1364. }
  1365. {
  1366. Vector<PoolVector<uint8_t> > vpv;
  1367. vpv.push_back(pv);
  1368. default_textures.normal_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
  1369. }
  1370. for (int i = 0; i < 16; i++) {
  1371. pv.set(i * 4 + 0, 255);
  1372. pv.set(i * 4 + 1, 128);
  1373. pv.set(i * 4 + 2, 255);
  1374. pv.set(i * 4 + 3, 255);
  1375. }
  1376. {
  1377. Vector<PoolVector<uint8_t> > vpv;
  1378. vpv.push_back(pv);
  1379. default_textures.aniso_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
  1380. }
  1381. for (int i = 0; i < 16; i++) {
  1382. pv.set(i * 4 + 0, 0);
  1383. pv.set(i * 4 + 1, 0);
  1384. pv.set(i * 4 + 2, 0);
  1385. pv.set(i * 4 + 3, 0);
  1386. }
  1387. default_textures.default_multimesh_tb = RD::get_singleton()->texture_buffer_create(16, RD::DATA_FORMAT_R8G8B8A8_UNORM, pv);
  1388. }
  1389. { //create default samplers
  1390. for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  1391. for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  1392. RD::SamplerState sampler_state;
  1393. switch (i) {
  1394. case VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
  1395. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1396. sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
  1397. sampler_state.max_lod = 0;
  1398. } break;
  1399. case VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
  1400. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1401. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1402. sampler_state.max_lod = 0;
  1403. } break;
  1404. case VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
  1405. sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1406. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1407. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1408. } break;
  1409. case VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS: {
  1410. sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
  1411. sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1412. sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
  1413. } break;
  1414. default: {
  1415. }
  1416. }
  1417. switch (j) {
  1418. case VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
  1419. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1420. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
  1421. } break;
  1422. case VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
  1423. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1424. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
  1425. } break;
  1426. case VS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
  1427. sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1428. sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
  1429. } break;
  1430. default: {
  1431. }
  1432. }
  1433. default_samplers.samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
  1434. }
  1435. }
  1436. default_samplers.default_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1437. default_samplers.default_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1438. }
  1439. { //shader variants
  1440. Vector<String> variants;
  1441. variants.push_back(""); //none by default is first variant
  1442. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1443. variants.push_back("#define USE_PRIMITIVE\n"); //primitve is the third
  1444. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1445. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1446. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1447. shader.canvas_shader.initialize(variants);
  1448. shader.default_version = shader.canvas_shader.version_create();
  1449. {
  1450. //framebuffer formats
  1451. RD::AttachmentFormat af;
  1452. af.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
  1453. af.samples = RD::TEXTURE_SAMPLES_1;
  1454. af.usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_RETRIEVE_BIT;
  1455. Vector<RD::AttachmentFormat> formats;
  1456. formats.push_back(af);
  1457. shader.framebuffer_formats[RENDER_TARGET_FORMAT_8_BIT_INT] = RD::get_singleton()->framebuffer_format_create(formats);
  1458. formats.clear();
  1459. af.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
  1460. formats.push_back(af);
  1461. shader.framebuffer_formats[RENDER_TARGET_FORMAT_16_BIT_FLOAT] = RD::get_singleton()->framebuffer_format_create(formats);
  1462. }
  1463. for (int i = 0; i < RENDER_TARGET_FORMAT_MAX; i++) {
  1464. RD::FramebufferFormatID fb_format = shader.framebuffer_formats[i];
  1465. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1466. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1467. RD::RENDER_PRIMITIVE_TRIANGLES,
  1468. RD::RENDER_PRIMITIVE_TRIANGLES,
  1469. RD::RENDER_PRIMITIVE_TRIANGLES,
  1470. RD::RENDER_PRIMITIVE_LINES,
  1471. RD::RENDER_PRIMITIVE_POINTS,
  1472. RD::RENDER_PRIMITIVE_TRIANGLES,
  1473. RD::RENDER_PRIMITIVE_LINES,
  1474. RD::RENDER_PRIMITIVE_POINTS,
  1475. };
  1476. ShaderVariant shader_variants[PIPELINE_VARIANT_MAX] = {
  1477. SHADER_VARIANT_QUAD,
  1478. SHADER_VARIANT_NINEPATCH,
  1479. SHADER_VARIANT_PRIMITIVE,
  1480. SHADER_VARIANT_PRIMITIVE,
  1481. SHADER_VARIANT_PRIMITIVE_POINTS,
  1482. SHADER_VARIANT_ATTRIBUTES,
  1483. SHADER_VARIANT_ATTRIBUTES,
  1484. SHADER_VARIANT_ATTRIBUTES_POINTS
  1485. };
  1486. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[j]);
  1487. shader.pipeline_variants.variants[i][j].setup(shader_variant, fb_format, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
  1488. }
  1489. }
  1490. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, 0);
  1491. }
  1492. { //shadow rendering
  1493. Vector<String> versions;
  1494. versions.push_back(String()); //no versions
  1495. shadow_render.shader.initialize(versions);
  1496. {
  1497. Vector<RD::AttachmentFormat> attachments;
  1498. RD::AttachmentFormat af_color;
  1499. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1500. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1501. attachments.push_back(af_color);
  1502. RD::AttachmentFormat af_depth;
  1503. af_depth.format = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
  1504. af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
  1505. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1506. attachments.push_back(af_depth);
  1507. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1508. }
  1509. //pipelines
  1510. Vector<RD::VertexDescription> vf;
  1511. RD::VertexDescription vd;
  1512. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  1513. vd.location = 0;
  1514. vd.offset = 0;
  1515. vd.stride = sizeof(float) * 3;
  1516. vf.push_back(vd);
  1517. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1518. shadow_render.shader_version = shadow_render.shader.version_create();
  1519. for (int i = 0; i < 3; i++) {
  1520. RD::PipelineRasterizationState rs;
  1521. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  1522. RD::PipelineDepthStencilState ds;
  1523. ds.enable_depth_write = true;
  1524. ds.enable_depth_test = true;
  1525. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1526. shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, 0), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
  1527. }
  1528. }
  1529. { //bindings
  1530. bindings.id_generator = 0;
  1531. //generate for 0
  1532. bindings.default_empty = request_texture_binding(RID(), RID(), RID(), VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, RID());
  1533. { //state allocate
  1534. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  1535. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * MAX_RENDER_LIGHTS);
  1536. RD::SamplerState shadow_sampler_state;
  1537. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1538. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1539. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  1540. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  1541. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  1542. }
  1543. }
  1544. {
  1545. //polygon buffers
  1546. polygon_buffers.last_id = 1;
  1547. }
  1548. { // default index buffer
  1549. PoolVector<uint8_t> pv;
  1550. pv.resize(6 * 4);
  1551. {
  1552. PoolVector<uint8_t>::Write w = pv.write();
  1553. int *p32 = (int *)w.ptr();
  1554. p32[0] = 0;
  1555. p32[1] = 1;
  1556. p32[2] = 2;
  1557. p32[3] = 0;
  1558. p32[4] = 2;
  1559. p32[5] = 3;
  1560. }
  1561. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  1562. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1563. }
  1564. { //primitive
  1565. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  1566. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  1567. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  1568. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  1569. }
  1570. { //default skeleton buffer
  1571. shader.default_skeleton_uniform = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  1572. SkeletonUniform su;
  1573. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  1574. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  1575. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform, 0, sizeof(SkeletonUniform), &su);
  1576. }
  1577. { //default material uniform set
  1578. Vector<RD::Uniform> default_material_uniforms;
  1579. RD::Uniform u;
  1580. u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1581. u.binding = 2;
  1582. u.ids.push_back(shader.default_skeleton_uniform);
  1583. default_material_uniforms.push_back(u);
  1584. u.ids.clear();
  1585. u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
  1586. u.binding = 1;
  1587. u.ids.push_back(default_textures.default_multimesh_tb);
  1588. default_material_uniforms.push_back(u);
  1589. shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(default_material_uniforms, shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_ATTRIBUTES), 2);
  1590. }
  1591. ERR_FAIL_COND(sizeof(PushConstant) != 128);
  1592. }
  1593. bool RasterizerCanvasRD::free(RID p_rid) {
  1594. if (canvas_light_owner.owns(p_rid)) {
  1595. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1596. ERR_FAIL_COND_V(!cl, false);
  1597. light_set_use_shadow(p_rid, false, 64);
  1598. canvas_light_owner.free(p_rid);
  1599. //canvas state uniform set needs updating
  1600. if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
  1601. RD::get_singleton()->free(state.canvas_state_uniform_set);
  1602. }
  1603. } else if (occluder_polygon_owner.owns(p_rid)) {
  1604. occluder_polygon_set_shape_as_lines(p_rid, PoolVector<Vector2>());
  1605. occluder_polygon_owner.free(p_rid);
  1606. } else {
  1607. return false;
  1608. }
  1609. return true;
  1610. }
  1611. RasterizerCanvasRD::~RasterizerCanvasRD() {
  1612. //canvas state
  1613. if (state.canvas_state_buffer.is_valid()) {
  1614. RD::get_singleton()->free(state.canvas_state_buffer);
  1615. }
  1616. if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
  1617. RD::get_singleton()->free(state.canvas_state_uniform_set);
  1618. }
  1619. //bindings
  1620. {
  1621. free_texture_binding(bindings.default_empty);
  1622. //dispose pending
  1623. _dispose_bindings();
  1624. //anything remains?
  1625. if (bindings.texture_bindings.size()) {
  1626. ERR_PRINT("Some texture bindings were not properly freed (leaked canvasitems?");
  1627. const TextureBindingID *key = NULL;
  1628. while ((key = bindings.texture_bindings.next(key))) {
  1629. TextureBinding *tb = bindings.texture_bindings[*key];
  1630. tb->reference_count = 1;
  1631. free_texture_binding(*key);
  1632. }
  1633. //dispose pending
  1634. _dispose_bindings();
  1635. }
  1636. }
  1637. //shaders
  1638. RD::get_singleton()->free(shader.default_skeleton_uniform_set);
  1639. RD::get_singleton()->free(shader.default_skeleton_uniform);
  1640. shader.canvas_shader.version_free(shader.default_version);
  1641. //buffers
  1642. RD::get_singleton()->free(shader.quad_index_array);
  1643. RD::get_singleton()->free(shader.quad_index_buffer);
  1644. //pipelines don't need freeing, they are all gone after shaders are gone
  1645. //samplers
  1646. for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
  1647. for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
  1648. RD::get_singleton()->free(default_samplers.samplers[i][j]);
  1649. }
  1650. }
  1651. //textures
  1652. RD::get_singleton()->free(default_textures.white_texture);
  1653. RD::get_singleton()->free(default_textures.black_texture);
  1654. RD::get_singleton()->free(default_textures.normal_texture);
  1655. RD::get_singleton()->free(default_textures.aniso_texture);
  1656. RD::get_singleton()->free(default_textures.default_multimesh_tb);
  1657. }