renderer_canvas_render_rd.cpp 110 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927
  1. /**************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "renderer_compositor_rd.h"
  36. #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
  37. #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
  38. #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
  39. #include "servers/rendering/rendering_server_default.h"
  40. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  41. p_mat4[0] = p_transform.columns[0][0];
  42. p_mat4[1] = p_transform.columns[0][1];
  43. p_mat4[2] = 0;
  44. p_mat4[3] = 0;
  45. p_mat4[4] = p_transform.columns[1][0];
  46. p_mat4[5] = p_transform.columns[1][1];
  47. p_mat4[6] = 0;
  48. p_mat4[7] = 0;
  49. p_mat4[8] = 0;
  50. p_mat4[9] = 0;
  51. p_mat4[10] = 1;
  52. p_mat4[11] = 0;
  53. p_mat4[12] = p_transform.columns[2][0];
  54. p_mat4[13] = p_transform.columns[2][1];
  55. p_mat4[14] = 0;
  56. p_mat4[15] = 1;
  57. }
  58. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  59. p_mat2x4[0] = p_transform.columns[0][0];
  60. p_mat2x4[1] = p_transform.columns[1][0];
  61. p_mat2x4[2] = 0;
  62. p_mat2x4[3] = p_transform.columns[2][0];
  63. p_mat2x4[4] = p_transform.columns[0][1];
  64. p_mat2x4[5] = p_transform.columns[1][1];
  65. p_mat2x4[6] = 0;
  66. p_mat2x4[7] = p_transform.columns[2][1];
  67. }
  68. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  69. p_mat2x3[0] = p_transform.columns[0][0];
  70. p_mat2x3[1] = p_transform.columns[0][1];
  71. p_mat2x3[2] = p_transform.columns[1][0];
  72. p_mat2x3[3] = p_transform.columns[1][1];
  73. p_mat2x3[4] = p_transform.columns[2][0];
  74. p_mat2x3[5] = p_transform.columns[2][1];
  75. }
  76. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  77. p_mat4[0] = p_transform.basis.rows[0][0];
  78. p_mat4[1] = p_transform.basis.rows[1][0];
  79. p_mat4[2] = p_transform.basis.rows[2][0];
  80. p_mat4[3] = 0;
  81. p_mat4[4] = p_transform.basis.rows[0][1];
  82. p_mat4[5] = p_transform.basis.rows[1][1];
  83. p_mat4[6] = p_transform.basis.rows[2][1];
  84. p_mat4[7] = 0;
  85. p_mat4[8] = p_transform.basis.rows[0][2];
  86. p_mat4[9] = p_transform.basis.rows[1][2];
  87. p_mat4[10] = p_transform.basis.rows[2][2];
  88. p_mat4[11] = 0;
  89. p_mat4[12] = p_transform.origin.x;
  90. p_mat4[13] = p_transform.origin.y;
  91. p_mat4[14] = p_transform.origin.z;
  92. p_mat4[15] = 1;
  93. }
  94. 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) {
  95. // Care must be taken to generate array formats
  96. // in ways where they could be reused, so we will
  97. // put single-occuring elements first, and repeated
  98. // elements later. This way the generated formats are
  99. // the same no matter the length of the arrays.
  100. // This dramatically reduces the amount of pipeline objects
  101. // that need to be created for these formats.
  102. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  103. uint32_t vertex_count = p_points.size();
  104. uint32_t stride = 2; //vertices always repeat
  105. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  106. stride += 4;
  107. }
  108. if ((uint32_t)p_uvs.size() == vertex_count) {
  109. stride += 2;
  110. }
  111. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  112. stride += 4;
  113. }
  114. uint32_t buffer_size = stride * p_points.size();
  115. Vector<uint8_t> polygon_buffer;
  116. polygon_buffer.resize(buffer_size * sizeof(float));
  117. Vector<RD::VertexAttribute> descriptions;
  118. descriptions.resize(5);
  119. Vector<RID> buffers;
  120. buffers.resize(5);
  121. {
  122. uint8_t *r = polygon_buffer.ptrw();
  123. float *fptr = reinterpret_cast<float *>(r);
  124. uint32_t *uptr = reinterpret_cast<uint32_t *>(r);
  125. uint32_t base_offset = 0;
  126. { //vertices
  127. RD::VertexAttribute vd;
  128. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  129. vd.offset = base_offset * sizeof(float);
  130. vd.location = RS::ARRAY_VERTEX;
  131. vd.stride = stride * sizeof(float);
  132. descriptions.write[0] = vd;
  133. const Vector2 *points_ptr = p_points.ptr();
  134. for (uint32_t i = 0; i < vertex_count; i++) {
  135. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  136. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  137. }
  138. base_offset += 2;
  139. }
  140. //colors
  141. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  142. RD::VertexAttribute vd;
  143. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  144. vd.offset = base_offset * sizeof(float);
  145. vd.location = RS::ARRAY_COLOR;
  146. vd.stride = stride * sizeof(float);
  147. descriptions.write[1] = vd;
  148. if (p_colors.size() == 1) {
  149. Color color = p_colors[0];
  150. for (uint32_t i = 0; i < vertex_count; i++) {
  151. fptr[base_offset + i * stride + 0] = color.r;
  152. fptr[base_offset + i * stride + 1] = color.g;
  153. fptr[base_offset + i * stride + 2] = color.b;
  154. fptr[base_offset + i * stride + 3] = color.a;
  155. }
  156. } else {
  157. const Color *color_ptr = p_colors.ptr();
  158. for (uint32_t i = 0; i < vertex_count; i++) {
  159. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  160. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  161. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  162. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  163. }
  164. }
  165. base_offset += 4;
  166. } else {
  167. RD::VertexAttribute vd;
  168. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  169. vd.offset = 0;
  170. vd.location = RS::ARRAY_COLOR;
  171. vd.stride = 0;
  172. descriptions.write[1] = vd;
  173. buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
  174. }
  175. //uvs
  176. if ((uint32_t)p_uvs.size() == vertex_count) {
  177. RD::VertexAttribute vd;
  178. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  179. vd.offset = base_offset * sizeof(float);
  180. vd.location = RS::ARRAY_TEX_UV;
  181. vd.stride = stride * sizeof(float);
  182. descriptions.write[2] = vd;
  183. const Vector2 *uv_ptr = p_uvs.ptr();
  184. for (uint32_t i = 0; i < vertex_count; i++) {
  185. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  186. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  187. }
  188. base_offset += 2;
  189. } else {
  190. RD::VertexAttribute vd;
  191. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  192. vd.offset = 0;
  193. vd.location = RS::ARRAY_TEX_UV;
  194. vd.stride = 0;
  195. descriptions.write[2] = vd;
  196. buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
  197. }
  198. //bones
  199. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  200. RD::VertexAttribute vd;
  201. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  202. vd.offset = base_offset * sizeof(float);
  203. vd.location = RS::ARRAY_BONES;
  204. vd.stride = stride * sizeof(float);
  205. descriptions.write[3] = vd;
  206. const int *bone_ptr = p_bones.ptr();
  207. for (uint32_t i = 0; i < vertex_count; i++) {
  208. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  209. bone16w[0] = bone_ptr[i * 4 + 0];
  210. bone16w[1] = bone_ptr[i * 4 + 1];
  211. bone16w[2] = bone_ptr[i * 4 + 2];
  212. bone16w[3] = bone_ptr[i * 4 + 3];
  213. }
  214. base_offset += 2;
  215. } else {
  216. RD::VertexAttribute vd;
  217. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  218. vd.offset = 0;
  219. vd.location = RS::ARRAY_BONES;
  220. vd.stride = 0;
  221. descriptions.write[3] = vd;
  222. buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
  223. }
  224. //weights
  225. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  226. RD::VertexAttribute vd;
  227. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  228. vd.offset = base_offset * sizeof(float);
  229. vd.location = RS::ARRAY_WEIGHTS;
  230. vd.stride = stride * sizeof(float);
  231. descriptions.write[4] = vd;
  232. const float *weight_ptr = p_weights.ptr();
  233. for (uint32_t i = 0; i < vertex_count; i++) {
  234. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  235. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  236. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  237. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  238. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  239. }
  240. base_offset += 2;
  241. } else {
  242. RD::VertexAttribute vd;
  243. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  244. vd.offset = 0;
  245. vd.location = RS::ARRAY_WEIGHTS;
  246. vd.stride = 0;
  247. descriptions.write[4] = vd;
  248. buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
  249. }
  250. //check that everything is as it should be
  251. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  252. }
  253. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  254. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  255. PolygonBuffers pb;
  256. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  257. for (int i = 0; i < descriptions.size(); i++) {
  258. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  259. buffers.write[i] = pb.vertex_buffer;
  260. }
  261. }
  262. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  263. pb.primitive_count = vertex_count;
  264. if (p_indices.size()) {
  265. //create indices, as indices were requested
  266. Vector<uint8_t> index_buffer;
  267. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  268. {
  269. uint8_t *w = index_buffer.ptrw();
  270. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  271. }
  272. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  273. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  274. pb.primitive_count = p_indices.size();
  275. }
  276. pb.vertex_format_id = vertex_id;
  277. PolygonID id = polygon_buffers.last_id++;
  278. polygon_buffers.polygons[id] = pb;
  279. return id;
  280. }
  281. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  282. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  283. ERR_FAIL_NULL(pb_ptr);
  284. PolygonBuffers &pb = *pb_ptr;
  285. if (pb.indices.is_valid()) {
  286. RD::get_singleton()->free(pb.indices);
  287. }
  288. if (pb.index_buffer.is_valid()) {
  289. RD::get_singleton()->free(pb.index_buffer);
  290. }
  291. RD::get_singleton()->free(pb.vertex_array);
  292. RD::get_singleton()->free(pb.vertex_buffer);
  293. polygon_buffers.polygons.erase(p_polygon);
  294. }
  295. ////////////////////
  296. void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size, bool p_texture_is_data) {
  297. if (p_texture == RID()) {
  298. p_texture = default_canvas_texture;
  299. }
  300. if (r_last_texture == p_texture) {
  301. return; //nothing to do, its the same
  302. }
  303. RID uniform_set;
  304. Color specular_shininess;
  305. Size2i size;
  306. bool use_normal;
  307. bool use_specular;
  308. bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, bool(push_constant.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR), uniform_set, size, specular_shininess, use_normal, use_specular, p_texture_is_data);
  309. //something odd happened
  310. if (!success) {
  311. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  312. return;
  313. }
  314. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  315. if (specular_shininess.a < 0.999) {
  316. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  317. } else {
  318. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  319. }
  320. if (use_normal) {
  321. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  322. } else {
  323. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  324. }
  325. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  326. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  327. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  328. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  329. r_texpixel_size.x = 1.0 / float(size.x);
  330. r_texpixel_size.y = 1.0 / float(size.y);
  331. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  332. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  333. r_last_texture = p_texture;
  334. }
  335. _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
  336. static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
  337. static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
  338. return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
  339. }
  340. void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used, const Point2 &p_offset, RenderingMethod::RenderInfo *r_render_info) {
  341. //create an empty push constant
  342. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  343. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  344. RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
  345. RS::CanvasItemTextureFilter current_filter = default_filter;
  346. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  347. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  348. current_filter = p_item->texture_filter;
  349. }
  350. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  351. current_repeat = p_item->texture_repeat;
  352. }
  353. PushConstant push_constant;
  354. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  355. if (p_offset.x || p_offset.y) {
  356. base_transform *= Transform2D(0, p_offset / p_item->xform.get_scale());
  357. }
  358. Transform2D draw_transform;
  359. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  360. Color base_color = p_item->final_modulate;
  361. bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_render_target);
  362. for (int i = 0; i < 4; i++) {
  363. push_constant.modulation[i] = 0;
  364. push_constant.ninepatch_margins[i] = 0;
  365. push_constant.src_rect[i] = 0;
  366. push_constant.dst_rect[i] = 0;
  367. }
  368. push_constant.flags = 0;
  369. push_constant.color_texture_pixel_size[0] = 0;
  370. push_constant.color_texture_pixel_size[1] = 0;
  371. push_constant.pad[0] = 0;
  372. push_constant.pad[1] = 0;
  373. push_constant.lights[0] = 0;
  374. push_constant.lights[1] = 0;
  375. push_constant.lights[2] = 0;
  376. push_constant.lights[3] = 0;
  377. uint32_t base_flags = 0;
  378. base_flags |= use_linear_colors ? FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
  379. uint16_t light_count = 0;
  380. PipelineLightMode light_mode;
  381. {
  382. Light *light = p_lights;
  383. while (light) {
  384. 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)) {
  385. uint32_t light_index = light->render_index_cache;
  386. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  387. light_count++;
  388. if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
  389. break;
  390. }
  391. }
  392. light = light->next_ptr;
  393. }
  394. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  395. }
  396. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  397. PipelineVariants *pipeline_variants = p_pipeline_variants;
  398. bool reclip = false;
  399. RID last_texture;
  400. Size2 texpixel_size;
  401. bool skipping = false;
  402. const Item::Command *c = p_item->commands;
  403. while (c) {
  404. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  405. c = c->next;
  406. continue;
  407. }
  408. push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); // Reset on each command for safety, keep canvastexture binding config.
  409. switch (c->type) {
  410. case Item::Command::TYPE_RECT: {
  411. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  412. if (rect->flags & CANVAS_RECT_TILE) {
  413. current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  414. }
  415. //bind pipeline
  416. if (rect->flags & CANVAS_RECT_LCD) {
  417. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  418. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  419. RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, rect->modulate);
  420. } else {
  421. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  422. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  423. }
  424. //bind textures
  425. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size, bool(rect->flags & CANVAS_RECT_MSDF));
  426. Rect2 src_rect;
  427. Rect2 dst_rect;
  428. if (rect->texture != RID()) {
  429. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  430. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  431. if (dst_rect.size.width < 0) {
  432. dst_rect.position.x += dst_rect.size.width;
  433. dst_rect.size.width *= -1;
  434. }
  435. if (dst_rect.size.height < 0) {
  436. dst_rect.position.y += dst_rect.size.height;
  437. dst_rect.size.height *= -1;
  438. }
  439. if (rect->flags & CANVAS_RECT_FLIP_H) {
  440. src_rect.size.x *= -1;
  441. push_constant.flags |= FLAGS_FLIP_H;
  442. }
  443. if (rect->flags & CANVAS_RECT_FLIP_V) {
  444. src_rect.size.y *= -1;
  445. push_constant.flags |= FLAGS_FLIP_V;
  446. }
  447. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  448. push_constant.flags |= FLAGS_TRANSPOSE_RECT;
  449. }
  450. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  451. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  452. }
  453. } else {
  454. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  455. if (dst_rect.size.width < 0) {
  456. dst_rect.position.x += dst_rect.size.width;
  457. dst_rect.size.width *= -1;
  458. }
  459. if (dst_rect.size.height < 0) {
  460. dst_rect.position.y += dst_rect.size.height;
  461. dst_rect.size.height *= -1;
  462. }
  463. src_rect = Rect2(0, 0, 1, 1);
  464. }
  465. if (rect->flags & CANVAS_RECT_MSDF) {
  466. push_constant.flags |= FLAGS_USE_MSDF;
  467. push_constant.msdf[0] = rect->px_range; // Pixel range.
  468. push_constant.msdf[1] = rect->outline; // Outline size.
  469. push_constant.msdf[2] = 0.f; // Reserved.
  470. push_constant.msdf[3] = 0.f; // Reserved.
  471. } else if (rect->flags & CANVAS_RECT_LCD) {
  472. push_constant.flags |= FLAGS_USE_LCD;
  473. }
  474. Color modulated = rect->modulate * base_color;
  475. if (use_linear_colors) {
  476. modulated = modulated.srgb_to_linear();
  477. }
  478. push_constant.modulation[0] = modulated.r;
  479. push_constant.modulation[1] = modulated.g;
  480. push_constant.modulation[2] = modulated.b;
  481. push_constant.modulation[3] = modulated.a;
  482. push_constant.src_rect[0] = src_rect.position.x;
  483. push_constant.src_rect[1] = src_rect.position.y;
  484. push_constant.src_rect[2] = src_rect.size.width;
  485. push_constant.src_rect[3] = src_rect.size.height;
  486. push_constant.dst_rect[0] = dst_rect.position.x;
  487. push_constant.dst_rect[1] = dst_rect.position.y;
  488. push_constant.dst_rect[2] = dst_rect.size.width;
  489. push_constant.dst_rect[3] = dst_rect.size.height;
  490. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  491. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  492. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  493. if (r_render_info) {
  494. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  495. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2;
  496. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  497. }
  498. } break;
  499. case Item::Command::TYPE_NINEPATCH: {
  500. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  501. //bind pipeline
  502. {
  503. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  504. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  505. }
  506. //bind textures
  507. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  508. Rect2 src_rect;
  509. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  510. if (np->texture == RID()) {
  511. texpixel_size = Size2(1, 1);
  512. src_rect = Rect2(0, 0, 1, 1);
  513. } else {
  514. if (np->source != Rect2()) {
  515. 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);
  516. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  517. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  518. } else {
  519. src_rect = Rect2(0, 0, 1, 1);
  520. }
  521. }
  522. Color modulated = np->color * base_color;
  523. if (use_linear_colors) {
  524. modulated = modulated.srgb_to_linear();
  525. }
  526. push_constant.modulation[0] = modulated.r;
  527. push_constant.modulation[1] = modulated.g;
  528. push_constant.modulation[2] = modulated.b;
  529. push_constant.modulation[3] = modulated.a;
  530. push_constant.src_rect[0] = src_rect.position.x;
  531. push_constant.src_rect[1] = src_rect.position.y;
  532. push_constant.src_rect[2] = src_rect.size.width;
  533. push_constant.src_rect[3] = src_rect.size.height;
  534. push_constant.dst_rect[0] = dst_rect.position.x;
  535. push_constant.dst_rect[1] = dst_rect.position.y;
  536. push_constant.dst_rect[2] = dst_rect.size.width;
  537. push_constant.dst_rect[3] = dst_rect.size.height;
  538. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  539. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  540. if (np->draw_center) {
  541. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  542. }
  543. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  544. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  545. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  546. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  547. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  548. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  549. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  550. if (r_render_info) {
  551. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  552. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2;
  553. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  554. }
  555. // Restore if overridden.
  556. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  557. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  558. } break;
  559. case Item::Command::TYPE_POLYGON: {
  560. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  561. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  562. ERR_CONTINUE(!pb);
  563. //bind pipeline
  564. {
  565. 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 };
  566. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  567. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  568. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  569. }
  570. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  571. //not supported in most hardware, so pointless
  572. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  573. }
  574. //bind textures
  575. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  576. Color color = base_color;
  577. if (use_linear_colors) {
  578. color = color.srgb_to_linear();
  579. }
  580. push_constant.modulation[0] = color.r;
  581. push_constant.modulation[1] = color.g;
  582. push_constant.modulation[2] = color.b;
  583. push_constant.modulation[3] = color.a;
  584. for (int j = 0; j < 4; j++) {
  585. push_constant.src_rect[j] = 0;
  586. push_constant.dst_rect[j] = 0;
  587. push_constant.ninepatch_margins[j] = 0;
  588. }
  589. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  590. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  591. if (pb->indices.is_valid()) {
  592. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  593. }
  594. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  595. if (r_render_info) {
  596. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  597. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(polygon->primitive, pb->primitive_count);
  598. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  599. }
  600. } break;
  601. case Item::Command::TYPE_PRIMITIVE: {
  602. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  603. //bind pipeline
  604. {
  605. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  606. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  607. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  608. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  609. }
  610. //bind textures
  611. _bind_canvas_texture(p_draw_list, primitive->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  612. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
  613. for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
  614. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  615. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  616. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  617. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  618. Color col = primitive->colors[j] * base_color;
  619. if (use_linear_colors) {
  620. col = col.srgb_to_linear();
  621. }
  622. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  623. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  624. }
  625. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  626. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  627. if (r_render_info) {
  628. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  629. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME]++;
  630. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  631. }
  632. if (primitive->point_count == 4) {
  633. for (uint32_t j = 1; j < 3; j++) {
  634. //second half of triangle
  635. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  636. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  637. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  638. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  639. Color col = primitive->colors[j + 1] * base_color;
  640. if (use_linear_colors) {
  641. col = col.srgb_to_linear();
  642. }
  643. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  644. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  645. }
  646. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  647. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  648. if (r_render_info) {
  649. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  650. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME]++;
  651. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  652. }
  653. }
  654. } break;
  655. case Item::Command::TYPE_MESH:
  656. case Item::Command::TYPE_MULTIMESH:
  657. case Item::Command::TYPE_PARTICLES: {
  658. RID mesh;
  659. RID mesh_instance;
  660. RID texture;
  661. Color modulate(1, 1, 1, 1);
  662. float world_backup[6];
  663. int instance_count = 1;
  664. for (int j = 0; j < 6; j++) {
  665. world_backup[j] = push_constant.world[j];
  666. }
  667. if (c->type == Item::Command::TYPE_MESH) {
  668. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  669. mesh = m->mesh;
  670. mesh_instance = m->mesh_instance;
  671. texture = m->texture;
  672. modulate = m->modulate;
  673. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
  674. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  675. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  676. RID multimesh = mm->multimesh;
  677. mesh = mesh_storage->multimesh_get_mesh(multimesh);
  678. texture = mm->texture;
  679. if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  680. break;
  681. }
  682. instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
  683. if (instance_count == 0) {
  684. break;
  685. }
  686. RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  687. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  688. push_constant.flags |= 1; //multimesh, trails disabled
  689. if (mesh_storage->multimesh_uses_colors(multimesh)) {
  690. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  691. }
  692. if (mesh_storage->multimesh_uses_custom_data(multimesh)) {
  693. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  694. }
  695. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  696. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  697. ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  698. particles_storage->particles_request_process(pt->particles);
  699. if (particles_storage->particles_is_inactive(pt->particles) || particles_storage->particles_get_frame_counter(pt->particles) == 0) {
  700. break;
  701. }
  702. RenderingServerDefault::redraw_request(); // active particles means redraw request
  703. int dpc = particles_storage->particles_get_draw_passes(pt->particles);
  704. if (dpc == 0) {
  705. break; //nothing to draw
  706. }
  707. uint32_t divisor = 1;
  708. instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
  709. RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  710. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  711. push_constant.flags |= divisor;
  712. instance_count /= divisor;
  713. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  714. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  715. mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  716. texture = pt->texture;
  717. if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
  718. //pass collision information
  719. Transform2D xform = p_item->final_transform;
  720. RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
  721. Rect2 to_screen;
  722. {
  723. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  724. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  725. to_screen.position = -sdf_rect.position * to_screen.size;
  726. }
  727. particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  728. } else {
  729. particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  730. }
  731. // Signal that SDF texture needs to be updated.
  732. r_sdf_used |= particles_storage->particles_has_collision(pt->particles);
  733. }
  734. if (mesh.is_null()) {
  735. break;
  736. }
  737. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  738. uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
  739. 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 };
  740. Color modulated = modulate * base_color;
  741. if (use_linear_colors) {
  742. modulated = modulated.srgb_to_linear();
  743. }
  744. push_constant.modulation[0] = modulated.r;
  745. push_constant.modulation[1] = modulated.g;
  746. push_constant.modulation[2] = modulated.b;
  747. push_constant.modulation[3] = modulated.a;
  748. for (int j = 0; j < 4; j++) {
  749. push_constant.src_rect[j] = 0;
  750. push_constant.dst_rect[j] = 0;
  751. push_constant.ninepatch_margins[j] = 0;
  752. }
  753. for (uint32_t j = 0; j < surf_count; j++) {
  754. void *surface = mesh_storage->mesh_get_surface(mesh, j);
  755. RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
  756. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  757. uint64_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  758. RID vertex_array;
  759. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  760. if (mesh_instance.is_valid()) {
  761. mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
  762. } else {
  763. mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
  764. }
  765. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  766. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  767. RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
  768. if (index_array.is_valid()) {
  769. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  770. }
  771. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  772. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  773. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  774. if (r_render_info) {
  775. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
  776. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(primitive, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)) * instance_count;
  777. r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
  778. }
  779. }
  780. for (int j = 0; j < 6; j++) {
  781. push_constant.world[j] = world_backup[j];
  782. }
  783. } break;
  784. case Item::Command::TYPE_TRANSFORM: {
  785. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  786. draw_transform = transform->xform;
  787. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  788. } break;
  789. case Item::Command::TYPE_CLIP_IGNORE: {
  790. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  791. if (current_clip) {
  792. if (ci->ignore != reclip) {
  793. if (ci->ignore) {
  794. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  795. reclip = true;
  796. } else {
  797. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  798. reclip = false;
  799. }
  800. }
  801. }
  802. } break;
  803. case Item::Command::TYPE_ANIMATION_SLICE: {
  804. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  805. double current_time = RendererCompositorRD::get_singleton()->get_total_time();
  806. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  807. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  808. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  809. } break;
  810. }
  811. c = c->next;
  812. }
  813. #ifdef DEBUG_ENABLED
  814. if (debug_redraw && p_item->debug_redraw_time > 0.0) {
  815. Color dc = debug_redraw_color;
  816. dc.a *= p_item->debug_redraw_time / debug_redraw_time;
  817. RID pipeline = pipeline_variants->variants[PIPELINE_LIGHT_MODE_DISABLED][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  818. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  819. //bind textures
  820. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  821. Rect2 src_rect;
  822. Rect2 dst_rect;
  823. dst_rect = Rect2(Vector2(), p_item->rect.size);
  824. src_rect = Rect2(0, 0, 1, 1);
  825. push_constant.modulation[0] = dc.r;
  826. push_constant.modulation[1] = dc.g;
  827. push_constant.modulation[2] = dc.b;
  828. push_constant.modulation[3] = dc.a;
  829. push_constant.src_rect[0] = src_rect.position.x;
  830. push_constant.src_rect[1] = src_rect.position.y;
  831. push_constant.src_rect[2] = src_rect.size.width;
  832. push_constant.src_rect[3] = src_rect.size.height;
  833. push_constant.dst_rect[0] = dst_rect.position.x;
  834. push_constant.dst_rect[1] = dst_rect.position.y;
  835. push_constant.dst_rect[2] = dst_rect.size.width;
  836. push_constant.dst_rect[3] = dst_rect.size.height;
  837. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  838. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  839. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  840. p_item->debug_redraw_time -= RSG::rasterizer->get_frame_delta_time();
  841. RenderingServerDefault::redraw_request();
  842. }
  843. #endif
  844. if (current_clip && reclip) {
  845. //will make it re-enable clipping if needed afterwards
  846. current_clip = nullptr;
  847. }
  848. }
  849. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  850. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  851. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  852. //re create canvas state
  853. Vector<RD::Uniform> uniforms;
  854. {
  855. RD::Uniform u;
  856. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  857. u.binding = 1;
  858. u.append_id(state.canvas_state_buffer);
  859. uniforms.push_back(u);
  860. }
  861. {
  862. RD::Uniform u;
  863. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  864. u.binding = 2;
  865. u.append_id(state.lights_uniform_buffer);
  866. uniforms.push_back(u);
  867. }
  868. {
  869. RD::Uniform u;
  870. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  871. u.binding = 3;
  872. u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
  873. uniforms.push_back(u);
  874. }
  875. {
  876. RD::Uniform u;
  877. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  878. u.binding = 4;
  879. u.append_id(state.shadow_texture);
  880. uniforms.push_back(u);
  881. }
  882. {
  883. RD::Uniform u;
  884. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  885. u.binding = 5;
  886. u.append_id(state.shadow_sampler);
  887. uniforms.push_back(u);
  888. }
  889. {
  890. RD::Uniform u;
  891. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  892. u.binding = 6;
  893. RID screen;
  894. if (p_backbuffer) {
  895. screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
  896. } else {
  897. screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
  898. if (screen.is_null()) { //unallocated backbuffer
  899. screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
  900. }
  901. }
  902. u.append_id(screen);
  903. uniforms.push_back(u);
  904. }
  905. {
  906. RD::Uniform u;
  907. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  908. u.binding = 7;
  909. RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
  910. u.append_id(sdf);
  911. uniforms.push_back(u);
  912. }
  913. {
  914. RD::Uniform u;
  915. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  916. u.binding = 9;
  917. u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
  918. uniforms.push_back(u);
  919. }
  920. uniforms.append_array(material_storage->samplers_rd_get_default().get_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
  921. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  922. if (p_backbuffer) {
  923. texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  924. } else {
  925. texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  926. }
  927. return uniform_set;
  928. }
  929. void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) {
  930. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  931. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  932. Item *current_clip = nullptr;
  933. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  934. RID framebuffer;
  935. RID fb_uniform_set;
  936. bool clear = false;
  937. Vector<Color> clear_colors;
  938. if (p_to_backbuffer) {
  939. framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  940. fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  941. } else {
  942. framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
  943. texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target, false); // If MSAA is enabled, our framebuffer will be resolved!
  944. if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
  945. clear = true;
  946. clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
  947. texture_storage->render_target_disable_clear_request(p_to_render_target);
  948. }
  949. // TODO: Obtain from framebuffer format eventually when this is implemented.
  950. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  951. }
  952. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  953. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  954. }
  955. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  956. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, clear_colors);
  957. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  958. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  959. RID prev_material;
  960. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  961. for (int i = 0; i < p_item_count; i++) {
  962. Item *ci = items[i];
  963. if (current_clip != ci->final_clip_owner) {
  964. current_clip = ci->final_clip_owner;
  965. //setup clip
  966. if (current_clip) {
  967. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  968. } else {
  969. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  970. }
  971. }
  972. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  973. if (ci->use_canvas_group) {
  974. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  975. material = default_clip_children_material;
  976. } else {
  977. if (material.is_null()) {
  978. if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
  979. material = default_clip_children_material;
  980. } else {
  981. material = default_canvas_group_material;
  982. }
  983. }
  984. }
  985. }
  986. if (material != prev_material) {
  987. CanvasMaterialData *material_data = nullptr;
  988. if (material.is_valid()) {
  989. material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  990. }
  991. if (material_data) {
  992. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  993. pipeline_variants = &material_data->shader_data->pipeline_variants;
  994. // Update uniform set.
  995. RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
  996. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
  997. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
  998. material_data->set_as_used();
  999. }
  1000. } else {
  1001. pipeline_variants = &shader.pipeline_variants;
  1002. }
  1003. } else {
  1004. pipeline_variants = &shader.pipeline_variants;
  1005. }
  1006. }
  1007. if (!ci->repeat_size.x && !ci->repeat_size.y) {
  1008. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, Point2(), r_render_info);
  1009. } else {
  1010. Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
  1011. Point2 end_pos = ci->repeat_size * ci->repeat_times + ci->repeat_size + start_pos;
  1012. Point2 pos = start_pos;
  1013. do {
  1014. do {
  1015. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, pos, r_render_info);
  1016. pos.y += ci->repeat_size.y;
  1017. } while (pos.y < end_pos.y);
  1018. pos.x += ci->repeat_size.x;
  1019. pos.y = start_pos.y;
  1020. } while (pos.x < end_pos.x);
  1021. }
  1022. prev_material = material;
  1023. }
  1024. RD::get_singleton()->draw_list_end();
  1025. }
  1026. void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {
  1027. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1028. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1029. RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
  1030. r_sdf_used = false;
  1031. int item_count = 0;
  1032. //setup canvas state uniforms if needed
  1033. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  1034. //setup directional lights if exist
  1035. uint32_t light_count = 0;
  1036. uint32_t directional_light_count = 0;
  1037. {
  1038. Light *l = p_directional_light_list;
  1039. uint32_t index = 0;
  1040. while (l) {
  1041. if (index == state.max_lights_per_render) {
  1042. l->render_index_cache = -1;
  1043. l = l->next_ptr;
  1044. continue;
  1045. }
  1046. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  1047. if (!clight) { //unused or invalid texture
  1048. l->render_index_cache = -1;
  1049. l = l->next_ptr;
  1050. ERR_CONTINUE(!clight);
  1051. }
  1052. Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
  1053. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  1054. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  1055. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  1056. state.light_uniforms[index].height = l->height; //0..1 here
  1057. for (int i = 0; i < 4; i++) {
  1058. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  1059. state.light_uniforms[index].color[i] = l->color[i];
  1060. }
  1061. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  1062. if (state.shadow_fb.is_valid()) {
  1063. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  1064. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  1065. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  1066. } else {
  1067. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1068. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1069. state.light_uniforms[index].shadow_y_ofs = 0;
  1070. }
  1071. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1072. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1073. if (clight->shadow.enabled) {
  1074. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1075. }
  1076. l->render_index_cache = index;
  1077. index++;
  1078. l = l->next_ptr;
  1079. }
  1080. light_count = index;
  1081. directional_light_count = light_count;
  1082. using_directional_lights = directional_light_count > 0;
  1083. }
  1084. //setup lights if exist
  1085. {
  1086. Light *l = p_light_list;
  1087. uint32_t index = light_count;
  1088. while (l) {
  1089. if (index == state.max_lights_per_render) {
  1090. l->render_index_cache = -1;
  1091. l = l->next_ptr;
  1092. continue;
  1093. }
  1094. CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
  1095. if (!clight) { //unused or invalid texture
  1096. l->render_index_cache = -1;
  1097. l = l->next_ptr;
  1098. ERR_CONTINUE(!clight);
  1099. }
  1100. 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
  1101. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  1102. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  1103. _update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
  1104. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  1105. state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  1106. for (int i = 0; i < 4; i++) {
  1107. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  1108. state.light_uniforms[index].color[i] = l->color[i];
  1109. }
  1110. state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
  1111. if (state.shadow_fb.is_valid()) {
  1112. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  1113. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  1114. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  1115. } else {
  1116. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1117. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1118. state.light_uniforms[index].shadow_y_ofs = 0;
  1119. }
  1120. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1121. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1122. if (clight->shadow.enabled) {
  1123. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1124. }
  1125. if (clight->texture.is_valid()) {
  1126. Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
  1127. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  1128. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  1129. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  1130. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  1131. } else {
  1132. state.light_uniforms[index].atlas_rect[0] = 0;
  1133. state.light_uniforms[index].atlas_rect[1] = 0;
  1134. state.light_uniforms[index].atlas_rect[2] = 0;
  1135. state.light_uniforms[index].atlas_rect[3] = 0;
  1136. }
  1137. l->render_index_cache = index;
  1138. index++;
  1139. l = l->next_ptr;
  1140. }
  1141. light_count = index;
  1142. }
  1143. if (light_count > 0) {
  1144. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  1145. }
  1146. {
  1147. //update canvas state uniform buffer
  1148. State::Buffer state_buffer;
  1149. Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
  1150. Transform3D screen_transform;
  1151. screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1152. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1153. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1154. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1155. Transform2D normal_transform = p_canvas_transform;
  1156. normal_transform.columns[0].normalize();
  1157. normal_transform.columns[1].normalize();
  1158. normal_transform.columns[2] = Vector2();
  1159. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1160. state_buffer.canvas_modulate[0] = p_modulate.r;
  1161. state_buffer.canvas_modulate[1] = p_modulate.g;
  1162. state_buffer.canvas_modulate[2] = p_modulate.b;
  1163. state_buffer.canvas_modulate[3] = p_modulate.a;
  1164. Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
  1165. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1166. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1167. state_buffer.time = state.time;
  1168. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1169. state_buffer.directional_light_count = directional_light_count;
  1170. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1171. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1172. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1173. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1174. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1175. Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
  1176. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1177. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1178. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1179. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1180. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1181. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1182. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1183. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1184. }
  1185. { //default filter/repeat
  1186. default_filter = p_default_filter;
  1187. default_repeat = p_default_repeat;
  1188. }
  1189. Item *ci = p_item_list;
  1190. //fill the list until rendering is possible.
  1191. bool material_screen_texture_cached = false;
  1192. bool material_screen_texture_mipmaps_cached = false;
  1193. Rect2 back_buffer_rect;
  1194. bool backbuffer_copy = false;
  1195. bool backbuffer_gen_mipmaps = false;
  1196. Item *canvas_group_owner = nullptr;
  1197. bool skip_item = false;
  1198. bool update_skeletons = false;
  1199. bool time_used = false;
  1200. bool backbuffer_cleared = false;
  1201. while (ci) {
  1202. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1203. backbuffer_copy = true;
  1204. if (ci->copy_back_buffer->full) {
  1205. back_buffer_rect = Rect2();
  1206. } else {
  1207. back_buffer_rect = ci->copy_back_buffer->rect;
  1208. }
  1209. }
  1210. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1211. if (material.is_valid()) {
  1212. CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
  1213. if (md && md->shader_data->valid) {
  1214. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1215. if (!material_screen_texture_cached) {
  1216. backbuffer_copy = true;
  1217. back_buffer_rect = Rect2();
  1218. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  1219. } else if (!material_screen_texture_mipmaps_cached) {
  1220. backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
  1221. }
  1222. }
  1223. if (md->shader_data->uses_sdf) {
  1224. r_sdf_used = true;
  1225. }
  1226. if (md->shader_data->uses_time) {
  1227. time_used = true;
  1228. }
  1229. }
  1230. }
  1231. if (ci->skeleton.is_valid()) {
  1232. const Item::Command *c = ci->commands;
  1233. while (c) {
  1234. if (c->type == Item::Command::TYPE_MESH) {
  1235. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1236. if (cm->mesh_instance.is_valid()) {
  1237. mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
  1238. mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
  1239. update_skeletons = true;
  1240. }
  1241. }
  1242. c = c->next;
  1243. }
  1244. }
  1245. if (ci->canvas_group_owner != nullptr) {
  1246. if (canvas_group_owner == nullptr) {
  1247. // Canvas group begins here, render until before this item
  1248. if (update_skeletons) {
  1249. mesh_storage->update_mesh_instances();
  1250. update_skeletons = false;
  1251. }
  1252. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  1253. item_count = 0;
  1254. if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
  1255. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1256. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1257. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  1258. ci->canvas_group_owner->use_canvas_group = false;
  1259. items[item_count++] = ci->canvas_group_owner;
  1260. }
  1261. } else if (!backbuffer_cleared) {
  1262. texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
  1263. backbuffer_cleared = true;
  1264. }
  1265. backbuffer_copy = false;
  1266. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1267. }
  1268. ci->canvas_group_owner = nullptr; //must be cleared
  1269. }
  1270. if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
  1271. skip_item = true;
  1272. }
  1273. if (ci == canvas_group_owner) {
  1274. if (update_skeletons) {
  1275. mesh_storage->update_mesh_instances();
  1276. update_skeletons = false;
  1277. }
  1278. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
  1279. item_count = 0;
  1280. if (ci->canvas_group->blur_mipmaps) {
  1281. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1282. }
  1283. canvas_group_owner = nullptr;
  1284. // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
  1285. backbuffer_cleared = false;
  1286. // Tell the renderer to paint this as a canvas group
  1287. ci->use_canvas_group = true;
  1288. } else {
  1289. ci->use_canvas_group = false;
  1290. }
  1291. if (backbuffer_copy) {
  1292. //render anything pending, including clearing if no items
  1293. if (update_skeletons) {
  1294. mesh_storage->update_mesh_instances();
  1295. update_skeletons = false;
  1296. }
  1297. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
  1298. item_count = 0;
  1299. texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
  1300. backbuffer_copy = false;
  1301. material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
  1302. material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
  1303. backbuffer_gen_mipmaps = false;
  1304. }
  1305. if (backbuffer_gen_mipmaps) {
  1306. texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
  1307. backbuffer_gen_mipmaps = false;
  1308. material_screen_texture_mipmaps_cached = true;
  1309. }
  1310. if (skip_item) {
  1311. skip_item = false;
  1312. } else {
  1313. items[item_count++] = ci;
  1314. }
  1315. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1316. if (update_skeletons) {
  1317. mesh_storage->update_mesh_instances();
  1318. update_skeletons = false;
  1319. }
  1320. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
  1321. //then reset
  1322. item_count = 0;
  1323. }
  1324. ci = ci->next;
  1325. }
  1326. if (time_used) {
  1327. RenderingServerDefault::redraw_request();
  1328. }
  1329. }
  1330. RID RendererCanvasRenderRD::light_create() {
  1331. CanvasLight canvas_light;
  1332. return canvas_light_owner.make_rid(canvas_light);
  1333. }
  1334. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1335. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1336. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1337. ERR_FAIL_NULL(cl);
  1338. if (cl->texture == p_texture) {
  1339. return;
  1340. }
  1341. ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
  1342. if (cl->texture.is_valid()) {
  1343. texture_storage->texture_remove_from_decal_atlas(cl->texture);
  1344. }
  1345. cl->texture = p_texture;
  1346. if (cl->texture.is_valid()) {
  1347. texture_storage->texture_add_to_decal_atlas(cl->texture);
  1348. }
  1349. }
  1350. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1351. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1352. ERR_FAIL_NULL(cl);
  1353. cl->shadow.enabled = p_enable;
  1354. }
  1355. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1356. if (state.shadow_fb == RID()) {
  1357. //ah, we lack the shadow texture..
  1358. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1359. Vector<RID> fb_textures;
  1360. { //texture
  1361. RD::TextureFormat tf;
  1362. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1363. tf.width = state.shadow_texture_size;
  1364. tf.height = state.max_lights_per_render * 2;
  1365. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1366. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1367. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1368. fb_textures.push_back(state.shadow_texture);
  1369. }
  1370. {
  1371. RD::TextureFormat tf;
  1372. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1373. tf.width = state.shadow_texture_size;
  1374. tf.height = state.max_lights_per_render * 2;
  1375. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1376. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1377. //chunks to write
  1378. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1379. fb_textures.push_back(state.shadow_depth_texture);
  1380. }
  1381. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1382. }
  1383. }
  1384. 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) {
  1385. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1386. ERR_FAIL_COND(!cl->shadow.enabled);
  1387. _update_shadow_atlas();
  1388. cl->shadow.z_far = p_far;
  1389. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1390. Vector<Color> cc;
  1391. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1392. for (int i = 0; i < 4; i++) {
  1393. //make sure it remains orthogonal, makes easy to read angle later
  1394. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1395. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1396. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1397. Projection projection;
  1398. {
  1399. real_t fov = 90;
  1400. real_t nearp = p_near;
  1401. real_t farp = p_far;
  1402. real_t aspect = 1.0;
  1403. real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
  1404. real_t ymin = -ymax;
  1405. real_t xmin = ymin * aspect;
  1406. real_t xmax = ymax * aspect;
  1407. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1408. }
  1409. Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1410. projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1411. ShadowRenderPushConstant push_constant;
  1412. for (int y = 0; y < 4; y++) {
  1413. for (int x = 0; x < 4; x++) {
  1414. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  1415. }
  1416. }
  1417. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1418. push_constant.direction[0] = directions[i].x;
  1419. push_constant.direction[1] = directions[i].y;
  1420. push_constant.z_far = p_far;
  1421. push_constant.pad = 0;
  1422. LightOccluderInstance *instance = p_occluders;
  1423. while (instance) {
  1424. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1425. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1426. instance = instance->next;
  1427. continue;
  1428. }
  1429. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1430. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1431. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1432. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1433. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1434. RD::get_singleton()->draw_list_draw(draw_list, true);
  1435. instance = instance->next;
  1436. }
  1437. RD::get_singleton()->draw_list_end();
  1438. }
  1439. }
  1440. 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) {
  1441. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  1442. ERR_FAIL_COND(!cl->shadow.enabled);
  1443. _update_shadow_atlas();
  1444. Vector2 light_dir = p_light_xform.columns[1].normalized();
  1445. Vector2 center = p_clip_rect.get_center();
  1446. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1447. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1448. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1449. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1450. cl->shadow.z_far = distance;
  1451. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1452. Transform2D to_light_xform;
  1453. to_light_xform[2] = from_pos;
  1454. to_light_xform[1] = light_dir;
  1455. to_light_xform[0] = -light_dir.orthogonal();
  1456. to_light_xform.invert();
  1457. Vector<Color> cc;
  1458. cc.push_back(Color(1, 1, 1, 1));
  1459. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1460. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1461. Projection projection;
  1462. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1463. projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1464. ShadowRenderPushConstant push_constant;
  1465. for (int y = 0; y < 4; y++) {
  1466. for (int x = 0; x < 4; x++) {
  1467. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  1468. }
  1469. }
  1470. push_constant.direction[0] = 0.0;
  1471. push_constant.direction[1] = 1.0;
  1472. push_constant.z_far = distance;
  1473. push_constant.pad = 0;
  1474. LightOccluderInstance *instance = p_occluders;
  1475. while (instance) {
  1476. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1477. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1478. instance = instance->next;
  1479. continue;
  1480. }
  1481. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1482. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1483. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1484. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1485. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1486. RD::get_singleton()->draw_list_draw(draw_list, true);
  1487. instance = instance->next;
  1488. }
  1489. RD::get_singleton()->draw_list_end();
  1490. Transform2D to_shadow;
  1491. to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
  1492. to_shadow.columns[2].x = 0.5;
  1493. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1494. }
  1495. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1496. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1497. RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
  1498. Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
  1499. Transform2D to_sdf;
  1500. to_sdf.columns[0] *= rect.size.width;
  1501. to_sdf.columns[1] *= rect.size.height;
  1502. to_sdf.columns[2] = rect.position;
  1503. Transform2D to_clip;
  1504. to_clip.columns[0] *= 2.0;
  1505. to_clip.columns[1] *= 2.0;
  1506. to_clip.columns[2] = -Vector2(1.0, 1.0);
  1507. to_clip = to_clip * to_sdf.affine_inverse();
  1508. Vector<Color> cc;
  1509. cc.push_back(Color(0, 0, 0, 0));
  1510. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
  1511. Projection projection;
  1512. ShadowRenderPushConstant push_constant;
  1513. for (int y = 0; y < 4; y++) {
  1514. for (int x = 0; x < 4; x++) {
  1515. push_constant.projection[y * 4 + x] = projection.columns[y][x];
  1516. }
  1517. }
  1518. push_constant.direction[0] = 0.0;
  1519. push_constant.direction[1] = 0.0;
  1520. push_constant.z_far = 0;
  1521. push_constant.pad = 0;
  1522. LightOccluderInstance *instance = p_occluders;
  1523. while (instance) {
  1524. OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
  1525. if (!co || co->sdf_index_array.is_null()) {
  1526. instance = instance->next;
  1527. continue;
  1528. }
  1529. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1530. 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]);
  1531. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1532. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1533. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1534. RD::get_singleton()->draw_list_draw(draw_list, true);
  1535. instance = instance->next;
  1536. }
  1537. RD::get_singleton()->draw_list_end();
  1538. texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1539. }
  1540. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1541. OccluderPolygon occluder;
  1542. occluder.line_point_count = 0;
  1543. occluder.sdf_point_count = 0;
  1544. occluder.sdf_index_count = 0;
  1545. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1546. return occluder_polygon_owner.make_rid(occluder);
  1547. }
  1548. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1549. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1550. ERR_FAIL_NULL(oc);
  1551. Vector<Vector2> lines;
  1552. if (p_points.size()) {
  1553. int lc = p_points.size() * 2;
  1554. lines.resize(lc - (p_closed ? 0 : 2));
  1555. {
  1556. Vector2 *w = lines.ptrw();
  1557. const Vector2 *r = p_points.ptr();
  1558. int max = lc / 2;
  1559. if (!p_closed) {
  1560. max--;
  1561. }
  1562. for (int i = 0; i < max; i++) {
  1563. Vector2 a = r[i];
  1564. Vector2 b = r[(i + 1) % (lc / 2)];
  1565. w[i * 2 + 0] = a;
  1566. w[i * 2 + 1] = b;
  1567. }
  1568. }
  1569. }
  1570. if ((oc->line_point_count != lines.size() || lines.size() == 0) && oc->vertex_array.is_valid()) {
  1571. RD::get_singleton()->free(oc->vertex_array);
  1572. RD::get_singleton()->free(oc->vertex_buffer);
  1573. RD::get_singleton()->free(oc->index_array);
  1574. RD::get_singleton()->free(oc->index_buffer);
  1575. oc->vertex_array = RID();
  1576. oc->vertex_buffer = RID();
  1577. oc->index_array = RID();
  1578. oc->index_buffer = RID();
  1579. oc->line_point_count = lines.size();
  1580. }
  1581. if (lines.size()) {
  1582. oc->line_point_count = lines.size();
  1583. Vector<uint8_t> geometry;
  1584. Vector<uint8_t> indices;
  1585. int lc = lines.size();
  1586. geometry.resize(lc * 6 * sizeof(float));
  1587. indices.resize(lc * 3 * sizeof(uint16_t));
  1588. {
  1589. uint8_t *vw = geometry.ptrw();
  1590. float *vwptr = reinterpret_cast<float *>(vw);
  1591. uint8_t *iw = indices.ptrw();
  1592. uint16_t *iwptr = (uint16_t *)iw;
  1593. const Vector2 *lr = lines.ptr();
  1594. const int POLY_HEIGHT = 16384;
  1595. for (int i = 0; i < lc / 2; i++) {
  1596. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1597. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1598. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1599. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1600. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1601. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1602. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1603. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1604. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1605. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1606. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1607. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1608. iwptr[i * 6 + 0] = i * 4 + 0;
  1609. iwptr[i * 6 + 1] = i * 4 + 1;
  1610. iwptr[i * 6 + 2] = i * 4 + 2;
  1611. iwptr[i * 6 + 3] = i * 4 + 2;
  1612. iwptr[i * 6 + 4] = i * 4 + 3;
  1613. iwptr[i * 6 + 5] = i * 4 + 0;
  1614. }
  1615. }
  1616. //if same buffer len is being set, just use buffer_update to avoid a pipeline flush
  1617. if (oc->vertex_array.is_null()) {
  1618. //create from scratch
  1619. //vertices
  1620. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);
  1621. Vector<RID> buffer;
  1622. buffer.push_back(oc->vertex_buffer);
  1623. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1624. //indices
  1625. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1626. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1627. } else {
  1628. //update existing
  1629. const uint8_t *vr = geometry.ptr();
  1630. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1631. const uint8_t *ir = indices.ptr();
  1632. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1633. }
  1634. }
  1635. // sdf
  1636. Vector<int> sdf_indices;
  1637. if (p_points.size()) {
  1638. if (p_closed) {
  1639. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1640. oc->sdf_is_lines = false;
  1641. } else {
  1642. int max = p_points.size();
  1643. sdf_indices.resize(max * 2);
  1644. int *iw = sdf_indices.ptrw();
  1645. for (int i = 0; i < max; i++) {
  1646. iw[i * 2 + 0] = i;
  1647. iw[i * 2 + 1] = (i + 1) % max;
  1648. }
  1649. oc->sdf_is_lines = true;
  1650. }
  1651. }
  1652. if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.size() == 0) && oc->sdf_vertex_array.is_valid()) {
  1653. RD::get_singleton()->free(oc->sdf_vertex_array);
  1654. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1655. RD::get_singleton()->free(oc->sdf_index_array);
  1656. RD::get_singleton()->free(oc->sdf_index_buffer);
  1657. oc->sdf_vertex_array = RID();
  1658. oc->sdf_vertex_buffer = RID();
  1659. oc->sdf_index_array = RID();
  1660. oc->sdf_index_buffer = RID();
  1661. oc->sdf_index_count = sdf_indices.size();
  1662. oc->sdf_point_count = p_points.size();
  1663. oc->sdf_is_lines = false;
  1664. }
  1665. if (sdf_indices.size()) {
  1666. if (oc->sdf_vertex_array.is_null()) {
  1667. //create from scratch
  1668. //vertices
  1669. #ifdef REAL_T_IS_DOUBLE
  1670. PackedFloat32Array float_points;
  1671. float_points.resize(p_points.size() * 2);
  1672. float *float_points_ptr = (float *)float_points.ptrw();
  1673. for (int i = 0; i < p_points.size(); i++) {
  1674. float_points_ptr[i * 2] = p_points[i].x;
  1675. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1676. }
  1677. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.to_byte_array());
  1678. #else
  1679. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.to_byte_array());
  1680. #endif
  1681. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1682. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1683. Vector<RID> buffer;
  1684. buffer.push_back(oc->sdf_vertex_buffer);
  1685. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1686. //indices
  1687. } else {
  1688. //update existing
  1689. #ifdef REAL_T_IS_DOUBLE
  1690. PackedFloat32Array float_points;
  1691. float_points.resize(p_points.size() * 2);
  1692. float *float_points_ptr = (float *)float_points.ptrw();
  1693. for (int i = 0; i < p_points.size(); i++) {
  1694. float_points_ptr[i * 2] = p_points[i].x;
  1695. float_points_ptr[i * 2 + 1] = p_points[i].y;
  1696. }
  1697. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());
  1698. #else
  1699. RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());
  1700. #endif
  1701. RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1702. }
  1703. }
  1704. }
  1705. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1706. OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
  1707. ERR_FAIL_NULL(oc);
  1708. oc->cull_mode = p_mode;
  1709. }
  1710. void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
  1711. //compile
  1712. code = p_code;
  1713. valid = false;
  1714. ubo_size = 0;
  1715. uniforms.clear();
  1716. uses_screen_texture = false;
  1717. uses_screen_texture_mipmaps = false;
  1718. uses_sdf = false;
  1719. uses_time = false;
  1720. if (code.is_empty()) {
  1721. return; //just invalid, but no error
  1722. }
  1723. ShaderCompiler::GeneratedCode gen_code;
  1724. int blend_mode = BLEND_MODE_MIX;
  1725. ShaderCompiler::IdentifierActions actions;
  1726. actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
  1727. actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
  1728. actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
  1729. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1730. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1731. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1732. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1733. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1734. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1735. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1736. actions.usage_flag_pointers["TIME"] = &uses_time;
  1737. actions.uniforms = &uniforms;
  1738. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1739. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1740. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  1741. uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
  1742. uses_screen_texture = gen_code.uses_screen_texture;
  1743. if (version.is_null()) {
  1744. version = canvas_singleton->shader.canvas_shader.version_create();
  1745. }
  1746. #if 0
  1747. print_line("**compiling shader:");
  1748. print_line("**defines:\n");
  1749. for (int i = 0; i < gen_code.defines.size(); i++) {
  1750. print_line(gen_code.defines[i]);
  1751. }
  1752. HashMap<String, String>::Iterator el = gen_code.code.begin();
  1753. while (el) {
  1754. print_line("\n**code " + el->key + ":\n" + el->value);
  1755. ++el;
  1756. }
  1757. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1758. print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
  1759. print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
  1760. #endif
  1761. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
  1762. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1763. ubo_size = gen_code.uniform_total_size;
  1764. ubo_offsets = gen_code.uniform_offsets;
  1765. texture_uniforms = gen_code.texture_uniforms;
  1766. //update them pipelines
  1767. RD::PipelineColorBlendState::Attachment attachment;
  1768. switch (blend_mode) {
  1769. case BLEND_MODE_DISABLED: {
  1770. // nothing to do here, disabled by default
  1771. } break;
  1772. case BLEND_MODE_MIX: {
  1773. attachment.enable_blend = true;
  1774. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1775. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1776. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1777. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1778. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1779. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1780. } break;
  1781. case BLEND_MODE_ADD: {
  1782. attachment.enable_blend = true;
  1783. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1784. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1785. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1786. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1787. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1788. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1789. } break;
  1790. case BLEND_MODE_SUB: {
  1791. attachment.enable_blend = true;
  1792. attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  1793. attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT;
  1794. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1795. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1796. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1797. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1798. } break;
  1799. case BLEND_MODE_MUL: {
  1800. attachment.enable_blend = true;
  1801. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1802. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1803. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1804. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1805. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1806. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1807. } break;
  1808. case BLEND_MODE_PMALPHA: {
  1809. attachment.enable_blend = true;
  1810. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1811. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1812. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1813. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1814. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1815. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1816. } break;
  1817. }
  1818. RD::PipelineColorBlendState blend_state;
  1819. blend_state.attachments.push_back(attachment);
  1820. RD::PipelineColorBlendState::Attachment attachment_lcd;
  1821. attachment_lcd.enable_blend = true;
  1822. attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
  1823. attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
  1824. attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1825. attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1826. attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1827. attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1828. RD::PipelineColorBlendState blend_state_lcd;
  1829. blend_state_lcd.attachments.push_back(attachment_lcd);
  1830. //update pipelines
  1831. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1832. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1833. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1834. RD::RENDER_PRIMITIVE_TRIANGLES,
  1835. RD::RENDER_PRIMITIVE_TRIANGLES,
  1836. RD::RENDER_PRIMITIVE_TRIANGLES,
  1837. RD::RENDER_PRIMITIVE_LINES,
  1838. RD::RENDER_PRIMITIVE_POINTS,
  1839. RD::RENDER_PRIMITIVE_TRIANGLES,
  1840. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1841. RD::RENDER_PRIMITIVE_LINES,
  1842. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1843. RD::RENDER_PRIMITIVE_POINTS,
  1844. RD::RENDER_PRIMITIVE_TRIANGLES,
  1845. };
  1846. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1847. {
  1848. //non lit
  1849. SHADER_VARIANT_QUAD,
  1850. SHADER_VARIANT_NINEPATCH,
  1851. SHADER_VARIANT_PRIMITIVE,
  1852. SHADER_VARIANT_PRIMITIVE,
  1853. SHADER_VARIANT_PRIMITIVE_POINTS,
  1854. SHADER_VARIANT_ATTRIBUTES,
  1855. SHADER_VARIANT_ATTRIBUTES,
  1856. SHADER_VARIANT_ATTRIBUTES,
  1857. SHADER_VARIANT_ATTRIBUTES,
  1858. SHADER_VARIANT_ATTRIBUTES_POINTS,
  1859. SHADER_VARIANT_QUAD,
  1860. },
  1861. {
  1862. //lit
  1863. SHADER_VARIANT_QUAD_LIGHT,
  1864. SHADER_VARIANT_NINEPATCH_LIGHT,
  1865. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1866. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1867. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1868. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1869. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1870. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1871. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1872. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
  1873. SHADER_VARIANT_QUAD_LIGHT,
  1874. },
  1875. };
  1876. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1877. if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
  1878. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
  1879. } else {
  1880. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1881. }
  1882. }
  1883. }
  1884. valid = true;
  1885. }
  1886. bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
  1887. return false;
  1888. }
  1889. bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
  1890. return false;
  1891. }
  1892. RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
  1893. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1894. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1895. }
  1896. RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
  1897. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1898. ERR_FAIL_NULL(canvas_singleton);
  1899. //pipeline variants will clear themselves if shader is gone
  1900. if (version.is_valid()) {
  1901. canvas_singleton->shader.canvas_shader.version_free(version);
  1902. }
  1903. }
  1904. RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1905. CanvasShaderData *shader_data = memnew(CanvasShaderData);
  1906. return shader_data;
  1907. }
  1908. bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1909. RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
  1910. bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, true, false);
  1911. bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET, false, false);
  1912. return uniform_set_changed || uniform_set_srgb_changed;
  1913. }
  1914. RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
  1915. free_parameters_uniform_set(uniform_set);
  1916. free_parameters_uniform_set(uniform_set_srgb);
  1917. }
  1918. RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
  1919. CanvasMaterialData *material_data = memnew(CanvasMaterialData);
  1920. material_data->shader_data = p_shader;
  1921. //update will happen later anyway so do nothing.
  1922. return material_data;
  1923. }
  1924. void RendererCanvasRenderRD::set_time(double p_time) {
  1925. state.time = p_time;
  1926. }
  1927. void RendererCanvasRenderRD::update() {
  1928. }
  1929. RendererCanvasRenderRD::RendererCanvasRenderRD() {
  1930. RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
  1931. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  1932. { //create default samplers
  1933. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1934. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1935. }
  1936. { //shader variants
  1937. String global_defines;
  1938. uint64_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1939. if (uniform_max_size < 65536) {
  1940. //Yes, you guessed right, ARM again
  1941. state.max_lights_per_render = 64;
  1942. global_defines += "#define MAX_LIGHTS 64\n";
  1943. } else {
  1944. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1945. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1946. }
  1947. global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
  1948. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1949. Vector<String> variants;
  1950. //non light variants
  1951. variants.push_back(""); //none by default is first variant
  1952. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1953. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1954. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1955. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1956. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1957. //light variants
  1958. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1959. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1960. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1961. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1962. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1963. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1964. shader.canvas_shader.initialize(variants, global_defines);
  1965. shader.default_version = shader.canvas_shader.version_create();
  1966. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1967. RD::PipelineColorBlendState blend_state;
  1968. RD::PipelineColorBlendState::Attachment blend_attachment;
  1969. blend_attachment.enable_blend = true;
  1970. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1971. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1972. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1973. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1974. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1975. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1976. blend_state.attachments.push_back(blend_attachment);
  1977. RD::PipelineColorBlendState::Attachment attachment_lcd;
  1978. attachment_lcd.enable_blend = true;
  1979. attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
  1980. attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
  1981. attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
  1982. attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
  1983. attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1984. attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1985. RD::PipelineColorBlendState blend_state_lcd;
  1986. blend_state_lcd.attachments.push_back(attachment_lcd);
  1987. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1988. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1989. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1990. RD::RENDER_PRIMITIVE_TRIANGLES,
  1991. RD::RENDER_PRIMITIVE_TRIANGLES,
  1992. RD::RENDER_PRIMITIVE_TRIANGLES,
  1993. RD::RENDER_PRIMITIVE_LINES,
  1994. RD::RENDER_PRIMITIVE_POINTS,
  1995. RD::RENDER_PRIMITIVE_TRIANGLES,
  1996. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1997. RD::RENDER_PRIMITIVE_LINES,
  1998. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1999. RD::RENDER_PRIMITIVE_POINTS,
  2000. RD::RENDER_PRIMITIVE_TRIANGLES,
  2001. };
  2002. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  2003. {
  2004. //non lit
  2005. SHADER_VARIANT_QUAD,
  2006. SHADER_VARIANT_NINEPATCH,
  2007. SHADER_VARIANT_PRIMITIVE,
  2008. SHADER_VARIANT_PRIMITIVE,
  2009. SHADER_VARIANT_PRIMITIVE_POINTS,
  2010. SHADER_VARIANT_ATTRIBUTES,
  2011. SHADER_VARIANT_ATTRIBUTES,
  2012. SHADER_VARIANT_ATTRIBUTES,
  2013. SHADER_VARIANT_ATTRIBUTES,
  2014. SHADER_VARIANT_ATTRIBUTES_POINTS,
  2015. SHADER_VARIANT_QUAD,
  2016. },
  2017. {
  2018. //lit
  2019. SHADER_VARIANT_QUAD_LIGHT,
  2020. SHADER_VARIANT_NINEPATCH_LIGHT,
  2021. SHADER_VARIANT_PRIMITIVE_LIGHT,
  2022. SHADER_VARIANT_PRIMITIVE_LIGHT,
  2023. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  2024. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2025. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2026. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2027. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  2028. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
  2029. SHADER_VARIANT_QUAD_LIGHT,
  2030. },
  2031. };
  2032. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  2033. if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
  2034. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
  2035. } else {
  2036. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  2037. }
  2038. }
  2039. }
  2040. }
  2041. {
  2042. //shader compiler
  2043. ShaderCompiler::DefaultIdentifierActions actions;
  2044. actions.renames["VERTEX"] = "vertex";
  2045. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  2046. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  2047. actions.renames["UV"] = "uv";
  2048. actions.renames["POINT_SIZE"] = "point_size";
  2049. actions.renames["MODEL_MATRIX"] = "model_matrix";
  2050. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  2051. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  2052. actions.renames["TIME"] = "canvas_data.time";
  2053. actions.renames["PI"] = _MKSTR(Math_PI);
  2054. actions.renames["TAU"] = _MKSTR(Math_TAU);
  2055. actions.renames["E"] = _MKSTR(Math_E);
  2056. actions.renames["AT_LIGHT_PASS"] = "false";
  2057. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  2058. actions.renames["COLOR"] = "color";
  2059. actions.renames["NORMAL"] = "normal";
  2060. actions.renames["NORMAL_MAP"] = "normal_map";
  2061. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  2062. actions.renames["TEXTURE"] = "color_texture";
  2063. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  2064. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  2065. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  2066. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  2067. actions.renames["SCREEN_UV"] = "screen_uv";
  2068. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  2069. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  2070. actions.renames["POINT_COORD"] = "gl_PointCoord";
  2071. actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
  2072. actions.renames["VERTEX_ID"] = "gl_VertexIndex";
  2073. actions.renames["CUSTOM0"] = "custom0";
  2074. actions.renames["CUSTOM1"] = "custom1";
  2075. actions.renames["LIGHT_POSITION"] = "light_position";
  2076. actions.renames["LIGHT_DIRECTION"] = "light_direction";
  2077. actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
  2078. actions.renames["LIGHT_COLOR"] = "light_color";
  2079. actions.renames["LIGHT_ENERGY"] = "light_energy";
  2080. actions.renames["LIGHT"] = "light";
  2081. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  2082. actions.renames["texture_sdf"] = "texture_sdf";
  2083. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  2084. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  2085. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  2086. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  2087. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  2088. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  2089. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  2090. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  2091. actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
  2092. actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
  2093. actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
  2094. actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
  2095. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  2096. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  2097. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  2098. actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
  2099. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  2100. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  2101. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  2102. actions.base_texture_binding_index = 1;
  2103. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  2104. actions.base_uniform_string = "material.";
  2105. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  2106. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  2107. actions.base_varying_index = 4;
  2108. actions.global_buffer_array_variable = "global_shader_uniforms.data";
  2109. shader.compiler.initialize(actions);
  2110. }
  2111. { //shadow rendering
  2112. Vector<String> versions;
  2113. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  2114. versions.push_back("\n#define MODE_SDF\n"); //sdf
  2115. shadow_render.shader.initialize(versions);
  2116. {
  2117. Vector<RD::AttachmentFormat> attachments;
  2118. RD::AttachmentFormat af_color;
  2119. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  2120. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2121. attachments.push_back(af_color);
  2122. RD::AttachmentFormat af_depth;
  2123. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  2124. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2125. attachments.push_back(af_depth);
  2126. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2127. }
  2128. {
  2129. Vector<RD::AttachmentFormat> attachments;
  2130. RD::AttachmentFormat af_color;
  2131. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  2132. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2133. attachments.push_back(af_color);
  2134. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2135. }
  2136. //pipelines
  2137. Vector<RD::VertexAttribute> vf;
  2138. RD::VertexAttribute vd;
  2139. vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
  2140. vd.stride = sizeof(float) * 3;
  2141. vd.location = 0;
  2142. vd.offset = 0;
  2143. vf.push_back(vd);
  2144. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2145. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  2146. vd.stride = sizeof(float) * 2;
  2147. vf.write[0] = vd;
  2148. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2149. shadow_render.shader_version = shadow_render.shader.version_create();
  2150. for (int i = 0; i < 3; i++) {
  2151. RD::PipelineRasterizationState rs;
  2152. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  2153. RD::PipelineDepthStencilState ds;
  2154. ds.enable_depth_write = true;
  2155. ds.enable_depth_test = true;
  2156. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  2157. 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);
  2158. }
  2159. for (int i = 0; i < 2; i++) {
  2160. 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);
  2161. }
  2162. }
  2163. { //bindings
  2164. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2165. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2166. RD::SamplerState shadow_sampler_state;
  2167. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2168. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2169. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2170. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2171. shadow_sampler_state.enable_compare = true;
  2172. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2173. }
  2174. {
  2175. //polygon buffers
  2176. polygon_buffers.last_id = 1;
  2177. }
  2178. { // default index buffer
  2179. Vector<uint8_t> pv;
  2180. pv.resize(6 * 2);
  2181. {
  2182. uint8_t *w = pv.ptrw();
  2183. uint16_t *p16 = (uint16_t *)w;
  2184. p16[0] = 0;
  2185. p16[1] = 1;
  2186. p16[2] = 2;
  2187. p16[3] = 0;
  2188. p16[4] = 2;
  2189. p16[5] = 3;
  2190. }
  2191. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
  2192. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2193. }
  2194. { //primitive
  2195. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2196. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2197. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2198. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2199. }
  2200. {
  2201. //default shadow texture to keep uniform set happy
  2202. RD::TextureFormat tf;
  2203. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2204. tf.width = 4;
  2205. tf.height = 4;
  2206. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2207. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2208. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2209. }
  2210. {
  2211. Vector<RD::Uniform> uniforms;
  2212. {
  2213. RD::Uniform u;
  2214. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2215. u.binding = 0;
  2216. u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
  2217. uniforms.push_back(u);
  2218. }
  2219. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2220. }
  2221. default_canvas_texture = texture_storage->canvas_texture_allocate();
  2222. texture_storage->canvas_texture_initialize(default_canvas_texture);
  2223. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2224. //create functions for shader and material
  2225. material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
  2226. material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
  2227. state.time = 0;
  2228. {
  2229. default_canvas_group_shader = material_storage->shader_allocate();
  2230. material_storage->shader_initialize(default_canvas_group_shader);
  2231. material_storage->shader_set_code(default_canvas_group_shader, R"(
  2232. // Default CanvasGroup shader.
  2233. shader_type canvas_item;
  2234. render_mode unshaded;
  2235. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  2236. void fragment() {
  2237. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  2238. if (c.a > 0.0001) {
  2239. c.rgb /= c.a;
  2240. }
  2241. COLOR *= c;
  2242. }
  2243. )");
  2244. default_canvas_group_material = material_storage->material_allocate();
  2245. material_storage->material_initialize(default_canvas_group_material);
  2246. material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2247. }
  2248. {
  2249. default_clip_children_shader = material_storage->shader_allocate();
  2250. material_storage->shader_initialize(default_clip_children_shader);
  2251. material_storage->shader_set_code(default_clip_children_shader, R"(
  2252. // Default clip children shader.
  2253. shader_type canvas_item;
  2254. render_mode unshaded;
  2255. uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
  2256. void fragment() {
  2257. vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
  2258. COLOR.rgb = c.rgb;
  2259. }
  2260. )");
  2261. default_clip_children_material = material_storage->material_allocate();
  2262. material_storage->material_initialize(default_clip_children_material);
  2263. material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
  2264. }
  2265. static_assert(sizeof(PushConstant) == 128);
  2266. }
  2267. bool RendererCanvasRenderRD::free(RID p_rid) {
  2268. if (canvas_light_owner.owns(p_rid)) {
  2269. CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
  2270. ERR_FAIL_NULL_V(cl, false);
  2271. light_set_use_shadow(p_rid, false);
  2272. canvas_light_owner.free(p_rid);
  2273. } else if (occluder_polygon_owner.owns(p_rid)) {
  2274. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2275. occluder_polygon_owner.free(p_rid);
  2276. } else {
  2277. return false;
  2278. }
  2279. return true;
  2280. }
  2281. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2282. p_size = MAX(1, nearest_power_of_2_templated(p_size));
  2283. if (p_size == state.shadow_texture_size) {
  2284. return;
  2285. }
  2286. state.shadow_texture_size = p_size;
  2287. if (state.shadow_fb.is_valid()) {
  2288. RD::get_singleton()->free(state.shadow_texture);
  2289. RD::get_singleton()->free(state.shadow_depth_texture);
  2290. state.shadow_fb = RID();
  2291. {
  2292. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2293. RD::TextureFormat tf;
  2294. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2295. tf.width = 4;
  2296. tf.height = 4;
  2297. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2298. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2299. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2300. }
  2301. }
  2302. }
  2303. void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {
  2304. debug_redraw = p_enabled;
  2305. debug_redraw_time = p_time;
  2306. debug_redraw_color = p_color;
  2307. }
  2308. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2309. RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
  2310. //canvas state
  2311. material_storage->material_free(default_canvas_group_material);
  2312. material_storage->shader_free(default_canvas_group_shader);
  2313. material_storage->material_free(default_clip_children_material);
  2314. material_storage->shader_free(default_clip_children_shader);
  2315. {
  2316. if (state.canvas_state_buffer.is_valid()) {
  2317. RD::get_singleton()->free(state.canvas_state_buffer);
  2318. }
  2319. memdelete_arr(state.light_uniforms);
  2320. RD::get_singleton()->free(state.lights_uniform_buffer);
  2321. }
  2322. //shadow rendering
  2323. {
  2324. shadow_render.shader.version_free(shadow_render.shader_version);
  2325. //this will also automatically clear all pipelines
  2326. RD::get_singleton()->free(state.shadow_sampler);
  2327. }
  2328. //bindings
  2329. //shaders
  2330. shader.canvas_shader.version_free(shader.default_version);
  2331. //buffers
  2332. {
  2333. RD::get_singleton()->free(shader.quad_index_array);
  2334. RD::get_singleton()->free(shader.quad_index_buffer);
  2335. //primitives are erase by dependency
  2336. }
  2337. if (state.shadow_fb.is_valid()) {
  2338. RD::get_singleton()->free(state.shadow_depth_texture);
  2339. }
  2340. RD::get_singleton()->free(state.shadow_texture);
  2341. RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
  2342. //pipelines don't need freeing, they are all gone after shaders are gone
  2343. }