renderer_canvas_render_rd.cpp 98 KB

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  1. /*************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_defs.h"
  34. #include "core/math/math_funcs.h"
  35. #include "renderer_compositor_rd.h"
  36. #include "servers/rendering/rendering_server_default.h"
  37. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  38. p_mat4[0] = p_transform.elements[0][0];
  39. p_mat4[1] = p_transform.elements[0][1];
  40. p_mat4[2] = 0;
  41. p_mat4[3] = 0;
  42. p_mat4[4] = p_transform.elements[1][0];
  43. p_mat4[5] = p_transform.elements[1][1];
  44. p_mat4[6] = 0;
  45. p_mat4[7] = 0;
  46. p_mat4[8] = 0;
  47. p_mat4[9] = 0;
  48. p_mat4[10] = 1;
  49. p_mat4[11] = 0;
  50. p_mat4[12] = p_transform.elements[2][0];
  51. p_mat4[13] = p_transform.elements[2][1];
  52. p_mat4[14] = 0;
  53. p_mat4[15] = 1;
  54. }
  55. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  56. p_mat2x4[0] = p_transform.elements[0][0];
  57. p_mat2x4[1] = p_transform.elements[1][0];
  58. p_mat2x4[2] = 0;
  59. p_mat2x4[3] = p_transform.elements[2][0];
  60. p_mat2x4[4] = p_transform.elements[0][1];
  61. p_mat2x4[5] = p_transform.elements[1][1];
  62. p_mat2x4[6] = 0;
  63. p_mat2x4[7] = p_transform.elements[2][1];
  64. }
  65. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  66. p_mat2x3[0] = p_transform.elements[0][0];
  67. p_mat2x3[1] = p_transform.elements[0][1];
  68. p_mat2x3[2] = p_transform.elements[1][0];
  69. p_mat2x3[3] = p_transform.elements[1][1];
  70. p_mat2x3[4] = p_transform.elements[2][0];
  71. p_mat2x3[5] = p_transform.elements[2][1];
  72. }
  73. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
  74. p_mat4[0] = p_transform.basis.elements[0][0];
  75. p_mat4[1] = p_transform.basis.elements[1][0];
  76. p_mat4[2] = p_transform.basis.elements[2][0];
  77. p_mat4[3] = 0;
  78. p_mat4[4] = p_transform.basis.elements[0][1];
  79. p_mat4[5] = p_transform.basis.elements[1][1];
  80. p_mat4[6] = p_transform.basis.elements[2][1];
  81. p_mat4[7] = 0;
  82. p_mat4[8] = p_transform.basis.elements[0][2];
  83. p_mat4[9] = p_transform.basis.elements[1][2];
  84. p_mat4[10] = p_transform.basis.elements[2][2];
  85. p_mat4[11] = 0;
  86. p_mat4[12] = p_transform.origin.x;
  87. p_mat4[13] = p_transform.origin.y;
  88. p_mat4[14] = p_transform.origin.z;
  89. p_mat4[15] = 1;
  90. }
  91. RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
  92. // Care must be taken to generate array formats
  93. // in ways where they could be reused, so we will
  94. // put single-occuring elements first, and repeated
  95. // elements later. This way the generated formats are
  96. // the same no matter the length of the arrays.
  97. // This dramatically reduces the amount of pipeline objects
  98. // that need to be created for these formats.
  99. uint32_t vertex_count = p_points.size();
  100. uint32_t stride = 2; //vertices always repeat
  101. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  102. stride += 4;
  103. }
  104. if ((uint32_t)p_uvs.size() == vertex_count) {
  105. stride += 2;
  106. }
  107. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  108. stride += 4;
  109. }
  110. uint32_t buffer_size = stride * p_points.size();
  111. Vector<uint8_t> polygon_buffer;
  112. polygon_buffer.resize(buffer_size * sizeof(float));
  113. Vector<RD::VertexAttribute> descriptions;
  114. descriptions.resize(5);
  115. Vector<RID> buffers;
  116. buffers.resize(5);
  117. {
  118. const uint8_t *r = polygon_buffer.ptr();
  119. float *fptr = (float *)r;
  120. uint32_t *uptr = (uint32_t *)r;
  121. uint32_t base_offset = 0;
  122. { //vertices
  123. RD::VertexAttribute vd;
  124. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  125. vd.offset = base_offset * sizeof(float);
  126. vd.location = RS::ARRAY_VERTEX;
  127. vd.stride = stride * sizeof(float);
  128. descriptions.write[0] = vd;
  129. const Vector2 *points_ptr = p_points.ptr();
  130. for (uint32_t i = 0; i < vertex_count; i++) {
  131. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  132. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  133. }
  134. base_offset += 2;
  135. }
  136. //colors
  137. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  138. RD::VertexAttribute vd;
  139. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  140. vd.offset = base_offset * sizeof(float);
  141. vd.location = RS::ARRAY_COLOR;
  142. vd.stride = stride * sizeof(float);
  143. descriptions.write[1] = vd;
  144. if (p_colors.size() == 1) {
  145. Color color = p_colors[0];
  146. for (uint32_t i = 0; i < vertex_count; i++) {
  147. fptr[base_offset + i * stride + 0] = color.r;
  148. fptr[base_offset + i * stride + 1] = color.g;
  149. fptr[base_offset + i * stride + 2] = color.b;
  150. fptr[base_offset + i * stride + 3] = color.a;
  151. }
  152. } else {
  153. const Color *color_ptr = p_colors.ptr();
  154. for (uint32_t i = 0; i < vertex_count; i++) {
  155. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  156. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  157. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  158. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  159. }
  160. }
  161. base_offset += 4;
  162. } else {
  163. RD::VertexAttribute vd;
  164. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  165. vd.offset = 0;
  166. vd.location = RS::ARRAY_COLOR;
  167. vd.stride = 0;
  168. descriptions.write[1] = vd;
  169. buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
  170. }
  171. //uvs
  172. if ((uint32_t)p_uvs.size() == vertex_count) {
  173. RD::VertexAttribute vd;
  174. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  175. vd.offset = base_offset * sizeof(float);
  176. vd.location = RS::ARRAY_TEX_UV;
  177. vd.stride = stride * sizeof(float);
  178. descriptions.write[2] = vd;
  179. const Vector2 *uv_ptr = p_uvs.ptr();
  180. for (uint32_t i = 0; i < vertex_count; i++) {
  181. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  182. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  183. }
  184. base_offset += 2;
  185. } else {
  186. RD::VertexAttribute vd;
  187. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  188. vd.offset = 0;
  189. vd.location = RS::ARRAY_TEX_UV;
  190. vd.stride = 0;
  191. descriptions.write[2] = vd;
  192. buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
  193. }
  194. //bones
  195. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  196. RD::VertexAttribute vd;
  197. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  198. vd.offset = base_offset * sizeof(float);
  199. vd.location = RS::ARRAY_BONES;
  200. vd.stride = stride * sizeof(float);
  201. descriptions.write[3] = vd;
  202. const int *bone_ptr = p_bones.ptr();
  203. for (uint32_t i = 0; i < vertex_count; i++) {
  204. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  205. bone16w[0] = bone_ptr[i * 4 + 0];
  206. bone16w[1] = bone_ptr[i * 4 + 1];
  207. bone16w[2] = bone_ptr[i * 4 + 2];
  208. bone16w[3] = bone_ptr[i * 4 + 3];
  209. }
  210. base_offset += 2;
  211. } else {
  212. RD::VertexAttribute vd;
  213. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  214. vd.offset = 0;
  215. vd.location = RS::ARRAY_BONES;
  216. vd.stride = 0;
  217. descriptions.write[3] = vd;
  218. buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  219. }
  220. //weights
  221. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  222. RD::VertexAttribute vd;
  223. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  224. vd.offset = base_offset * sizeof(float);
  225. vd.location = RS::ARRAY_WEIGHTS;
  226. vd.stride = stride * sizeof(float);
  227. descriptions.write[4] = vd;
  228. const float *weight_ptr = p_weights.ptr();
  229. for (uint32_t i = 0; i < vertex_count; i++) {
  230. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  231. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  232. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  233. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  234. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  235. }
  236. base_offset += 2;
  237. } else {
  238. RD::VertexAttribute vd;
  239. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  240. vd.offset = 0;
  241. vd.location = RS::ARRAY_WEIGHTS;
  242. vd.stride = 0;
  243. descriptions.write[4] = vd;
  244. buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  245. }
  246. //check that everything is as it should be
  247. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  248. }
  249. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  250. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  251. PolygonBuffers pb;
  252. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  253. for (int i = 0; i < descriptions.size(); i++) {
  254. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  255. buffers.write[i] = pb.vertex_buffer;
  256. }
  257. }
  258. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  259. if (p_indices.size()) {
  260. //create indices, as indices were requested
  261. Vector<uint8_t> index_buffer;
  262. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  263. {
  264. uint8_t *w = index_buffer.ptrw();
  265. memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  266. }
  267. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  268. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  269. }
  270. pb.vertex_format_id = vertex_id;
  271. PolygonID id = polygon_buffers.last_id++;
  272. polygon_buffers.polygons[id] = pb;
  273. return id;
  274. }
  275. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  276. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  277. ERR_FAIL_COND(!pb_ptr);
  278. PolygonBuffers &pb = *pb_ptr;
  279. if (pb.indices.is_valid()) {
  280. RD::get_singleton()->free(pb.indices);
  281. }
  282. if (pb.index_buffer.is_valid()) {
  283. RD::get_singleton()->free(pb.index_buffer);
  284. }
  285. RD::get_singleton()->free(pb.vertex_array);
  286. RD::get_singleton()->free(pb.vertex_buffer);
  287. polygon_buffers.polygons.erase(p_polygon);
  288. }
  289. ////////////////////
  290. void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size) {
  291. if (p_texture == RID()) {
  292. p_texture = default_canvas_texture;
  293. }
  294. if (r_last_texture == p_texture) {
  295. return; //nothing to do, its the same
  296. }
  297. RID uniform_set;
  298. Color specular_shininess;
  299. Size2i size;
  300. bool use_normal;
  301. bool use_specular;
  302. bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
  303. //something odd happened
  304. if (!success) {
  305. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  306. return;
  307. }
  308. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  309. if (specular_shininess.a < 0.999) {
  310. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  311. } else {
  312. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  313. }
  314. if (use_normal) {
  315. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  316. } else {
  317. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  318. }
  319. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  320. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  321. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  322. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  323. r_texpixel_size.x = 1.0 / float(size.x);
  324. r_texpixel_size.y = 1.0 / float(size.y);
  325. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  326. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  327. r_last_texture = p_texture;
  328. }
  329. void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
  330. //create an empty push constant
  331. RS::CanvasItemTextureFilter current_filter = default_filter;
  332. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  333. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  334. current_filter = p_item->texture_filter;
  335. }
  336. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  337. current_repeat = p_item->texture_repeat;
  338. }
  339. PushConstant push_constant;
  340. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  341. Transform2D draw_transform;
  342. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  343. Color base_color = p_item->final_modulate;
  344. for (int i = 0; i < 4; i++) {
  345. push_constant.modulation[i] = 0;
  346. push_constant.ninepatch_margins[i] = 0;
  347. push_constant.src_rect[i] = 0;
  348. push_constant.dst_rect[i] = 0;
  349. }
  350. push_constant.flags = 0;
  351. push_constant.color_texture_pixel_size[0] = 0;
  352. push_constant.color_texture_pixel_size[1] = 0;
  353. push_constant.pad[0] = 0;
  354. push_constant.pad[1] = 0;
  355. push_constant.lights[0] = 0;
  356. push_constant.lights[1] = 0;
  357. push_constant.lights[2] = 0;
  358. push_constant.lights[3] = 0;
  359. uint32_t base_flags = 0;
  360. uint16_t light_count = 0;
  361. PipelineLightMode light_mode;
  362. {
  363. Light *light = p_lights;
  364. while (light) {
  365. 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)) {
  366. uint32_t light_index = light->render_index_cache;
  367. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  368. light_count++;
  369. if (light_count == MAX_LIGHTS_PER_ITEM) {
  370. break;
  371. }
  372. }
  373. light = light->next_ptr;
  374. }
  375. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  376. }
  377. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  378. PipelineVariants *pipeline_variants = p_pipeline_variants;
  379. bool reclip = false;
  380. RID last_texture;
  381. Size2 texpixel_size;
  382. bool skipping = false;
  383. const Item::Command *c = p_item->commands;
  384. while (c) {
  385. if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
  386. c = c->next;
  387. continue;
  388. }
  389. push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
  390. switch (c->type) {
  391. case Item::Command::TYPE_RECT: {
  392. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  393. if (rect->flags & CANVAS_RECT_TILE) {
  394. current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
  395. }
  396. //bind pipeline
  397. {
  398. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  399. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  400. }
  401. //bind textures
  402. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  403. Rect2 src_rect;
  404. Rect2 dst_rect;
  405. if (rect->texture != RID()) {
  406. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  407. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  408. if (dst_rect.size.width < 0) {
  409. dst_rect.position.x += dst_rect.size.width;
  410. dst_rect.size.width *= -1;
  411. }
  412. if (dst_rect.size.height < 0) {
  413. dst_rect.position.y += dst_rect.size.height;
  414. dst_rect.size.height *= -1;
  415. }
  416. if (rect->flags & CANVAS_RECT_FLIP_H) {
  417. src_rect.size.x *= -1;
  418. }
  419. if (rect->flags & CANVAS_RECT_FLIP_V) {
  420. src_rect.size.y *= -1;
  421. }
  422. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  423. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  424. }
  425. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  426. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  427. }
  428. } else {
  429. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  430. if (dst_rect.size.width < 0) {
  431. dst_rect.position.x += dst_rect.size.width;
  432. dst_rect.size.width *= -1;
  433. }
  434. if (dst_rect.size.height < 0) {
  435. dst_rect.position.y += dst_rect.size.height;
  436. dst_rect.size.height *= -1;
  437. }
  438. src_rect = Rect2(0, 0, 1, 1);
  439. }
  440. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  441. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  442. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  443. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  444. push_constant.src_rect[0] = src_rect.position.x;
  445. push_constant.src_rect[1] = src_rect.position.y;
  446. push_constant.src_rect[2] = src_rect.size.width;
  447. push_constant.src_rect[3] = src_rect.size.height;
  448. push_constant.dst_rect[0] = dst_rect.position.x;
  449. push_constant.dst_rect[1] = dst_rect.position.y;
  450. push_constant.dst_rect[2] = dst_rect.size.width;
  451. push_constant.dst_rect[3] = dst_rect.size.height;
  452. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  453. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  454. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  455. } break;
  456. case Item::Command::TYPE_NINEPATCH: {
  457. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  458. //bind pipeline
  459. {
  460. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  461. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  462. }
  463. //bind textures
  464. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  465. Rect2 src_rect;
  466. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  467. if (np->texture == RID()) {
  468. texpixel_size = Size2(1, 1);
  469. src_rect = Rect2(0, 0, 1, 1);
  470. } else {
  471. if (np->source != Rect2()) {
  472. 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);
  473. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  474. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  475. } else {
  476. src_rect = Rect2(0, 0, 1, 1);
  477. }
  478. }
  479. push_constant.modulation[0] = np->color.r * base_color.r;
  480. push_constant.modulation[1] = np->color.g * base_color.g;
  481. push_constant.modulation[2] = np->color.b * base_color.b;
  482. push_constant.modulation[3] = np->color.a * base_color.a;
  483. push_constant.src_rect[0] = src_rect.position.x;
  484. push_constant.src_rect[1] = src_rect.position.y;
  485. push_constant.src_rect[2] = src_rect.size.width;
  486. push_constant.src_rect[3] = src_rect.size.height;
  487. push_constant.dst_rect[0] = dst_rect.position.x;
  488. push_constant.dst_rect[1] = dst_rect.position.y;
  489. push_constant.dst_rect[2] = dst_rect.size.width;
  490. push_constant.dst_rect[3] = dst_rect.size.height;
  491. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  492. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  493. if (np->draw_center) {
  494. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  495. }
  496. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  497. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  498. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  499. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  500. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  501. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  502. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  503. // Restore if overridden.
  504. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  505. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  506. } break;
  507. case Item::Command::TYPE_POLYGON: {
  508. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  509. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  510. ERR_CONTINUE(!pb);
  511. //bind pipeline
  512. {
  513. 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 };
  514. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  515. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  516. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  517. }
  518. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  519. //not supported in most hardware, so pointless
  520. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  521. }
  522. //bind textures
  523. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  524. push_constant.modulation[0] = base_color.r;
  525. push_constant.modulation[1] = base_color.g;
  526. push_constant.modulation[2] = base_color.b;
  527. push_constant.modulation[3] = base_color.a;
  528. for (int j = 0; j < 4; j++) {
  529. push_constant.src_rect[j] = 0;
  530. push_constant.dst_rect[j] = 0;
  531. push_constant.ninepatch_margins[j] = 0;
  532. }
  533. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  534. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  535. if (pb->indices.is_valid()) {
  536. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  537. }
  538. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  539. } break;
  540. case Item::Command::TYPE_PRIMITIVE: {
  541. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  542. //bind pipeline
  543. {
  544. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  545. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  546. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  547. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  548. }
  549. //bind textures
  550. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  551. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
  552. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  553. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  554. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  555. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  556. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  557. Color col = primitive->colors[j] * base_color;
  558. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  559. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  560. }
  561. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  562. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  563. if (primitive->point_count == 4) {
  564. for (uint32_t j = 1; j < 3; j++) {
  565. //second half of triangle
  566. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  567. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  568. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  569. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  570. Color col = primitive->colors[j + 1] * base_color;
  571. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  572. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  573. }
  574. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  575. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  576. }
  577. } break;
  578. case Item::Command::TYPE_MESH:
  579. case Item::Command::TYPE_MULTIMESH:
  580. case Item::Command::TYPE_PARTICLES: {
  581. RID mesh;
  582. RID mesh_instance;
  583. RID texture;
  584. Color modulate(1, 1, 1, 1);
  585. float world_backup[6];
  586. int instance_count = 1;
  587. for (int j = 0; j < 6; j++) {
  588. world_backup[j] = push_constant.world[j];
  589. }
  590. if (c->type == Item::Command::TYPE_MESH) {
  591. const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
  592. mesh = m->mesh;
  593. mesh_instance = m->mesh_instance;
  594. texture = m->texture;
  595. modulate = m->modulate;
  596. _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
  597. } else if (c->type == Item::Command::TYPE_MULTIMESH) {
  598. const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
  599. RID multimesh = mm->multimesh;
  600. mesh = storage->multimesh_get_mesh(multimesh);
  601. texture = mm->texture;
  602. if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
  603. break;
  604. }
  605. instance_count = storage->multimesh_get_instances_to_draw(multimesh);
  606. RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  607. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  608. push_constant.flags |= 1; //multimesh, trails disabled
  609. if (storage->multimesh_uses_colors(multimesh)) {
  610. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  611. }
  612. if (storage->multimesh_uses_custom_data(multimesh)) {
  613. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  614. }
  615. } else if (c->type == Item::Command::TYPE_PARTICLES) {
  616. const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
  617. ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
  618. storage->particles_request_process(pt->particles);
  619. if (storage->particles_is_inactive(pt->particles)) {
  620. break;
  621. }
  622. RenderingServerDefault::redraw_request(); // active particles means redraw request
  623. bool local_coords = true;
  624. int dpc = storage->particles_get_draw_passes(pt->particles);
  625. if (dpc == 0) {
  626. break; //nothing to draw
  627. }
  628. uint32_t divisor = 1;
  629. instance_count = storage->particles_get_amount(pt->particles, divisor);
  630. RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  631. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
  632. push_constant.flags |= divisor;
  633. instance_count /= divisor;
  634. push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
  635. push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
  636. mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
  637. texture = pt->texture;
  638. if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) {
  639. //pass collision information
  640. Transform2D xform;
  641. if (local_coords) {
  642. xform = p_item->final_transform;
  643. } else {
  644. xform = p_canvas_transform_inverse;
  645. }
  646. RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
  647. Rect2 to_screen;
  648. {
  649. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target);
  650. to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
  651. to_screen.position = -sdf_rect.position * to_screen.size;
  652. }
  653. storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
  654. } else {
  655. storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
  656. }
  657. }
  658. if (mesh.is_null()) {
  659. break;
  660. }
  661. _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  662. uint32_t surf_count = storage->mesh_get_surface_count(mesh);
  663. 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 };
  664. push_constant.modulation[0] = base_color.r * modulate.r;
  665. push_constant.modulation[1] = base_color.g * modulate.g;
  666. push_constant.modulation[2] = base_color.b * modulate.b;
  667. push_constant.modulation[3] = base_color.a * modulate.a;
  668. for (int j = 0; j < 4; j++) {
  669. push_constant.src_rect[j] = 0;
  670. push_constant.dst_rect[j] = 0;
  671. push_constant.ninepatch_margins[j] = 0;
  672. }
  673. for (uint32_t j = 0; j < surf_count; j++) {
  674. void *surface = storage->mesh_get_surface(mesh, j);
  675. RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
  676. ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
  677. uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
  678. RID vertex_array;
  679. RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
  680. if (mesh_instance.is_valid()) {
  681. storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format);
  682. } else {
  683. storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format);
  684. }
  685. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format);
  686. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  687. RID index_array = storage->mesh_surface_get_index_array(surface, 0);
  688. if (index_array.is_valid()) {
  689. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
  690. }
  691. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
  692. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  693. RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
  694. }
  695. for (int j = 0; j < 6; j++) {
  696. push_constant.world[j] = world_backup[j];
  697. }
  698. } break;
  699. case Item::Command::TYPE_TRANSFORM: {
  700. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  701. draw_transform = transform->xform;
  702. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  703. } break;
  704. case Item::Command::TYPE_CLIP_IGNORE: {
  705. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  706. if (current_clip) {
  707. if (ci->ignore != reclip) {
  708. if (ci->ignore) {
  709. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  710. reclip = true;
  711. } else {
  712. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  713. reclip = false;
  714. }
  715. }
  716. }
  717. } break;
  718. case Item::Command::TYPE_ANIMATION_SLICE: {
  719. const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
  720. double current_time = RendererCompositorRD::singleton->get_total_time();
  721. double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
  722. skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
  723. RenderingServerDefault::redraw_request(); // animation visible means redraw request
  724. } break;
  725. }
  726. c = c->next;
  727. }
  728. if (current_clip && reclip) {
  729. //will make it re-enable clipping if needed afterwards
  730. current_clip = nullptr;
  731. }
  732. }
  733. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  734. //re create canvas state
  735. Vector<RD::Uniform> uniforms;
  736. {
  737. RD::Uniform u;
  738. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  739. u.binding = 1;
  740. u.ids.push_back(state.canvas_state_buffer);
  741. uniforms.push_back(u);
  742. }
  743. {
  744. RD::Uniform u;
  745. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  746. u.binding = 2;
  747. u.ids.push_back(state.lights_uniform_buffer);
  748. uniforms.push_back(u);
  749. }
  750. {
  751. RD::Uniform u;
  752. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  753. u.binding = 3;
  754. u.ids.push_back(storage->decal_atlas_get_texture());
  755. uniforms.push_back(u);
  756. }
  757. {
  758. RD::Uniform u;
  759. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  760. u.binding = 4;
  761. u.ids.push_back(state.shadow_texture);
  762. uniforms.push_back(u);
  763. }
  764. {
  765. RD::Uniform u;
  766. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  767. u.binding = 5;
  768. u.ids.push_back(state.shadow_sampler);
  769. uniforms.push_back(u);
  770. }
  771. {
  772. RD::Uniform u;
  773. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  774. u.binding = 6;
  775. RID screen;
  776. if (p_backbuffer) {
  777. screen = storage->render_target_get_rd_texture(p_to_render_target);
  778. } else {
  779. screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
  780. if (screen.is_null()) { //unallocated backbuffer
  781. screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  782. }
  783. }
  784. u.ids.push_back(screen);
  785. uniforms.push_back(u);
  786. }
  787. {
  788. RD::Uniform u;
  789. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  790. u.binding = 7;
  791. RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
  792. u.ids.push_back(sdf);
  793. uniforms.push_back(u);
  794. }
  795. {
  796. //needs samplers for the material (uses custom textures) create them
  797. RD::Uniform u;
  798. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  799. u.binding = 8;
  800. u.ids.resize(12);
  801. RID *ids_ptr = u.ids.ptrw();
  802. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  803. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  804. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  805. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  806. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  807. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  808. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  809. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  810. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  811. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  812. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  813. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  814. uniforms.push_back(u);
  815. }
  816. {
  817. RD::Uniform u;
  818. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  819. u.binding = 9;
  820. u.ids.push_back(storage->global_variables_get_storage_buffer());
  821. uniforms.push_back(u);
  822. }
  823. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  824. if (p_backbuffer) {
  825. storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  826. } else {
  827. storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  828. }
  829. return uniform_set;
  830. }
  831. void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
  832. Item *current_clip = nullptr;
  833. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  834. RID framebuffer;
  835. RID fb_uniform_set;
  836. bool clear = false;
  837. Vector<Color> clear_colors;
  838. if (p_to_backbuffer) {
  839. framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  840. fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  841. } else {
  842. framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  843. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  844. clear = true;
  845. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  846. storage->render_target_disable_clear_request(p_to_render_target);
  847. }
  848. #ifndef _MSC_VER
  849. #warning TODO obtain from framebuffer format eventually when this is implemented
  850. #endif
  851. fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  852. }
  853. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  854. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  855. }
  856. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  857. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
  858. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  859. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  860. RID prev_material;
  861. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  862. for (int i = 0; i < p_item_count; i++) {
  863. Item *ci = items[i];
  864. if (current_clip != ci->final_clip_owner) {
  865. current_clip = ci->final_clip_owner;
  866. //setup clip
  867. if (current_clip) {
  868. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  869. } else {
  870. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  871. }
  872. }
  873. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  874. if (material.is_null() && ci->canvas_group != nullptr) {
  875. material = default_canvas_group_material;
  876. }
  877. if (material != prev_material) {
  878. MaterialData *material_data = nullptr;
  879. if (material.is_valid()) {
  880. material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  881. }
  882. if (material_data) {
  883. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  884. pipeline_variants = &material_data->shader_data->pipeline_variants;
  885. // Update uniform set.
  886. if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
  887. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
  888. }
  889. } else {
  890. pipeline_variants = &shader.pipeline_variants;
  891. }
  892. } else {
  893. pipeline_variants = &shader.pipeline_variants;
  894. }
  895. }
  896. _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  897. prev_material = material;
  898. }
  899. RD::get_singleton()->draw_list_end();
  900. }
  901. 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) {
  902. r_sdf_used = false;
  903. int item_count = 0;
  904. //setup canvas state uniforms if needed
  905. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  906. //setup directional lights if exist
  907. uint32_t light_count = 0;
  908. uint32_t directional_light_count = 0;
  909. {
  910. Light *l = p_directional_light_list;
  911. uint32_t index = 0;
  912. while (l) {
  913. if (index == state.max_lights_per_render) {
  914. l->render_index_cache = -1;
  915. l = l->next_ptr;
  916. continue;
  917. }
  918. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  919. if (!clight) { //unused or invalid texture
  920. l->render_index_cache = -1;
  921. l = l->next_ptr;
  922. ERR_CONTINUE(!clight);
  923. }
  924. Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
  925. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  926. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  927. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  928. state.light_uniforms[index].height = l->height; //0..1 here
  929. for (int i = 0; i < 4; i++) {
  930. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  931. state.light_uniforms[index].color[i] = l->color[i];
  932. }
  933. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  934. if (state.shadow_fb.is_valid()) {
  935. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  936. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  937. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  938. } else {
  939. state.light_uniforms[index].shadow_pixel_size = 1.0;
  940. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  941. state.light_uniforms[index].shadow_y_ofs = 0;
  942. }
  943. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  944. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  945. if (clight->shadow.enabled) {
  946. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  947. }
  948. l->render_index_cache = index;
  949. index++;
  950. l = l->next_ptr;
  951. }
  952. light_count = index;
  953. directional_light_count = light_count;
  954. using_directional_lights = directional_light_count > 0;
  955. }
  956. //setup lights if exist
  957. {
  958. Light *l = p_light_list;
  959. uint32_t index = light_count;
  960. while (l) {
  961. if (index == state.max_lights_per_render) {
  962. l->render_index_cache = -1;
  963. l = l->next_ptr;
  964. continue;
  965. }
  966. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  967. if (!clight) { //unused or invalid texture
  968. l->render_index_cache = -1;
  969. l = l->next_ptr;
  970. ERR_CONTINUE(!clight);
  971. }
  972. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  973. 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
  974. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  975. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  976. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  977. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  978. state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
  979. for (int i = 0; i < 4; i++) {
  980. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  981. state.light_uniforms[index].color[i] = l->color[i];
  982. }
  983. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  984. if (state.shadow_fb.is_valid()) {
  985. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  986. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  987. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  988. } else {
  989. state.light_uniforms[index].shadow_pixel_size = 1.0;
  990. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  991. state.light_uniforms[index].shadow_y_ofs = 0;
  992. }
  993. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  994. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  995. if (clight->shadow.enabled) {
  996. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  997. }
  998. if (clight->texture.is_valid()) {
  999. Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
  1000. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  1001. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  1002. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  1003. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  1004. } else {
  1005. state.light_uniforms[index].atlas_rect[0] = 0;
  1006. state.light_uniforms[index].atlas_rect[1] = 0;
  1007. state.light_uniforms[index].atlas_rect[2] = 0;
  1008. state.light_uniforms[index].atlas_rect[3] = 0;
  1009. }
  1010. l->render_index_cache = index;
  1011. index++;
  1012. l = l->next_ptr;
  1013. }
  1014. light_count = index;
  1015. }
  1016. if (light_count > 0) {
  1017. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  1018. }
  1019. {
  1020. //update canvas state uniform buffer
  1021. State::Buffer state_buffer;
  1022. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  1023. Transform3D screen_transform;
  1024. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1025. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1026. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1027. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1028. Transform2D normal_transform = p_canvas_transform;
  1029. normal_transform.elements[0].normalize();
  1030. normal_transform.elements[1].normalize();
  1031. normal_transform.elements[2] = Vector2();
  1032. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1033. state_buffer.canvas_modulate[0] = p_modulate.r;
  1034. state_buffer.canvas_modulate[1] = p_modulate.g;
  1035. state_buffer.canvas_modulate[2] = p_modulate.b;
  1036. state_buffer.canvas_modulate[3] = p_modulate.a;
  1037. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  1038. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1039. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1040. state_buffer.time = state.time;
  1041. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1042. state_buffer.directional_light_count = directional_light_count;
  1043. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1044. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1045. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1046. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1047. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1048. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
  1049. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1050. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1051. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1052. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1053. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1054. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1055. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1056. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1057. }
  1058. { //default filter/repeat
  1059. default_filter = p_default_filter;
  1060. default_repeat = p_default_repeat;
  1061. }
  1062. //fill the list until rendering is possible.
  1063. bool material_screen_texture_found = false;
  1064. Item *ci = p_item_list;
  1065. Rect2 back_buffer_rect;
  1066. bool backbuffer_copy = false;
  1067. Item *canvas_group_owner = nullptr;
  1068. bool update_skeletons = false;
  1069. bool time_used = false;
  1070. while (ci) {
  1071. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1072. backbuffer_copy = true;
  1073. if (ci->copy_back_buffer->full) {
  1074. back_buffer_rect = Rect2();
  1075. } else {
  1076. back_buffer_rect = ci->copy_back_buffer->rect;
  1077. }
  1078. }
  1079. RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
  1080. if (material.is_valid()) {
  1081. MaterialData *md = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  1082. if (md && md->shader_data->valid) {
  1083. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1084. if (!material_screen_texture_found) {
  1085. backbuffer_copy = true;
  1086. back_buffer_rect = Rect2();
  1087. }
  1088. }
  1089. if (md->shader_data->uses_sdf) {
  1090. r_sdf_used = true;
  1091. }
  1092. if (md->shader_data->uses_time) {
  1093. time_used = true;
  1094. }
  1095. if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
  1096. md->last_frame = RendererCompositorRD::singleton->get_frame_number();
  1097. if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
  1098. // uniform set may be gone because a dependency was erased. In this case, it will happen
  1099. // if a texture is deleted, so just re-create it.
  1100. storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D);
  1101. }
  1102. }
  1103. }
  1104. }
  1105. if (ci->skeleton.is_valid()) {
  1106. const Item::Command *c = ci->commands;
  1107. while (c) {
  1108. if (c->type == Item::Command::TYPE_MESH) {
  1109. const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
  1110. if (cm->mesh_instance.is_valid()) {
  1111. storage->mesh_instance_check_for_update(cm->mesh_instance);
  1112. update_skeletons = true;
  1113. }
  1114. }
  1115. }
  1116. }
  1117. if (ci->canvas_group_owner != nullptr) {
  1118. if (canvas_group_owner == nullptr) {
  1119. //Canvas group begins here, render until before this item
  1120. if (update_skeletons) {
  1121. storage->update_mesh_instances();
  1122. update_skeletons = false;
  1123. }
  1124. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1125. item_count = 0;
  1126. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1127. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
  1128. storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1129. } else {
  1130. storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
  1131. }
  1132. backbuffer_copy = false;
  1133. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1134. }
  1135. ci->canvas_group_owner = nullptr; //must be cleared
  1136. }
  1137. if (ci == canvas_group_owner) {
  1138. if (update_skeletons) {
  1139. storage->update_mesh_instances();
  1140. update_skeletons = false;
  1141. }
  1142. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
  1143. item_count = 0;
  1144. if (ci->canvas_group->blur_mipmaps) {
  1145. storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1146. }
  1147. canvas_group_owner = nullptr;
  1148. }
  1149. if (backbuffer_copy) {
  1150. //render anything pending, including clearing if no items
  1151. if (update_skeletons) {
  1152. storage->update_mesh_instances();
  1153. update_skeletons = false;
  1154. }
  1155. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1156. item_count = 0;
  1157. storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
  1158. backbuffer_copy = false;
  1159. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1160. }
  1161. items[item_count++] = ci;
  1162. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1163. if (update_skeletons) {
  1164. storage->update_mesh_instances();
  1165. update_skeletons = false;
  1166. }
  1167. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1168. //then reset
  1169. item_count = 0;
  1170. }
  1171. ci = ci->next;
  1172. }
  1173. if (time_used) {
  1174. RenderingServerDefault::redraw_request();
  1175. }
  1176. }
  1177. RID RendererCanvasRenderRD::light_create() {
  1178. CanvasLight canvas_light;
  1179. return canvas_light_owner.make_rid(canvas_light);
  1180. }
  1181. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1182. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1183. ERR_FAIL_COND(!cl);
  1184. if (cl->texture == p_texture) {
  1185. return;
  1186. }
  1187. if (cl->texture.is_valid()) {
  1188. storage->texture_remove_from_decal_atlas(cl->texture);
  1189. }
  1190. cl->texture = p_texture;
  1191. if (cl->texture.is_valid()) {
  1192. storage->texture_add_to_decal_atlas(cl->texture);
  1193. }
  1194. }
  1195. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1196. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1197. ERR_FAIL_COND(!cl);
  1198. cl->shadow.enabled = p_enable;
  1199. }
  1200. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1201. if (state.shadow_fb == RID()) {
  1202. //ah, we lack the shadow texture..
  1203. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1204. Vector<RID> fb_textures;
  1205. { //texture
  1206. RD::TextureFormat tf;
  1207. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1208. tf.width = state.shadow_texture_size;
  1209. tf.height = state.max_lights_per_render * 2;
  1210. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1211. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1212. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1213. fb_textures.push_back(state.shadow_texture);
  1214. }
  1215. {
  1216. RD::TextureFormat tf;
  1217. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1218. tf.width = state.shadow_texture_size;
  1219. tf.height = state.max_lights_per_render * 2;
  1220. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1221. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1222. //chunks to write
  1223. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1224. fb_textures.push_back(state.shadow_depth_texture);
  1225. }
  1226. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1227. }
  1228. }
  1229. 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) {
  1230. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1231. ERR_FAIL_COND(!cl->shadow.enabled);
  1232. _update_shadow_atlas();
  1233. cl->shadow.z_far = p_far;
  1234. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1235. Vector<Color> cc;
  1236. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1237. for (int i = 0; i < 4; i++) {
  1238. //make sure it remains orthogonal, makes easy to read angle later
  1239. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1240. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1241. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1242. CameraMatrix projection;
  1243. {
  1244. real_t fov = 90;
  1245. real_t nearp = p_near;
  1246. real_t farp = p_far;
  1247. real_t aspect = 1.0;
  1248. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1249. real_t ymin = -ymax;
  1250. real_t xmin = ymin * aspect;
  1251. real_t xmax = ymax * aspect;
  1252. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1253. }
  1254. Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1255. projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1256. ShadowRenderPushConstant push_constant;
  1257. for (int y = 0; y < 4; y++) {
  1258. for (int x = 0; x < 4; x++) {
  1259. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1260. }
  1261. }
  1262. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1263. push_constant.direction[0] = directions[i].x;
  1264. push_constant.direction[1] = directions[i].y;
  1265. push_constant.z_far = p_far;
  1266. push_constant.pad = 0;
  1267. /*if (i == 0)
  1268. *p_xform_cache = projection;*/
  1269. LightOccluderInstance *instance = p_occluders;
  1270. while (instance) {
  1271. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1272. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1273. instance = instance->next;
  1274. continue;
  1275. }
  1276. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1277. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1278. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1279. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1280. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1281. RD::get_singleton()->draw_list_draw(draw_list, true);
  1282. instance = instance->next;
  1283. }
  1284. RD::get_singleton()->draw_list_end();
  1285. }
  1286. }
  1287. 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) {
  1288. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1289. ERR_FAIL_COND(!cl->shadow.enabled);
  1290. _update_shadow_atlas();
  1291. Vector2 light_dir = p_light_xform.elements[1].normalized();
  1292. Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5;
  1293. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1294. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1295. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1296. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1297. cl->shadow.z_far = distance;
  1298. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1299. Transform2D to_light_xform;
  1300. to_light_xform[2] = from_pos;
  1301. to_light_xform[1] = light_dir;
  1302. to_light_xform[0] = -light_dir.orthogonal();
  1303. to_light_xform.invert();
  1304. Vector<Color> cc;
  1305. cc.push_back(Color(1, 1, 1, 1));
  1306. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1307. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
  1308. CameraMatrix projection;
  1309. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1310. projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1311. ShadowRenderPushConstant push_constant;
  1312. for (int y = 0; y < 4; y++) {
  1313. for (int x = 0; x < 4; x++) {
  1314. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1315. }
  1316. }
  1317. push_constant.direction[0] = 0.0;
  1318. push_constant.direction[1] = 1.0;
  1319. push_constant.z_far = distance;
  1320. push_constant.pad = 0;
  1321. LightOccluderInstance *instance = p_occluders;
  1322. while (instance) {
  1323. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1324. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1325. instance = instance->next;
  1326. continue;
  1327. }
  1328. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1329. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1330. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1331. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1332. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1333. RD::get_singleton()->draw_list_draw(draw_list, true);
  1334. instance = instance->next;
  1335. }
  1336. RD::get_singleton()->draw_list_end();
  1337. Transform2D to_shadow;
  1338. to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
  1339. to_shadow.elements[2].x = 0.5;
  1340. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1341. }
  1342. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1343. RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
  1344. Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
  1345. Transform2D to_sdf;
  1346. to_sdf.elements[0] *= rect.size.width;
  1347. to_sdf.elements[1] *= rect.size.height;
  1348. to_sdf.elements[2] = rect.position;
  1349. Transform2D to_clip;
  1350. to_clip.elements[0] *= 2.0;
  1351. to_clip.elements[1] *= 2.0;
  1352. to_clip.elements[2] = -Vector2(1.0, 1.0);
  1353. to_clip = to_clip * to_sdf.affine_inverse();
  1354. Vector<Color> cc;
  1355. cc.push_back(Color(0, 0, 0, 0));
  1356. RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
  1357. CameraMatrix projection;
  1358. ShadowRenderPushConstant push_constant;
  1359. for (int y = 0; y < 4; y++) {
  1360. for (int x = 0; x < 4; x++) {
  1361. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1362. }
  1363. }
  1364. push_constant.direction[0] = 0.0;
  1365. push_constant.direction[1] = 0.0;
  1366. push_constant.z_far = 0;
  1367. push_constant.pad = 0;
  1368. LightOccluderInstance *instance = p_occluders;
  1369. while (instance) {
  1370. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1371. if (!co || co->sdf_index_array.is_null()) {
  1372. instance = instance->next;
  1373. continue;
  1374. }
  1375. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1376. 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]);
  1377. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1378. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1379. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1380. RD::get_singleton()->draw_list_draw(draw_list, true);
  1381. instance = instance->next;
  1382. }
  1383. RD::get_singleton()->draw_list_end();
  1384. storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1385. }
  1386. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1387. OccluderPolygon occluder;
  1388. occluder.line_point_count = 0;
  1389. occluder.sdf_point_count = 0;
  1390. occluder.sdf_index_count = 0;
  1391. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1392. return occluder_polygon_owner.make_rid(occluder);
  1393. }
  1394. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1395. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1396. ERR_FAIL_COND(!oc);
  1397. Vector<Vector2> lines;
  1398. if (p_points.size()) {
  1399. int lc = p_points.size() * 2;
  1400. lines.resize(lc - (p_closed ? 0 : 2));
  1401. {
  1402. Vector2 *w = lines.ptrw();
  1403. const Vector2 *r = p_points.ptr();
  1404. int max = lc / 2;
  1405. if (!p_closed) {
  1406. max--;
  1407. }
  1408. for (int i = 0; i < max; i++) {
  1409. Vector2 a = r[i];
  1410. Vector2 b = r[(i + 1) % (lc / 2)];
  1411. w[i * 2 + 0] = a;
  1412. w[i * 2 + 1] = b;
  1413. }
  1414. }
  1415. }
  1416. if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
  1417. RD::get_singleton()->free(oc->vertex_array);
  1418. RD::get_singleton()->free(oc->vertex_buffer);
  1419. RD::get_singleton()->free(oc->index_array);
  1420. RD::get_singleton()->free(oc->index_buffer);
  1421. oc->vertex_array = RID();
  1422. oc->vertex_buffer = RID();
  1423. oc->index_array = RID();
  1424. oc->index_buffer = RID();
  1425. oc->line_point_count = lines.size();
  1426. }
  1427. if (lines.size()) {
  1428. Vector<uint8_t> geometry;
  1429. Vector<uint8_t> indices;
  1430. int lc = lines.size();
  1431. geometry.resize(lc * 6 * sizeof(float));
  1432. indices.resize(lc * 3 * sizeof(uint16_t));
  1433. {
  1434. uint8_t *vw = geometry.ptrw();
  1435. float *vwptr = (float *)vw;
  1436. uint8_t *iw = indices.ptrw();
  1437. uint16_t *iwptr = (uint16_t *)iw;
  1438. const Vector2 *lr = lines.ptr();
  1439. const int POLY_HEIGHT = 16384;
  1440. for (int i = 0; i < lc / 2; i++) {
  1441. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1442. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1443. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1444. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1445. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1446. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1447. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1448. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1449. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1450. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1451. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1452. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1453. iwptr[i * 6 + 0] = i * 4 + 0;
  1454. iwptr[i * 6 + 1] = i * 4 + 1;
  1455. iwptr[i * 6 + 2] = i * 4 + 2;
  1456. iwptr[i * 6 + 3] = i * 4 + 2;
  1457. iwptr[i * 6 + 4] = i * 4 + 3;
  1458. iwptr[i * 6 + 5] = i * 4 + 0;
  1459. }
  1460. }
  1461. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1462. if (oc->vertex_array.is_null()) {
  1463. //create from scratch
  1464. //vertices
  1465. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1466. Vector<RID> buffer;
  1467. buffer.push_back(oc->vertex_buffer);
  1468. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1469. //indices
  1470. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1471. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1472. } else {
  1473. //update existing
  1474. const uint8_t *vr = geometry.ptr();
  1475. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1476. const uint8_t *ir = indices.ptr();
  1477. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1478. }
  1479. }
  1480. // sdf
  1481. Vector<int> sdf_indices;
  1482. if (p_points.size()) {
  1483. if (p_closed) {
  1484. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1485. oc->sdf_is_lines = false;
  1486. } else {
  1487. int max = p_points.size();
  1488. sdf_indices.resize(max * 2);
  1489. int *iw = sdf_indices.ptrw();
  1490. for (int i = 0; i < max; i++) {
  1491. iw[i * 2 + 0] = i;
  1492. iw[i * 2 + 1] = (i + 1) % max;
  1493. }
  1494. oc->sdf_is_lines = true;
  1495. }
  1496. }
  1497. if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
  1498. RD::get_singleton()->free(oc->sdf_vertex_array);
  1499. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1500. RD::get_singleton()->free(oc->sdf_index_array);
  1501. RD::get_singleton()->free(oc->sdf_index_buffer);
  1502. oc->sdf_vertex_array = RID();
  1503. oc->sdf_vertex_buffer = RID();
  1504. oc->sdf_index_array = RID();
  1505. oc->sdf_index_buffer = RID();
  1506. oc->sdf_index_count = sdf_indices.size();
  1507. oc->sdf_point_count = p_points.size();
  1508. oc->sdf_is_lines = false;
  1509. }
  1510. if (sdf_indices.size()) {
  1511. if (oc->sdf_vertex_array.is_null()) {
  1512. //create from scratch
  1513. //vertices
  1514. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
  1515. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1516. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1517. Vector<RID> buffer;
  1518. buffer.push_back(oc->sdf_vertex_buffer);
  1519. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1520. //indices
  1521. } else {
  1522. //update existing
  1523. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
  1524. RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1525. }
  1526. }
  1527. }
  1528. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1529. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1530. ERR_FAIL_COND(!oc);
  1531. oc->cull_mode = p_mode;
  1532. }
  1533. void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
  1534. //compile
  1535. code = p_code;
  1536. valid = false;
  1537. ubo_size = 0;
  1538. uniforms.clear();
  1539. uses_screen_texture = false;
  1540. uses_sdf = false;
  1541. uses_time = false;
  1542. if (code == String()) {
  1543. return; //just invalid, but no error
  1544. }
  1545. ShaderCompilerRD::GeneratedCode gen_code;
  1546. int blend_mode = BLEND_MODE_MIX;
  1547. uses_screen_texture = false;
  1548. ShaderCompilerRD::IdentifierActions actions;
  1549. actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
  1550. actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1551. actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1552. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1553. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1554. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1555. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1556. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1557. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1558. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1559. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1560. actions.usage_flag_pointers["TIME"] = &uses_time;
  1561. actions.uniforms = &uniforms;
  1562. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1563. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1564. ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
  1565. if (version.is_null()) {
  1566. version = canvas_singleton->shader.canvas_shader.version_create();
  1567. }
  1568. #if 0
  1569. print_line("**compiling shader:");
  1570. print_line("**defines:\n");
  1571. for (int i = 0; i < gen_code.defines.size(); i++) {
  1572. print_line(gen_code.defines[i]);
  1573. }
  1574. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1575. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1576. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1577. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1578. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1579. print_line("\n**light_code:\n" + gen_code.light);
  1580. #endif
  1581. canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
  1582. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1583. ubo_size = gen_code.uniform_total_size;
  1584. ubo_offsets = gen_code.uniform_offsets;
  1585. texture_uniforms = gen_code.texture_uniforms;
  1586. //update them pipelines
  1587. RD::PipelineColorBlendState::Attachment attachment;
  1588. switch (blend_mode) {
  1589. case BLEND_MODE_DISABLED: {
  1590. // nothing to do here, disabled by default
  1591. } break;
  1592. case BLEND_MODE_MIX: {
  1593. attachment.enable_blend = true;
  1594. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1595. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1596. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1597. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1598. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1599. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1600. } break;
  1601. case BLEND_MODE_ADD: {
  1602. attachment.enable_blend = true;
  1603. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1604. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1605. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1606. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1607. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1608. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1609. } break;
  1610. case BLEND_MODE_SUB: {
  1611. attachment.enable_blend = true;
  1612. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1613. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1614. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1615. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1616. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1617. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1618. } break;
  1619. case BLEND_MODE_MUL: {
  1620. attachment.enable_blend = true;
  1621. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1622. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1623. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1624. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1625. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1626. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1627. } break;
  1628. case BLEND_MODE_PMALPHA: {
  1629. attachment.enable_blend = true;
  1630. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1631. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1632. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1633. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1634. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1635. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1636. } break;
  1637. }
  1638. RD::PipelineColorBlendState blend_state;
  1639. blend_state.attachments.push_back(attachment);
  1640. //update pipelines
  1641. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1642. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1643. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1644. RD::RENDER_PRIMITIVE_TRIANGLES,
  1645. RD::RENDER_PRIMITIVE_TRIANGLES,
  1646. RD::RENDER_PRIMITIVE_TRIANGLES,
  1647. RD::RENDER_PRIMITIVE_LINES,
  1648. RD::RENDER_PRIMITIVE_POINTS,
  1649. RD::RENDER_PRIMITIVE_TRIANGLES,
  1650. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1651. RD::RENDER_PRIMITIVE_LINES,
  1652. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1653. RD::RENDER_PRIMITIVE_POINTS,
  1654. };
  1655. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1656. { //non lit
  1657. SHADER_VARIANT_QUAD,
  1658. SHADER_VARIANT_NINEPATCH,
  1659. SHADER_VARIANT_PRIMITIVE,
  1660. SHADER_VARIANT_PRIMITIVE,
  1661. SHADER_VARIANT_PRIMITIVE_POINTS,
  1662. SHADER_VARIANT_ATTRIBUTES,
  1663. SHADER_VARIANT_ATTRIBUTES,
  1664. SHADER_VARIANT_ATTRIBUTES,
  1665. SHADER_VARIANT_ATTRIBUTES,
  1666. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1667. { //lit
  1668. SHADER_VARIANT_QUAD_LIGHT,
  1669. SHADER_VARIANT_NINEPATCH_LIGHT,
  1670. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1671. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1672. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1673. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1674. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1675. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1676. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1677. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1678. };
  1679. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1680. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1681. }
  1682. }
  1683. valid = true;
  1684. }
  1685. void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  1686. if (!p_texture.is_valid()) {
  1687. default_texture_params.erase(p_name);
  1688. } else {
  1689. default_texture_params[p_name] = p_texture;
  1690. }
  1691. }
  1692. void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1693. Map<int, StringName> order;
  1694. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1695. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1696. continue;
  1697. }
  1698. if (E->get().texture_order >= 0) {
  1699. order[E->get().texture_order + 100000] = E->key();
  1700. } else {
  1701. order[E->get().order] = E->key();
  1702. }
  1703. }
  1704. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  1705. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  1706. pi.name = E->get();
  1707. p_param_list->push_back(pi);
  1708. }
  1709. }
  1710. void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  1711. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1712. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1713. continue;
  1714. }
  1715. RendererStorage::InstanceShaderParam p;
  1716. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  1717. p.info.name = E->key(); //supply name
  1718. p.index = E->get().instance_index;
  1719. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  1720. p_param_list->push_back(p);
  1721. }
  1722. }
  1723. bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
  1724. if (!uniforms.has(p_param)) {
  1725. return false;
  1726. }
  1727. return uniforms[p_param].texture_order >= 0;
  1728. }
  1729. bool RendererCanvasRenderRD::ShaderData::is_animated() const {
  1730. return false;
  1731. }
  1732. bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
  1733. return false;
  1734. }
  1735. Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  1736. if (uniforms.has(p_parameter)) {
  1737. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1738. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1739. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  1740. }
  1741. return Variant();
  1742. }
  1743. RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
  1744. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1745. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1746. }
  1747. RendererCanvasRenderRD::ShaderData::ShaderData() {
  1748. valid = false;
  1749. uses_screen_texture = false;
  1750. uses_sdf = false;
  1751. }
  1752. RendererCanvasRenderRD::ShaderData::~ShaderData() {
  1753. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1754. ERR_FAIL_COND(!canvas_singleton);
  1755. //pipeline variants will clear themselves if shader is gone
  1756. if (version.is_valid()) {
  1757. canvas_singleton->shader.canvas_shader.version_free(version);
  1758. }
  1759. }
  1760. RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1761. ShaderData *shader_data = memnew(ShaderData);
  1762. return shader_data;
  1763. }
  1764. bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1765. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1766. return 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);
  1767. }
  1768. RendererCanvasRenderRD::MaterialData::~MaterialData() {
  1769. free_parameters_uniform_set(uniform_set);
  1770. }
  1771. RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
  1772. MaterialData *material_data = memnew(MaterialData);
  1773. material_data->shader_data = p_shader;
  1774. material_data->last_frame = false;
  1775. //update will happen later anyway so do nothing.
  1776. return material_data;
  1777. }
  1778. void RendererCanvasRenderRD::set_time(double p_time) {
  1779. state.time = p_time;
  1780. }
  1781. void RendererCanvasRenderRD::update() {
  1782. }
  1783. RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
  1784. storage = p_storage;
  1785. { //create default samplers
  1786. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1787. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1788. }
  1789. { //shader variants
  1790. String global_defines;
  1791. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1792. if (uniform_max_size < 65536) {
  1793. //Yes, you guessed right, ARM again
  1794. state.max_lights_per_render = 64;
  1795. global_defines += "#define MAX_LIGHTS 64\n";
  1796. } else {
  1797. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1798. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1799. }
  1800. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1801. Vector<String> variants;
  1802. //non light variants
  1803. variants.push_back(""); //none by default is first variant
  1804. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1805. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1806. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1807. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1808. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1809. //light variants
  1810. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1811. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1812. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1813. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1814. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1815. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1816. shader.canvas_shader.initialize(variants, global_defines);
  1817. shader.default_version = shader.canvas_shader.version_create();
  1818. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1819. RD::PipelineColorBlendState blend_state;
  1820. RD::PipelineColorBlendState::Attachment blend_attachment;
  1821. blend_attachment.enable_blend = true;
  1822. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1823. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1824. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1825. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1826. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1827. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1828. blend_state.attachments.push_back(blend_attachment);
  1829. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1830. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1831. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1832. RD::RENDER_PRIMITIVE_TRIANGLES,
  1833. RD::RENDER_PRIMITIVE_TRIANGLES,
  1834. RD::RENDER_PRIMITIVE_TRIANGLES,
  1835. RD::RENDER_PRIMITIVE_LINES,
  1836. RD::RENDER_PRIMITIVE_POINTS,
  1837. RD::RENDER_PRIMITIVE_TRIANGLES,
  1838. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1839. RD::RENDER_PRIMITIVE_LINES,
  1840. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1841. RD::RENDER_PRIMITIVE_POINTS,
  1842. };
  1843. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1844. { //non lit
  1845. SHADER_VARIANT_QUAD,
  1846. SHADER_VARIANT_NINEPATCH,
  1847. SHADER_VARIANT_PRIMITIVE,
  1848. SHADER_VARIANT_PRIMITIVE,
  1849. SHADER_VARIANT_PRIMITIVE_POINTS,
  1850. SHADER_VARIANT_ATTRIBUTES,
  1851. SHADER_VARIANT_ATTRIBUTES,
  1852. SHADER_VARIANT_ATTRIBUTES,
  1853. SHADER_VARIANT_ATTRIBUTES,
  1854. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1855. { //lit
  1856. SHADER_VARIANT_QUAD_LIGHT,
  1857. SHADER_VARIANT_NINEPATCH_LIGHT,
  1858. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1859. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1860. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1861. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1862. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1863. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1864. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1865. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1866. };
  1867. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1868. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1869. }
  1870. }
  1871. }
  1872. {
  1873. //shader compiler
  1874. ShaderCompilerRD::DefaultIdentifierActions actions;
  1875. actions.renames["VERTEX"] = "vertex";
  1876. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1877. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1878. actions.renames["UV"] = "uv";
  1879. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1880. actions.renames["WORLD_MATRIX"] = "world_matrix";
  1881. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1882. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1883. actions.renames["TIME"] = "canvas_data.time";
  1884. actions.renames["PI"] = _MKSTR(Math_PI);
  1885. actions.renames["TAU"] = _MKSTR(Math_TAU);
  1886. actions.renames["E"] = _MKSTR(Math_E);
  1887. actions.renames["AT_LIGHT_PASS"] = "false";
  1888. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  1889. actions.renames["COLOR"] = "color";
  1890. actions.renames["NORMAL"] = "normal";
  1891. actions.renames["NORMAL_MAP"] = "normal_map";
  1892. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  1893. actions.renames["TEXTURE"] = "color_texture";
  1894. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  1895. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  1896. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  1897. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  1898. actions.renames["SCREEN_UV"] = "screen_uv";
  1899. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  1900. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  1901. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  1902. actions.renames["POINT_COORD"] = "gl_PointCoord";
  1903. actions.renames["LIGHT_POSITION"] = "light_position";
  1904. actions.renames["LIGHT_COLOR"] = "light_color";
  1905. actions.renames["LIGHT_ENERGY"] = "light_energy";
  1906. actions.renames["LIGHT"] = "light";
  1907. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  1908. actions.renames["texture_sdf"] = "texture_sdf";
  1909. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  1910. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  1911. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  1912. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  1913. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  1914. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  1915. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  1916. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  1917. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  1918. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  1919. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  1920. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  1921. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  1922. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  1923. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  1924. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  1925. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  1926. actions.sampler_array_name = "material_samplers";
  1927. actions.base_texture_binding_index = 1;
  1928. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  1929. actions.base_uniform_string = "material.";
  1930. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  1931. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  1932. actions.base_varying_index = 4;
  1933. actions.global_buffer_array_variable = "global_variables.data";
  1934. shader.compiler.initialize(actions);
  1935. }
  1936. { //shadow rendering
  1937. Vector<String> versions;
  1938. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  1939. versions.push_back("\n#define MODE_SDF\n"); //sdf
  1940. shadow_render.shader.initialize(versions);
  1941. {
  1942. Vector<RD::AttachmentFormat> attachments;
  1943. RD::AttachmentFormat af_color;
  1944. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  1945. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1946. attachments.push_back(af_color);
  1947. RD::AttachmentFormat af_depth;
  1948. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  1949. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1950. attachments.push_back(af_depth);
  1951. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1952. }
  1953. {
  1954. Vector<RD::AttachmentFormat> attachments;
  1955. RD::AttachmentFormat af_color;
  1956. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  1957. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  1958. attachments.push_back(af_color);
  1959. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  1960. }
  1961. //pipelines
  1962. Vector<RD::VertexAttribute> vf;
  1963. RD::VertexAttribute vd;
  1964. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
  1965. vd.location = 0;
  1966. vd.offset = 0;
  1967. vd.stride = sizeof(real_t) * 3;
  1968. vf.push_back(vd);
  1969. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1970. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
  1971. vd.stride = sizeof(real_t) * 2;
  1972. vf.write[0] = vd;
  1973. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  1974. shadow_render.shader_version = shadow_render.shader.version_create();
  1975. for (int i = 0; i < 3; i++) {
  1976. RD::PipelineRasterizationState rs;
  1977. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  1978. RD::PipelineDepthStencilState ds;
  1979. ds.enable_depth_write = true;
  1980. ds.enable_depth_test = true;
  1981. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  1982. 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);
  1983. }
  1984. for (int i = 0; i < 2; i++) {
  1985. 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);
  1986. }
  1987. }
  1988. { //bindings
  1989. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  1990. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  1991. RD::SamplerState shadow_sampler_state;
  1992. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  1993. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  1994. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  1995. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  1996. shadow_sampler_state.enable_compare = true;
  1997. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  1998. }
  1999. {
  2000. //polygon buffers
  2001. polygon_buffers.last_id = 1;
  2002. }
  2003. { // default index buffer
  2004. Vector<uint8_t> pv;
  2005. pv.resize(6 * 4);
  2006. {
  2007. uint8_t *w = pv.ptrw();
  2008. int *p32 = (int *)w;
  2009. p32[0] = 0;
  2010. p32[1] = 1;
  2011. p32[2] = 2;
  2012. p32[3] = 0;
  2013. p32[4] = 2;
  2014. p32[5] = 3;
  2015. }
  2016. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  2017. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2018. }
  2019. { //primitive
  2020. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2021. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2022. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2023. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2024. }
  2025. { //default skeleton buffer
  2026. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  2027. SkeletonUniform su;
  2028. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  2029. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  2030. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  2031. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  2032. }
  2033. {
  2034. //default shadow texture to keep uniform set happy
  2035. RD::TextureFormat tf;
  2036. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2037. tf.width = 4;
  2038. tf.height = 4;
  2039. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2040. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2041. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2042. }
  2043. {
  2044. Vector<RD::Uniform> uniforms;
  2045. {
  2046. RD::Uniform u;
  2047. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2048. u.binding = 0;
  2049. u.ids.push_back(storage->get_default_rd_storage_buffer());
  2050. uniforms.push_back(u);
  2051. }
  2052. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2053. }
  2054. default_canvas_texture = storage->canvas_texture_allocate();
  2055. storage->canvas_texture_initialize(default_canvas_texture);
  2056. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2057. //create functions for shader and material
  2058. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
  2059. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
  2060. state.time = 0;
  2061. {
  2062. default_canvas_group_shader = storage->shader_allocate();
  2063. storage->shader_initialize(default_canvas_group_shader);
  2064. storage->shader_set_code(default_canvas_group_shader, R"(
  2065. shader_type canvas_item;
  2066. void fragment() {
  2067. vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
  2068. if (c.a > 0.0001) {
  2069. c.rgb /= c.a;
  2070. }
  2071. COLOR *= c;
  2072. }
  2073. )");
  2074. default_canvas_group_material = storage->material_allocate();
  2075. storage->material_initialize(default_canvas_group_material);
  2076. storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2077. }
  2078. static_assert(sizeof(PushConstant) == 128);
  2079. }
  2080. bool RendererCanvasRenderRD::free(RID p_rid) {
  2081. if (canvas_light_owner.owns(p_rid)) {
  2082. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  2083. ERR_FAIL_COND_V(!cl, false);
  2084. light_set_use_shadow(p_rid, false);
  2085. canvas_light_owner.free(p_rid);
  2086. } else if (occluder_polygon_owner.owns(p_rid)) {
  2087. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2088. occluder_polygon_owner.free(p_rid);
  2089. } else {
  2090. return false;
  2091. }
  2092. return true;
  2093. }
  2094. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2095. p_size = nearest_power_of_2_templated(p_size);
  2096. if (p_size == state.shadow_texture_size) {
  2097. return;
  2098. }
  2099. state.shadow_texture_size = p_size;
  2100. if (state.shadow_fb.is_valid()) {
  2101. RD::get_singleton()->free(state.shadow_texture);
  2102. RD::get_singleton()->free(state.shadow_depth_texture);
  2103. state.shadow_fb = RID();
  2104. {
  2105. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2106. RD::TextureFormat tf;
  2107. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2108. tf.width = 4;
  2109. tf.height = 4;
  2110. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2111. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2112. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2113. }
  2114. }
  2115. }
  2116. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2117. //canvas state
  2118. storage->free(default_canvas_group_material);
  2119. storage->free(default_canvas_group_shader);
  2120. {
  2121. if (state.canvas_state_buffer.is_valid()) {
  2122. RD::get_singleton()->free(state.canvas_state_buffer);
  2123. }
  2124. memdelete_arr(state.light_uniforms);
  2125. RD::get_singleton()->free(state.lights_uniform_buffer);
  2126. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2127. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2128. }
  2129. //shadow rendering
  2130. {
  2131. shadow_render.shader.version_free(shadow_render.shader_version);
  2132. //this will also automatically clear all pipelines
  2133. RD::get_singleton()->free(state.shadow_sampler);
  2134. }
  2135. //bindings
  2136. //shaders
  2137. shader.canvas_shader.version_free(shader.default_version);
  2138. //buffers
  2139. {
  2140. RD::get_singleton()->free(shader.quad_index_array);
  2141. RD::get_singleton()->free(shader.quad_index_buffer);
  2142. //primitives are erase by dependency
  2143. }
  2144. if (state.shadow_fb.is_valid()) {
  2145. RD::get_singleton()->free(state.shadow_depth_texture);
  2146. }
  2147. RD::get_singleton()->free(state.shadow_texture);
  2148. storage->free(default_canvas_texture);
  2149. //pipelines don't need freeing, they are all gone after shaders are gone
  2150. }