renderer_canvas_render_rd.cpp 104 KB

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  1. /*************************************************************************/
  2. /* renderer_canvas_render_rd.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "renderer_canvas_render_rd.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/geometry_2d.h"
  33. #include "core/math/math_funcs.h"
  34. #include "renderer_compositor_rd.h"
  35. void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
  36. p_mat4[0] = p_transform.elements[0][0];
  37. p_mat4[1] = p_transform.elements[0][1];
  38. p_mat4[2] = 0;
  39. p_mat4[3] = 0;
  40. p_mat4[4] = p_transform.elements[1][0];
  41. p_mat4[5] = p_transform.elements[1][1];
  42. p_mat4[6] = 0;
  43. p_mat4[7] = 0;
  44. p_mat4[8] = 0;
  45. p_mat4[9] = 0;
  46. p_mat4[10] = 1;
  47. p_mat4[11] = 0;
  48. p_mat4[12] = p_transform.elements[2][0];
  49. p_mat4[13] = p_transform.elements[2][1];
  50. p_mat4[14] = 0;
  51. p_mat4[15] = 1;
  52. }
  53. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
  54. p_mat2x4[0] = p_transform.elements[0][0];
  55. p_mat2x4[1] = p_transform.elements[1][0];
  56. p_mat2x4[2] = 0;
  57. p_mat2x4[3] = p_transform.elements[2][0];
  58. p_mat2x4[4] = p_transform.elements[0][1];
  59. p_mat2x4[5] = p_transform.elements[1][1];
  60. p_mat2x4[6] = 0;
  61. p_mat2x4[7] = p_transform.elements[2][1];
  62. }
  63. void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
  64. p_mat2x3[0] = p_transform.elements[0][0];
  65. p_mat2x3[1] = p_transform.elements[0][1];
  66. p_mat2x3[2] = p_transform.elements[1][0];
  67. p_mat2x3[3] = p_transform.elements[1][1];
  68. p_mat2x3[4] = p_transform.elements[2][0];
  69. p_mat2x3[5] = p_transform.elements[2][1];
  70. }
  71. void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) {
  72. p_mat4[0] = p_transform.basis.elements[0][0];
  73. p_mat4[1] = p_transform.basis.elements[1][0];
  74. p_mat4[2] = p_transform.basis.elements[2][0];
  75. p_mat4[3] = 0;
  76. p_mat4[4] = p_transform.basis.elements[0][1];
  77. p_mat4[5] = p_transform.basis.elements[1][1];
  78. p_mat4[6] = p_transform.basis.elements[2][1];
  79. p_mat4[7] = 0;
  80. p_mat4[8] = p_transform.basis.elements[0][2];
  81. p_mat4[9] = p_transform.basis.elements[1][2];
  82. p_mat4[10] = p_transform.basis.elements[2][2];
  83. p_mat4[11] = 0;
  84. p_mat4[12] = p_transform.origin.x;
  85. p_mat4[13] = p_transform.origin.y;
  86. p_mat4[14] = p_transform.origin.z;
  87. p_mat4[15] = 1;
  88. }
  89. 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) {
  90. // Care must be taken to generate array formats
  91. // in ways where they could be reused, so we will
  92. // put single-occuring elements first, and repeated
  93. // elements later. This way the generated formats are
  94. // the same no matter the length of the arrays.
  95. // This dramatically reduces the amount of pipeline objects
  96. // that need to be created for these formats.
  97. uint32_t vertex_count = p_points.size();
  98. uint32_t stride = 2; //vertices always repeat
  99. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  100. stride += 4;
  101. }
  102. if ((uint32_t)p_uvs.size() == vertex_count) {
  103. stride += 2;
  104. }
  105. if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  106. stride += 4;
  107. }
  108. uint32_t buffer_size = stride * p_points.size();
  109. Vector<uint8_t> polygon_buffer;
  110. polygon_buffer.resize(buffer_size * sizeof(float));
  111. Vector<RD::VertexAttribute> descriptions;
  112. descriptions.resize(5);
  113. Vector<RID> buffers;
  114. buffers.resize(5);
  115. {
  116. const uint8_t *r = polygon_buffer.ptr();
  117. float *fptr = (float *)r;
  118. uint32_t *uptr = (uint32_t *)r;
  119. uint32_t base_offset = 0;
  120. { //vertices
  121. RD::VertexAttribute vd;
  122. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  123. vd.offset = base_offset * sizeof(float);
  124. vd.location = RS::ARRAY_VERTEX;
  125. vd.stride = stride * sizeof(float);
  126. descriptions.write[0] = vd;
  127. const Vector2 *points_ptr = p_points.ptr();
  128. for (uint32_t i = 0; i < vertex_count; i++) {
  129. fptr[base_offset + i * stride + 0] = points_ptr[i].x;
  130. fptr[base_offset + i * stride + 1] = points_ptr[i].y;
  131. }
  132. base_offset += 2;
  133. }
  134. //colors
  135. if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
  136. RD::VertexAttribute vd;
  137. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  138. vd.offset = base_offset * sizeof(float);
  139. vd.location = RS::ARRAY_COLOR;
  140. vd.stride = stride * sizeof(float);
  141. descriptions.write[1] = vd;
  142. if (p_colors.size() == 1) {
  143. Color color = p_colors[0];
  144. for (uint32_t i = 0; i < vertex_count; i++) {
  145. fptr[base_offset + i * stride + 0] = color.r;
  146. fptr[base_offset + i * stride + 1] = color.g;
  147. fptr[base_offset + i * stride + 2] = color.b;
  148. fptr[base_offset + i * stride + 3] = color.a;
  149. }
  150. } else {
  151. const Color *color_ptr = p_colors.ptr();
  152. for (uint32_t i = 0; i < vertex_count; i++) {
  153. fptr[base_offset + i * stride + 0] = color_ptr[i].r;
  154. fptr[base_offset + i * stride + 1] = color_ptr[i].g;
  155. fptr[base_offset + i * stride + 2] = color_ptr[i].b;
  156. fptr[base_offset + i * stride + 3] = color_ptr[i].a;
  157. }
  158. }
  159. base_offset += 4;
  160. } else {
  161. RD::VertexAttribute vd;
  162. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  163. vd.offset = 0;
  164. vd.location = RS::ARRAY_COLOR;
  165. vd.stride = 0;
  166. descriptions.write[1] = vd;
  167. buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
  168. }
  169. //uvs
  170. if ((uint32_t)p_uvs.size() == vertex_count) {
  171. RD::VertexAttribute vd;
  172. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  173. vd.offset = base_offset * sizeof(float);
  174. vd.location = RS::ARRAY_TEX_UV;
  175. vd.stride = stride * sizeof(float);
  176. descriptions.write[2] = vd;
  177. const Vector2 *uv_ptr = p_uvs.ptr();
  178. for (uint32_t i = 0; i < vertex_count; i++) {
  179. fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
  180. fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
  181. }
  182. base_offset += 2;
  183. } else {
  184. RD::VertexAttribute vd;
  185. vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
  186. vd.offset = 0;
  187. vd.location = RS::ARRAY_TEX_UV;
  188. vd.stride = 0;
  189. descriptions.write[2] = vd;
  190. buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
  191. }
  192. //bones
  193. if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
  194. RD::VertexAttribute vd;
  195. vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
  196. vd.offset = base_offset * sizeof(float);
  197. vd.location = RS::ARRAY_BONES;
  198. vd.stride = stride * sizeof(float);
  199. descriptions.write[3] = vd;
  200. const int *bone_ptr = p_bones.ptr();
  201. for (uint32_t i = 0; i < vertex_count; i++) {
  202. uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
  203. bone16w[0] = bone_ptr[i * 4 + 0];
  204. bone16w[1] = bone_ptr[i * 4 + 1];
  205. bone16w[2] = bone_ptr[i * 4 + 2];
  206. bone16w[3] = bone_ptr[i * 4 + 3];
  207. }
  208. base_offset += 2;
  209. } else {
  210. RD::VertexAttribute vd;
  211. vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
  212. vd.offset = 0;
  213. vd.location = RS::ARRAY_BONES;
  214. vd.stride = 0;
  215. descriptions.write[3] = vd;
  216. buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  217. }
  218. //weights
  219. if ((uint32_t)p_weights.size() == vertex_count * 4) {
  220. RD::VertexAttribute vd;
  221. vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
  222. vd.offset = base_offset * sizeof(float);
  223. vd.location = RS::ARRAY_WEIGHTS;
  224. vd.stride = stride * sizeof(float);
  225. descriptions.write[4] = vd;
  226. const float *weight_ptr = p_weights.ptr();
  227. for (uint32_t i = 0; i < vertex_count; i++) {
  228. uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
  229. weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
  230. weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
  231. weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
  232. weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
  233. }
  234. base_offset += 2;
  235. } else {
  236. RD::VertexAttribute vd;
  237. vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
  238. vd.offset = 0;
  239. vd.location = RS::ARRAY_WEIGHTS;
  240. vd.stride = 0;
  241. descriptions.write[4] = vd;
  242. buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
  243. }
  244. //check that everything is as it should be
  245. ERR_FAIL_COND_V(base_offset != stride, 0); //bug
  246. }
  247. RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
  248. ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
  249. PolygonBuffers pb;
  250. pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
  251. for (int i = 0; i < descriptions.size(); i++) {
  252. if (buffers[i] == RID()) { //if put in vertex, use as vertex
  253. buffers.write[i] = pb.vertex_buffer;
  254. }
  255. }
  256. pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
  257. if (p_indices.size()) {
  258. //create indices, as indices were requested
  259. Vector<uint8_t> index_buffer;
  260. index_buffer.resize(p_indices.size() * sizeof(int32_t));
  261. {
  262. uint8_t *w = index_buffer.ptrw();
  263. copymem(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
  264. }
  265. pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
  266. pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
  267. }
  268. pb.vertex_format_id = vertex_id;
  269. PolygonID id = polygon_buffers.last_id++;
  270. polygon_buffers.polygons[id] = pb;
  271. return id;
  272. }
  273. void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
  274. PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
  275. ERR_FAIL_COND(!pb_ptr);
  276. PolygonBuffers &pb = *pb_ptr;
  277. if (pb.indices.is_valid()) {
  278. RD::get_singleton()->free(pb.indices);
  279. }
  280. if (pb.index_buffer.is_valid()) {
  281. RD::get_singleton()->free(pb.index_buffer);
  282. }
  283. RD::get_singleton()->free(pb.vertex_array);
  284. RD::get_singleton()->free(pb.vertex_buffer);
  285. polygon_buffers.polygons.erase(p_polygon);
  286. }
  287. ////////////////////
  288. 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) {
  289. if (p_texture == RID()) {
  290. p_texture = default_canvas_texture;
  291. }
  292. if (r_last_texture == p_texture) {
  293. return; //nothing to do, its the same
  294. }
  295. RID uniform_set;
  296. Color specular_shininess;
  297. Size2i size;
  298. bool use_normal;
  299. bool use_specular;
  300. 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);
  301. //something odd happened
  302. if (!success) {
  303. _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
  304. return;
  305. }
  306. RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
  307. if (specular_shininess.a < 0.999) {
  308. push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
  309. } else {
  310. push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
  311. }
  312. if (use_normal) {
  313. push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
  314. } else {
  315. push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
  316. }
  317. push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
  318. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
  319. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
  320. push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
  321. r_texpixel_size.x = 1.0 / float(size.x);
  322. r_texpixel_size.y = 1.0 / float(size.y);
  323. push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
  324. push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
  325. r_last_texture = p_texture;
  326. }
  327. void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, 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) {
  328. //create an empty push constant
  329. RS::CanvasItemTextureFilter current_filter = default_filter;
  330. RS::CanvasItemTextureRepeat current_repeat = default_repeat;
  331. if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
  332. current_filter = p_item->texture_filter;
  333. }
  334. if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
  335. current_repeat = p_item->texture_repeat;
  336. }
  337. PushConstant push_constant;
  338. Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
  339. _update_transform_2d_to_mat2x3(base_transform, push_constant.world);
  340. Color base_color = p_item->final_modulate;
  341. for (int i = 0; i < 4; i++) {
  342. push_constant.modulation[i] = 0;
  343. push_constant.ninepatch_margins[i] = 0;
  344. push_constant.src_rect[i] = 0;
  345. push_constant.dst_rect[i] = 0;
  346. }
  347. push_constant.flags = 0;
  348. push_constant.color_texture_pixel_size[0] = 0;
  349. push_constant.color_texture_pixel_size[1] = 0;
  350. push_constant.pad[0] = 0;
  351. push_constant.pad[1] = 0;
  352. push_constant.lights[0] = 0;
  353. push_constant.lights[1] = 0;
  354. push_constant.lights[2] = 0;
  355. push_constant.lights[3] = 0;
  356. uint32_t base_flags = 0;
  357. uint16_t light_count = 0;
  358. PipelineLightMode light_mode;
  359. {
  360. Light *light = p_lights;
  361. while (light) {
  362. 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)) {
  363. uint32_t light_index = light->render_index_cache;
  364. push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
  365. light_count++;
  366. if (light_count == MAX_LIGHTS_PER_ITEM) {
  367. break;
  368. }
  369. }
  370. light = light->next_ptr;
  371. }
  372. base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
  373. }
  374. light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
  375. PipelineVariants *pipeline_variants = p_pipeline_variants;
  376. bool reclip = false;
  377. RID last_texture;
  378. Size2 texpixel_size;
  379. const Item::Command *c = p_item->commands;
  380. while (c) {
  381. 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
  382. switch (c->type) {
  383. case Item::Command::TYPE_RECT: {
  384. const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
  385. //bind pipeline
  386. {
  387. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  388. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  389. }
  390. //bind textures
  391. _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  392. Rect2 src_rect;
  393. Rect2 dst_rect;
  394. if (rect->texture != RID()) {
  395. src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
  396. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  397. if (dst_rect.size.width < 0) {
  398. dst_rect.position.x += dst_rect.size.width;
  399. dst_rect.size.width *= -1;
  400. }
  401. if (dst_rect.size.height < 0) {
  402. dst_rect.position.y += dst_rect.size.height;
  403. dst_rect.size.height *= -1;
  404. }
  405. if (rect->flags & CANVAS_RECT_FLIP_H) {
  406. src_rect.size.x *= -1;
  407. }
  408. if (rect->flags & CANVAS_RECT_FLIP_V) {
  409. src_rect.size.y *= -1;
  410. }
  411. if (rect->flags & CANVAS_RECT_TRANSPOSE) {
  412. dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
  413. }
  414. if (rect->flags & CANVAS_RECT_CLIP_UV) {
  415. push_constant.flags |= FLAGS_CLIP_RECT_UV;
  416. }
  417. } else {
  418. dst_rect = Rect2(rect->rect.position, rect->rect.size);
  419. if (dst_rect.size.width < 0) {
  420. dst_rect.position.x += dst_rect.size.width;
  421. dst_rect.size.width *= -1;
  422. }
  423. if (dst_rect.size.height < 0) {
  424. dst_rect.position.y += dst_rect.size.height;
  425. dst_rect.size.height *= -1;
  426. }
  427. src_rect = Rect2(0, 0, 1, 1);
  428. }
  429. push_constant.modulation[0] = rect->modulate.r * base_color.r;
  430. push_constant.modulation[1] = rect->modulate.g * base_color.g;
  431. push_constant.modulation[2] = rect->modulate.b * base_color.b;
  432. push_constant.modulation[3] = rect->modulate.a * base_color.a;
  433. push_constant.src_rect[0] = src_rect.position.x;
  434. push_constant.src_rect[1] = src_rect.position.y;
  435. push_constant.src_rect[2] = src_rect.size.width;
  436. push_constant.src_rect[3] = src_rect.size.height;
  437. push_constant.dst_rect[0] = dst_rect.position.x;
  438. push_constant.dst_rect[1] = dst_rect.position.y;
  439. push_constant.dst_rect[2] = dst_rect.size.width;
  440. push_constant.dst_rect[3] = dst_rect.size.height;
  441. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  442. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  443. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  444. } break;
  445. case Item::Command::TYPE_NINEPATCH: {
  446. const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
  447. //bind pipeline
  448. {
  449. RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  450. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  451. }
  452. //bind textures
  453. _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  454. Rect2 src_rect;
  455. Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
  456. if (np->texture == RID()) {
  457. texpixel_size = Size2(1, 1);
  458. src_rect = Rect2(0, 0, 1, 1);
  459. } else {
  460. if (np->source != Rect2()) {
  461. 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);
  462. push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
  463. push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
  464. } else {
  465. src_rect = Rect2(0, 0, 1, 1);
  466. }
  467. }
  468. push_constant.modulation[0] = np->color.r * base_color.r;
  469. push_constant.modulation[1] = np->color.g * base_color.g;
  470. push_constant.modulation[2] = np->color.b * base_color.b;
  471. push_constant.modulation[3] = np->color.a * base_color.a;
  472. push_constant.src_rect[0] = src_rect.position.x;
  473. push_constant.src_rect[1] = src_rect.position.y;
  474. push_constant.src_rect[2] = src_rect.size.width;
  475. push_constant.src_rect[3] = src_rect.size.height;
  476. push_constant.dst_rect[0] = dst_rect.position.x;
  477. push_constant.dst_rect[1] = dst_rect.position.y;
  478. push_constant.dst_rect[2] = dst_rect.size.width;
  479. push_constant.dst_rect[3] = dst_rect.size.height;
  480. push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
  481. push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
  482. if (np->draw_center) {
  483. push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
  484. }
  485. push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
  486. push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
  487. push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
  488. push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
  489. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  490. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
  491. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  492. //restore if overrided
  493. push_constant.color_texture_pixel_size[0] = texpixel_size.x;
  494. push_constant.color_texture_pixel_size[1] = texpixel_size.y;
  495. } break;
  496. case Item::Command::TYPE_POLYGON: {
  497. const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
  498. PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
  499. ERR_CONTINUE(!pb);
  500. //bind pipeline
  501. {
  502. 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 };
  503. ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
  504. RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
  505. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  506. }
  507. if (polygon->primitive == RS::PRIMITIVE_LINES) {
  508. //not supported in most hardware, so pointless
  509. //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
  510. }
  511. //bind textures
  512. _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  513. push_constant.modulation[0] = base_color.r;
  514. push_constant.modulation[1] = base_color.g;
  515. push_constant.modulation[2] = base_color.b;
  516. push_constant.modulation[3] = base_color.a;
  517. for (int j = 0; j < 4; j++) {
  518. push_constant.src_rect[j] = 0;
  519. push_constant.dst_rect[j] = 0;
  520. push_constant.ninepatch_margins[j] = 0;
  521. }
  522. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  523. RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
  524. if (pb->indices.is_valid()) {
  525. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
  526. }
  527. RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
  528. } break;
  529. case Item::Command::TYPE_PRIMITIVE: {
  530. const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
  531. //bind pipeline
  532. {
  533. static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
  534. ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
  535. RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
  536. RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
  537. }
  538. //bind textures
  539. _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
  540. RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
  541. for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
  542. push_constant.points[j * 2 + 0] = primitive->points[j].x;
  543. push_constant.points[j * 2 + 1] = primitive->points[j].y;
  544. push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
  545. push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
  546. Color col = primitive->colors[j] * base_color;
  547. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  548. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  549. }
  550. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  551. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  552. if (primitive->point_count == 4) {
  553. for (uint32_t j = 1; j < 3; j++) {
  554. //second half of triangle
  555. push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
  556. push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
  557. push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
  558. push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
  559. Color col = primitive->colors[j + 1] * base_color;
  560. push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
  561. push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
  562. }
  563. RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
  564. RD::get_singleton()->draw_list_draw(p_draw_list, true);
  565. }
  566. } break;
  567. case Item::Command::TYPE_MESH:
  568. case Item::Command::TYPE_MULTIMESH:
  569. case Item::Command::TYPE_PARTICLES: {
  570. ERR_PRINT("FIXME: Mesh, MultiMesh and Particles render commands are unimplemented currently, they need to be ported to the 4.0 rendering architecture.");
  571. #ifndef _MSC_VER
  572. #warning Item::Command types for Mesh, MultiMesh and Particles need to be implemented.
  573. #endif
  574. // See #if 0'ed code below to port from GLES3.
  575. } break;
  576. #if 0
  577. case Item::Command::TYPE_MESH: {
  578. Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
  579. _set_texture_rect_mode(false);
  580. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
  581. if (texture) {
  582. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  583. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  584. }
  585. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
  586. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
  587. if (mesh_data) {
  588. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  589. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  590. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  591. glBindVertexArray(s->array_id);
  592. glVertexAttrib4f(RS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
  593. if (s->index_array_len) {
  594. glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
  595. } else {
  596. glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
  597. }
  598. glBindVertexArray(0);
  599. }
  600. }
  601. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
  602. } break;
  603. case Item::Command::TYPE_MULTIMESH: {
  604. Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
  605. RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
  606. if (!multi_mesh)
  607. break;
  608. RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
  609. if (!mesh_data)
  610. break;
  611. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
  612. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE);
  613. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  614. //reset shader and force rebind
  615. state.using_texture_rect = true;
  616. _set_texture_rect_mode(false);
  617. if (texture) {
  618. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  619. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  620. }
  621. int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
  622. if (amount == -1) {
  623. amount = multi_mesh->size;
  624. }
  625. for (int j = 0; j < mesh_data->surfaces.size(); j++) {
  626. RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
  627. // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
  628. glBindVertexArray(s->instancing_array_id);
  629. glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
  630. int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
  631. glEnableVertexAttribArray(8);
  632. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
  633. glVertexAttribDivisor(8, 1);
  634. glEnableVertexAttribArray(9);
  635. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
  636. glVertexAttribDivisor(9, 1);
  637. int color_ofs;
  638. if (multi_mesh->transform_format == RS::MULTIMESH_TRANSFORM_3D) {
  639. glEnableVertexAttribArray(10);
  640. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
  641. glVertexAttribDivisor(10, 1);
  642. color_ofs = 12 * 4;
  643. } else {
  644. glDisableVertexAttribArray(10);
  645. glVertexAttrib4f(10, 0, 0, 1, 0);
  646. color_ofs = 8 * 4;
  647. }
  648. int custom_data_ofs = color_ofs;
  649. switch (multi_mesh->color_format) {
  650. case RS::MULTIMESH_COLOR_NONE: {
  651. glDisableVertexAttribArray(11);
  652. glVertexAttrib4f(11, 1, 1, 1, 1);
  653. } break;
  654. case RS::MULTIMESH_COLOR_8BIT: {
  655. glEnableVertexAttribArray(11);
  656. glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  657. glVertexAttribDivisor(11, 1);
  658. custom_data_ofs += 4;
  659. } break;
  660. case RS::MULTIMESH_COLOR_FLOAT: {
  661. glEnableVertexAttribArray(11);
  662. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
  663. glVertexAttribDivisor(11, 1);
  664. custom_data_ofs += 4 * 4;
  665. } break;
  666. }
  667. switch (multi_mesh->custom_data_format) {
  668. case RS::MULTIMESH_CUSTOM_DATA_NONE: {
  669. glDisableVertexAttribArray(12);
  670. glVertexAttrib4f(12, 1, 1, 1, 1);
  671. } break;
  672. case RS::MULTIMESH_CUSTOM_DATA_8BIT: {
  673. glEnableVertexAttribArray(12);
  674. glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  675. glVertexAttribDivisor(12, 1);
  676. } break;
  677. case RS::MULTIMESH_CUSTOM_DATA_FLOAT: {
  678. glEnableVertexAttribArray(12);
  679. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
  680. glVertexAttribDivisor(12, 1);
  681. } break;
  682. }
  683. if (s->index_array_len) {
  684. glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
  685. } else {
  686. glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
  687. }
  688. glBindVertexArray(0);
  689. }
  690. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  691. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  692. state.using_texture_rect = true;
  693. _set_texture_rect_mode(false);
  694. } break;
  695. case Item::Command::TYPE_PARTICLES: {
  696. Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
  697. RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
  698. if (!particles)
  699. break;
  700. if (particles->inactive && !particles->emitting)
  701. break;
  702. glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
  703. RenderingServerDefault::redraw_request();
  704. storage->particles_request_process(particles_cmd->particles);
  705. //enable instancing
  706. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
  707. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
  708. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
  709. //reset shader and force rebind
  710. state.using_texture_rect = true;
  711. _set_texture_rect_mode(false);
  712. RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
  713. if (texture) {
  714. Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
  715. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
  716. } else {
  717. state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
  718. }
  719. if (!particles->use_local_coords) {
  720. Transform2D inv_xf;
  721. inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
  722. inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
  723. inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
  724. inv_xf.affine_invert();
  725. state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
  726. }
  727. glBindVertexArray(data.particle_quad_array); //use particle quad array
  728. glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
  729. int stride = sizeof(float) * 4 * 6;
  730. int amount = particles->amount;
  731. if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_LIFETIME) {
  732. glEnableVertexAttribArray(8); //xform x
  733. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  734. glVertexAttribDivisor(8, 1);
  735. glEnableVertexAttribArray(9); //xform y
  736. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  737. glVertexAttribDivisor(9, 1);
  738. glEnableVertexAttribArray(10); //xform z
  739. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  740. glVertexAttribDivisor(10, 1);
  741. glEnableVertexAttribArray(11); //color
  742. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
  743. glVertexAttribDivisor(11, 1);
  744. glEnableVertexAttribArray(12); //custom
  745. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  746. glVertexAttribDivisor(12, 1);
  747. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
  748. } else {
  749. //split
  750. int split = int(Math::ceil(particles->phase * particles->amount));
  751. if (amount - split > 0) {
  752. glEnableVertexAttribArray(8); //xform x
  753. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
  754. glVertexAttribDivisor(8, 1);
  755. glEnableVertexAttribArray(9); //xform y
  756. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
  757. glVertexAttribDivisor(9, 1);
  758. glEnableVertexAttribArray(10); //xform z
  759. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
  760. glVertexAttribDivisor(10, 1);
  761. glEnableVertexAttribArray(11); //color
  762. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
  763. glVertexAttribDivisor(11, 1);
  764. glEnableVertexAttribArray(12); //custom
  765. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
  766. glVertexAttribDivisor(12, 1);
  767. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
  768. }
  769. if (split > 0) {
  770. glEnableVertexAttribArray(8); //xform x
  771. glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
  772. glVertexAttribDivisor(8, 1);
  773. glEnableVertexAttribArray(9); //xform y
  774. glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
  775. glVertexAttribDivisor(9, 1);
  776. glEnableVertexAttribArray(10); //xform z
  777. glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
  778. glVertexAttribDivisor(10, 1);
  779. glEnableVertexAttribArray(11); //color
  780. glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
  781. glVertexAttribDivisor(11, 1);
  782. glEnableVertexAttribArray(12); //custom
  783. glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
  784. glVertexAttribDivisor(12, 1);
  785. glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
  786. }
  787. }
  788. glBindVertexArray(0);
  789. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
  790. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
  791. state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
  792. state.using_texture_rect = true;
  793. _set_texture_rect_mode(false);
  794. } break;
  795. #endif
  796. case Item::Command::TYPE_TRANSFORM: {
  797. const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
  798. _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
  799. } break;
  800. case Item::Command::TYPE_CLIP_IGNORE: {
  801. const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
  802. if (current_clip) {
  803. if (ci->ignore != reclip) {
  804. if (ci->ignore) {
  805. RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
  806. reclip = true;
  807. } else {
  808. RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
  809. reclip = false;
  810. }
  811. }
  812. }
  813. } break;
  814. }
  815. c = c->next;
  816. }
  817. if (current_clip && reclip) {
  818. //will make it re-enable clipping if needed afterwards
  819. current_clip = nullptr;
  820. }
  821. }
  822. RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
  823. //re create canvas state
  824. Vector<RD::Uniform> uniforms;
  825. {
  826. RD::Uniform u;
  827. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  828. u.binding = 1;
  829. u.ids.push_back(state.canvas_state_buffer);
  830. uniforms.push_back(u);
  831. }
  832. {
  833. RD::Uniform u;
  834. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  835. u.binding = 2;
  836. u.ids.push_back(state.lights_uniform_buffer);
  837. uniforms.push_back(u);
  838. }
  839. {
  840. RD::Uniform u;
  841. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  842. u.binding = 3;
  843. u.ids.push_back(storage->decal_atlas_get_texture());
  844. uniforms.push_back(u);
  845. }
  846. {
  847. RD::Uniform u;
  848. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  849. u.binding = 4;
  850. u.ids.push_back(state.shadow_texture);
  851. uniforms.push_back(u);
  852. }
  853. {
  854. RD::Uniform u;
  855. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  856. u.binding = 5;
  857. u.ids.push_back(state.shadow_sampler);
  858. uniforms.push_back(u);
  859. }
  860. {
  861. RD::Uniform u;
  862. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  863. u.binding = 6;
  864. RID screen;
  865. if (p_backbuffer) {
  866. screen = storage->render_target_get_rd_texture(p_to_render_target);
  867. } else {
  868. screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
  869. if (screen.is_null()) { //unallocated backbuffer
  870. screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
  871. }
  872. }
  873. u.ids.push_back(screen);
  874. uniforms.push_back(u);
  875. }
  876. {
  877. RD::Uniform u;
  878. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  879. u.binding = 7;
  880. RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
  881. u.ids.push_back(sdf);
  882. uniforms.push_back(u);
  883. }
  884. {
  885. //needs samplers for the material (uses custom textures) create them
  886. RD::Uniform u;
  887. u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
  888. u.binding = 8;
  889. u.ids.resize(12);
  890. RID *ids_ptr = u.ids.ptrw();
  891. ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  892. ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  893. ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  894. ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  895. ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  896. ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
  897. ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  898. ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  899. ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  900. ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  901. ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  902. ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
  903. uniforms.push_back(u);
  904. }
  905. {
  906. RD::Uniform u;
  907. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  908. u.binding = 9;
  909. u.ids.push_back(storage->global_variables_get_storage_buffer());
  910. uniforms.push_back(u);
  911. }
  912. RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
  913. if (p_backbuffer) {
  914. storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
  915. } else {
  916. storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
  917. }
  918. return uniform_set;
  919. }
  920. 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) {
  921. Item *current_clip = nullptr;
  922. Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
  923. RID framebuffer;
  924. RID fb_uniform_set;
  925. bool clear = false;
  926. Vector<Color> clear_colors;
  927. if (p_to_backbuffer) {
  928. framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
  929. fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
  930. } else {
  931. framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
  932. if (storage->render_target_is_clear_requested(p_to_render_target)) {
  933. clear = true;
  934. clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
  935. storage->render_target_disable_clear_request(p_to_render_target);
  936. }
  937. #ifndef _MSC_VER
  938. #warning TODO obtain from framebuffer format eventually when this is implemented
  939. #endif
  940. fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
  941. }
  942. if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
  943. fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
  944. }
  945. RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
  946. 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);
  947. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
  948. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
  949. RID prev_material;
  950. PipelineVariants *pipeline_variants = &shader.pipeline_variants;
  951. for (int i = 0; i < p_item_count; i++) {
  952. Item *ci = items[i];
  953. if (current_clip != ci->final_clip_owner) {
  954. current_clip = ci->final_clip_owner;
  955. //setup clip
  956. if (current_clip) {
  957. RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
  958. } else {
  959. RD::get_singleton()->draw_list_disable_scissor(draw_list);
  960. }
  961. }
  962. RID material = ci->material;
  963. if (material.is_null() && ci->canvas_group != nullptr) {
  964. material = default_canvas_group_material;
  965. }
  966. if (material != prev_material) {
  967. MaterialData *material_data = nullptr;
  968. if (material.is_valid()) {
  969. material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
  970. }
  971. if (material_data) {
  972. if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
  973. pipeline_variants = &material_data->shader_data->pipeline_variants;
  974. if (material_data->uniform_set.is_valid()) {
  975. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
  976. }
  977. } else {
  978. pipeline_variants = &shader.pipeline_variants;
  979. }
  980. } else {
  981. pipeline_variants = &shader.pipeline_variants;
  982. }
  983. }
  984. _render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
  985. prev_material = material;
  986. }
  987. RD::get_singleton()->draw_list_end();
  988. }
  989. 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) {
  990. r_sdf_used = false;
  991. int item_count = 0;
  992. //setup canvas state uniforms if needed
  993. Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
  994. //setup directional lights if exist
  995. uint32_t light_count = 0;
  996. uint32_t directional_light_count = 0;
  997. {
  998. Light *l = p_directional_light_list;
  999. uint32_t index = 0;
  1000. while (l) {
  1001. if (index == state.max_lights_per_render) {
  1002. l->render_index_cache = -1;
  1003. l = l->next_ptr;
  1004. continue;
  1005. }
  1006. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  1007. if (!clight) { //unused or invalid texture
  1008. l->render_index_cache = -1;
  1009. l = l->next_ptr;
  1010. ERR_CONTINUE(!clight);
  1011. }
  1012. Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
  1013. state.light_uniforms[index].position[0] = -canvas_light_dir.x;
  1014. state.light_uniforms[index].position[1] = -canvas_light_dir.y;
  1015. _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
  1016. state.light_uniforms[index].height = l->height; //0..1 here
  1017. for (int i = 0; i < 4; i++) {
  1018. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  1019. state.light_uniforms[index].color[i] = l->color[i];
  1020. }
  1021. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  1022. if (state.shadow_fb.is_valid()) {
  1023. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  1024. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  1025. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  1026. } else {
  1027. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1028. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1029. state.light_uniforms[index].shadow_y_ofs = 0;
  1030. }
  1031. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1032. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1033. if (clight->shadow.enabled) {
  1034. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1035. }
  1036. l->render_index_cache = index;
  1037. index++;
  1038. l = l->next_ptr;
  1039. }
  1040. light_count = index;
  1041. directional_light_count = light_count;
  1042. using_directional_lights = directional_light_count > 0;
  1043. }
  1044. //setup lights if exist
  1045. {
  1046. Light *l = p_light_list;
  1047. uint32_t index = light_count;
  1048. while (l) {
  1049. if (index == state.max_lights_per_render) {
  1050. l->render_index_cache = -1;
  1051. l = l->next_ptr;
  1052. continue;
  1053. }
  1054. CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
  1055. if (!clight) { //unused or invalid texture
  1056. l->render_index_cache = -1;
  1057. l = l->next_ptr;
  1058. ERR_CONTINUE(!clight);
  1059. }
  1060. Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
  1061. 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
  1062. state.light_uniforms[index].position[0] = canvas_light_pos.x;
  1063. state.light_uniforms[index].position[1] = canvas_light_pos.y;
  1064. _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
  1065. _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
  1066. 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
  1067. for (int i = 0; i < 4; i++) {
  1068. state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
  1069. state.light_uniforms[index].color[i] = l->color[i];
  1070. }
  1071. state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
  1072. if (state.shadow_fb.is_valid()) {
  1073. state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
  1074. state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
  1075. state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
  1076. } else {
  1077. state.light_uniforms[index].shadow_pixel_size = 1.0;
  1078. state.light_uniforms[index].shadow_z_far_inv = 1.0;
  1079. state.light_uniforms[index].shadow_y_ofs = 0;
  1080. }
  1081. state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
  1082. state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
  1083. if (clight->shadow.enabled) {
  1084. state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
  1085. }
  1086. if (clight->texture.is_valid()) {
  1087. Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
  1088. state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
  1089. state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
  1090. state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
  1091. state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
  1092. } else {
  1093. state.light_uniforms[index].atlas_rect[0] = 0;
  1094. state.light_uniforms[index].atlas_rect[1] = 0;
  1095. state.light_uniforms[index].atlas_rect[2] = 0;
  1096. state.light_uniforms[index].atlas_rect[3] = 0;
  1097. }
  1098. l->render_index_cache = index;
  1099. index++;
  1100. l = l->next_ptr;
  1101. }
  1102. light_count = index;
  1103. }
  1104. if (light_count > 0) {
  1105. RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
  1106. }
  1107. {
  1108. //update canvas state uniform buffer
  1109. State::Buffer state_buffer;
  1110. Size2i ssize = storage->render_target_get_size(p_to_render_target);
  1111. Transform screen_transform;
  1112. screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
  1113. screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
  1114. _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
  1115. _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
  1116. Transform2D normal_transform = p_canvas_transform;
  1117. normal_transform.elements[0].normalize();
  1118. normal_transform.elements[1].normalize();
  1119. normal_transform.elements[2] = Vector2();
  1120. _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
  1121. state_buffer.canvas_modulate[0] = p_modulate.r;
  1122. state_buffer.canvas_modulate[1] = p_modulate.g;
  1123. state_buffer.canvas_modulate[2] = p_modulate.b;
  1124. state_buffer.canvas_modulate[3] = p_modulate.a;
  1125. Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
  1126. state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
  1127. state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
  1128. state_buffer.time = state.time;
  1129. state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
  1130. state_buffer.directional_light_count = directional_light_count;
  1131. Vector2 canvas_scale = p_canvas_transform.get_scale();
  1132. state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
  1133. state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
  1134. state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
  1135. state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
  1136. Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
  1137. Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
  1138. state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
  1139. state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
  1140. state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
  1141. state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
  1142. //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
  1143. state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
  1144. RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
  1145. }
  1146. { //default filter/repeat
  1147. default_filter = p_default_filter;
  1148. default_repeat = p_default_repeat;
  1149. }
  1150. //fill the list until rendering is possible.
  1151. bool material_screen_texture_found = false;
  1152. Item *ci = p_item_list;
  1153. Rect2 back_buffer_rect;
  1154. bool backbuffer_copy = false;
  1155. Item *canvas_group_owner = nullptr;
  1156. while (ci) {
  1157. if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
  1158. backbuffer_copy = true;
  1159. if (ci->copy_back_buffer->full) {
  1160. back_buffer_rect = Rect2();
  1161. } else {
  1162. back_buffer_rect = ci->copy_back_buffer->rect;
  1163. }
  1164. }
  1165. if (ci->material.is_valid()) {
  1166. MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1167. if (md && md->shader_data->valid) {
  1168. if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
  1169. if (!material_screen_texture_found) {
  1170. backbuffer_copy = true;
  1171. back_buffer_rect = Rect2();
  1172. }
  1173. }
  1174. if (md->shader_data->uses_sdf) {
  1175. r_sdf_used = true;
  1176. }
  1177. if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) {
  1178. md->last_frame = RendererCompositorRD::singleton->get_frame_number();
  1179. if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
  1180. // uniform set may be gone because a dependency was erased. In this case, it will happen
  1181. // if a texture is deleted, so just re-create it.
  1182. storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D);
  1183. }
  1184. }
  1185. }
  1186. }
  1187. if (ci->canvas_group_owner != nullptr) {
  1188. if (canvas_group_owner == nullptr) {
  1189. //Canvas group begins here, render until before this item
  1190. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1191. item_count = 0;
  1192. Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
  1193. if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
  1194. storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
  1195. } else {
  1196. storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
  1197. }
  1198. backbuffer_copy = false;
  1199. canvas_group_owner = ci->canvas_group_owner; //continue until owner found
  1200. }
  1201. ci->canvas_group_owner = nullptr; //must be cleared
  1202. }
  1203. if (ci == canvas_group_owner) {
  1204. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
  1205. item_count = 0;
  1206. if (ci->canvas_group->blur_mipmaps) {
  1207. storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
  1208. }
  1209. canvas_group_owner = nullptr;
  1210. }
  1211. if (backbuffer_copy) {
  1212. //render anything pending, including clearing if no items
  1213. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1214. item_count = 0;
  1215. storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
  1216. backbuffer_copy = false;
  1217. material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
  1218. }
  1219. items[item_count++] = ci;
  1220. if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
  1221. _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
  1222. //then reset
  1223. item_count = 0;
  1224. }
  1225. ci = ci->next;
  1226. }
  1227. }
  1228. RID RendererCanvasRenderRD::light_create() {
  1229. CanvasLight canvas_light;
  1230. return canvas_light_owner.make_rid(canvas_light);
  1231. }
  1232. void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
  1233. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1234. ERR_FAIL_COND(!cl);
  1235. if (cl->texture == p_texture) {
  1236. return;
  1237. }
  1238. if (cl->texture.is_valid()) {
  1239. storage->texture_remove_from_decal_atlas(cl->texture);
  1240. }
  1241. cl->texture = p_texture;
  1242. if (cl->texture.is_valid()) {
  1243. storage->texture_add_to_decal_atlas(cl->texture);
  1244. }
  1245. }
  1246. void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
  1247. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1248. ERR_FAIL_COND(!cl);
  1249. cl->shadow.enabled = p_enable;
  1250. }
  1251. void RendererCanvasRenderRD::_update_shadow_atlas() {
  1252. if (state.shadow_fb == RID()) {
  1253. //ah, we lack the shadow texture..
  1254. RD::get_singleton()->free(state.shadow_texture); //erase placeholder
  1255. Vector<RID> fb_textures;
  1256. { //texture
  1257. RD::TextureFormat tf;
  1258. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1259. tf.width = state.shadow_texture_size;
  1260. tf.height = state.max_lights_per_render * 2;
  1261. tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
  1262. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  1263. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1264. fb_textures.push_back(state.shadow_texture);
  1265. }
  1266. {
  1267. RD::TextureFormat tf;
  1268. tf.texture_type = RD::TEXTURE_TYPE_2D;
  1269. tf.width = state.shadow_texture_size;
  1270. tf.height = state.max_lights_per_render * 2;
  1271. tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  1272. tf.format = RD::DATA_FORMAT_D32_SFLOAT;
  1273. //chunks to write
  1274. state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  1275. fb_textures.push_back(state.shadow_depth_texture);
  1276. }
  1277. state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
  1278. }
  1279. }
  1280. 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) {
  1281. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1282. ERR_FAIL_COND(!cl->shadow.enabled);
  1283. _update_shadow_atlas();
  1284. cl->shadow.z_far = p_far;
  1285. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1286. Vector<Color> cc;
  1287. cc.push_back(Color(p_far, p_far, p_far, 1.0));
  1288. for (int i = 0; i < 4; i++) {
  1289. //make sure it remains orthogonal, makes easy to read angle later
  1290. //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
  1291. Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
  1292. 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);
  1293. CameraMatrix projection;
  1294. {
  1295. real_t fov = 90;
  1296. real_t nearp = p_near;
  1297. real_t farp = p_far;
  1298. real_t aspect = 1.0;
  1299. real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
  1300. real_t ymin = -ymax;
  1301. real_t xmin = ymin * aspect;
  1302. real_t xmax = ymax * aspect;
  1303. projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
  1304. }
  1305. Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
  1306. projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
  1307. ShadowRenderPushConstant push_constant;
  1308. for (int y = 0; y < 4; y++) {
  1309. for (int x = 0; x < 4; x++) {
  1310. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1311. }
  1312. }
  1313. static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
  1314. push_constant.direction[0] = directions[i].x;
  1315. push_constant.direction[1] = directions[i].y;
  1316. push_constant.z_far = p_far;
  1317. push_constant.pad = 0;
  1318. /*if (i == 0)
  1319. *p_xform_cache = projection;*/
  1320. LightOccluderInstance *instance = p_occluders;
  1321. while (instance) {
  1322. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1323. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1324. instance = instance->next;
  1325. continue;
  1326. }
  1327. _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
  1328. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1329. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1330. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1331. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1332. RD::get_singleton()->draw_list_draw(draw_list, true);
  1333. instance = instance->next;
  1334. }
  1335. RD::get_singleton()->draw_list_end();
  1336. }
  1337. }
  1338. 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) {
  1339. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  1340. ERR_FAIL_COND(!cl->shadow.enabled);
  1341. _update_shadow_atlas();
  1342. Vector2 light_dir = p_light_xform.elements[1].normalized();
  1343. Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5;
  1344. float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
  1345. Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
  1346. float distance = to_edge_distance * 2.0 + p_cull_distance;
  1347. float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
  1348. cl->shadow.z_far = distance;
  1349. cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
  1350. Transform2D to_light_xform;
  1351. to_light_xform[2] = from_pos;
  1352. to_light_xform[1] = light_dir;
  1353. to_light_xform[0] = -light_dir.orthogonal();
  1354. to_light_xform.invert();
  1355. Vector<Color> cc;
  1356. cc.push_back(Color(1, 1, 1, 1));
  1357. Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
  1358. 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);
  1359. CameraMatrix projection;
  1360. projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
  1361. projection = projection * CameraMatrix(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
  1362. ShadowRenderPushConstant push_constant;
  1363. for (int y = 0; y < 4; y++) {
  1364. for (int x = 0; x < 4; x++) {
  1365. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1366. }
  1367. }
  1368. push_constant.direction[0] = 0.0;
  1369. push_constant.direction[1] = 1.0;
  1370. push_constant.z_far = distance;
  1371. push_constant.pad = 0;
  1372. LightOccluderInstance *instance = p_occluders;
  1373. while (instance) {
  1374. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1375. if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
  1376. instance = instance->next;
  1377. continue;
  1378. }
  1379. _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
  1380. RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
  1381. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
  1382. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
  1383. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1384. RD::get_singleton()->draw_list_draw(draw_list, true);
  1385. instance = instance->next;
  1386. }
  1387. RD::get_singleton()->draw_list_end();
  1388. Transform2D to_shadow;
  1389. to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
  1390. to_shadow.elements[2].x = 0.5;
  1391. cl->shadow.directional_xform = to_shadow * to_light_xform;
  1392. }
  1393. void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
  1394. RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
  1395. Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
  1396. Transform2D to_sdf;
  1397. to_sdf.elements[0] *= rect.size.width;
  1398. to_sdf.elements[1] *= rect.size.height;
  1399. to_sdf.elements[2] = rect.position;
  1400. Transform2D to_clip;
  1401. to_clip.elements[0] *= 2.0;
  1402. to_clip.elements[1] *= 2.0;
  1403. to_clip.elements[2] = -Vector2(1.0, 1.0);
  1404. to_clip = to_clip * to_sdf.affine_inverse();
  1405. Vector<Color> cc;
  1406. cc.push_back(Color(0, 0, 0, 0));
  1407. 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);
  1408. CameraMatrix projection;
  1409. ShadowRenderPushConstant push_constant;
  1410. for (int y = 0; y < 4; y++) {
  1411. for (int x = 0; x < 4; x++) {
  1412. push_constant.projection[y * 4 + x] = projection.matrix[y][x];
  1413. }
  1414. }
  1415. push_constant.direction[0] = 0.0;
  1416. push_constant.direction[1] = 0.0;
  1417. push_constant.z_far = 0;
  1418. push_constant.pad = 0;
  1419. LightOccluderInstance *instance = p_occluders;
  1420. while (instance) {
  1421. OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
  1422. if (!co || co->sdf_index_array.is_null()) {
  1423. instance = instance->next;
  1424. continue;
  1425. }
  1426. _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
  1427. 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]);
  1428. RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
  1429. RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
  1430. RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
  1431. RD::get_singleton()->draw_list_draw(draw_list, true);
  1432. instance = instance->next;
  1433. }
  1434. RD::get_singleton()->draw_list_end();
  1435. storage->render_target_sdf_process(p_render_target); //done rendering, process it
  1436. }
  1437. RID RendererCanvasRenderRD::occluder_polygon_create() {
  1438. OccluderPolygon occluder;
  1439. occluder.line_point_count = 0;
  1440. occluder.sdf_point_count = 0;
  1441. occluder.sdf_index_count = 0;
  1442. occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
  1443. return occluder_polygon_owner.make_rid(occluder);
  1444. }
  1445. void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
  1446. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1447. ERR_FAIL_COND(!oc);
  1448. Vector<Vector2> lines;
  1449. if (p_points.size()) {
  1450. int lc = p_points.size() * 2;
  1451. lines.resize(lc - (p_closed ? 0 : 2));
  1452. {
  1453. Vector2 *w = lines.ptrw();
  1454. const Vector2 *r = p_points.ptr();
  1455. int max = lc / 2;
  1456. if (!p_closed) {
  1457. max--;
  1458. }
  1459. for (int i = 0; i < max; i++) {
  1460. Vector2 a = r[i];
  1461. Vector2 b = r[(i + 1) % (lc / 2)];
  1462. w[i * 2 + 0] = a;
  1463. w[i * 2 + 1] = b;
  1464. }
  1465. }
  1466. }
  1467. if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
  1468. RD::get_singleton()->free(oc->vertex_array);
  1469. RD::get_singleton()->free(oc->vertex_buffer);
  1470. RD::get_singleton()->free(oc->index_array);
  1471. RD::get_singleton()->free(oc->index_buffer);
  1472. oc->vertex_array = RID();
  1473. oc->vertex_buffer = RID();
  1474. oc->index_array = RID();
  1475. oc->index_buffer = RID();
  1476. oc->line_point_count = lines.size();
  1477. }
  1478. if (lines.size()) {
  1479. Vector<uint8_t> geometry;
  1480. Vector<uint8_t> indices;
  1481. int lc = lines.size();
  1482. geometry.resize(lc * 6 * sizeof(float));
  1483. indices.resize(lc * 3 * sizeof(uint16_t));
  1484. {
  1485. uint8_t *vw = geometry.ptrw();
  1486. float *vwptr = (float *)vw;
  1487. uint8_t *iw = indices.ptrw();
  1488. uint16_t *iwptr = (uint16_t *)iw;
  1489. const Vector2 *lr = lines.ptr();
  1490. const int POLY_HEIGHT = 16384;
  1491. for (int i = 0; i < lc / 2; i++) {
  1492. vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
  1493. vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
  1494. vwptr[i * 12 + 2] = POLY_HEIGHT;
  1495. vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
  1496. vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
  1497. vwptr[i * 12 + 5] = POLY_HEIGHT;
  1498. vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
  1499. vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
  1500. vwptr[i * 12 + 8] = -POLY_HEIGHT;
  1501. vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
  1502. vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
  1503. vwptr[i * 12 + 11] = -POLY_HEIGHT;
  1504. iwptr[i * 6 + 0] = i * 4 + 0;
  1505. iwptr[i * 6 + 1] = i * 4 + 1;
  1506. iwptr[i * 6 + 2] = i * 4 + 2;
  1507. iwptr[i * 6 + 3] = i * 4 + 2;
  1508. iwptr[i * 6 + 4] = i * 4 + 3;
  1509. iwptr[i * 6 + 5] = i * 4 + 0;
  1510. }
  1511. }
  1512. //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
  1513. if (oc->vertex_array.is_null()) {
  1514. //create from scratch
  1515. //vertices
  1516. oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
  1517. Vector<RID> buffer;
  1518. buffer.push_back(oc->vertex_buffer);
  1519. oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
  1520. //indices
  1521. oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
  1522. oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
  1523. } else {
  1524. //update existing
  1525. const uint8_t *vr = geometry.ptr();
  1526. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
  1527. const uint8_t *ir = indices.ptr();
  1528. RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
  1529. }
  1530. }
  1531. // sdf
  1532. Vector<int> sdf_indices;
  1533. if (p_points.size()) {
  1534. if (p_closed) {
  1535. sdf_indices = Geometry2D::triangulate_polygon(p_points);
  1536. oc->sdf_is_lines = false;
  1537. } else {
  1538. int max = p_points.size();
  1539. sdf_indices.resize(max * 2);
  1540. int *iw = sdf_indices.ptrw();
  1541. for (int i = 0; i < max; i++) {
  1542. iw[i * 2 + 0] = i;
  1543. iw[i * 2 + 1] = (i + 1) % max;
  1544. }
  1545. oc->sdf_is_lines = true;
  1546. }
  1547. }
  1548. if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
  1549. RD::get_singleton()->free(oc->sdf_vertex_array);
  1550. RD::get_singleton()->free(oc->sdf_vertex_buffer);
  1551. RD::get_singleton()->free(oc->sdf_index_array);
  1552. RD::get_singleton()->free(oc->sdf_index_buffer);
  1553. oc->sdf_vertex_array = RID();
  1554. oc->sdf_vertex_buffer = RID();
  1555. oc->sdf_index_array = RID();
  1556. oc->sdf_index_buffer = RID();
  1557. oc->sdf_index_count = sdf_indices.size();
  1558. oc->sdf_point_count = p_points.size();
  1559. oc->sdf_is_lines = false;
  1560. }
  1561. if (sdf_indices.size()) {
  1562. if (oc->sdf_vertex_array.is_null()) {
  1563. //create from scratch
  1564. //vertices
  1565. oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
  1566. oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
  1567. oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
  1568. Vector<RID> buffer;
  1569. buffer.push_back(oc->sdf_vertex_buffer);
  1570. oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
  1571. //indices
  1572. } else {
  1573. //update existing
  1574. RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
  1575. RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
  1576. }
  1577. }
  1578. }
  1579. void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
  1580. OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
  1581. ERR_FAIL_COND(!oc);
  1582. oc->cull_mode = p_mode;
  1583. }
  1584. void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
  1585. //compile
  1586. code = p_code;
  1587. valid = false;
  1588. ubo_size = 0;
  1589. uniforms.clear();
  1590. uses_screen_texture = false;
  1591. uses_sdf = false;
  1592. if (code == String()) {
  1593. return; //just invalid, but no error
  1594. }
  1595. ShaderCompilerRD::GeneratedCode gen_code;
  1596. int blend_mode = BLEND_MODE_MIX;
  1597. uses_screen_texture = false;
  1598. ShaderCompilerRD::IdentifierActions actions;
  1599. actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
  1600. actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1601. actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
  1602. actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
  1603. actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
  1604. actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
  1605. actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
  1606. actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
  1607. actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
  1608. actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
  1609. actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
  1610. actions.uniforms = &uniforms;
  1611. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1612. Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
  1613. ERR_FAIL_COND(err != OK);
  1614. if (version.is_null()) {
  1615. version = canvas_singleton->shader.canvas_shader.version_create();
  1616. }
  1617. #if 0
  1618. print_line("**compiling shader:");
  1619. print_line("**defines:\n");
  1620. for (int i = 0; i < gen_code.defines.size(); i++) {
  1621. print_line(gen_code.defines[i]);
  1622. }
  1623. print_line("\n**uniforms:\n" + gen_code.uniforms);
  1624. print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
  1625. print_line("\n**vertex_code:\n" + gen_code.vertex);
  1626. print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
  1627. print_line("\n**fragment_code:\n" + gen_code.fragment);
  1628. print_line("\n**light_code:\n" + gen_code.light);
  1629. #endif
  1630. 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);
  1631. ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
  1632. ubo_size = gen_code.uniform_total_size;
  1633. ubo_offsets = gen_code.uniform_offsets;
  1634. texture_uniforms = gen_code.texture_uniforms;
  1635. //update them pipelines
  1636. RD::PipelineColorBlendState::Attachment attachment;
  1637. switch (blend_mode) {
  1638. case BLEND_MODE_DISABLED: {
  1639. // nothing to do here, disabled by default
  1640. } break;
  1641. case BLEND_MODE_MIX: {
  1642. attachment.enable_blend = true;
  1643. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1644. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1645. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1646. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1647. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1648. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1649. } break;
  1650. case BLEND_MODE_ADD: {
  1651. attachment.enable_blend = true;
  1652. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1653. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1654. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1655. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1656. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1657. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1658. } break;
  1659. case BLEND_MODE_SUB: {
  1660. attachment.enable_blend = true;
  1661. attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
  1662. attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
  1663. attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1664. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1665. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1666. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1667. } break;
  1668. case BLEND_MODE_MUL: {
  1669. attachment.enable_blend = true;
  1670. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1671. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1672. attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
  1673. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
  1674. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
  1675. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
  1676. } break;
  1677. case BLEND_MODE_PMALPHA: {
  1678. attachment.enable_blend = true;
  1679. attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1680. attachment.color_blend_op = RD::BLEND_OP_ADD;
  1681. attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
  1682. attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1683. attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1684. attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1685. } break;
  1686. }
  1687. RD::PipelineColorBlendState blend_state;
  1688. blend_state.attachments.push_back(attachment);
  1689. //update pipelines
  1690. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1691. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1692. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1693. RD::RENDER_PRIMITIVE_TRIANGLES,
  1694. RD::RENDER_PRIMITIVE_TRIANGLES,
  1695. RD::RENDER_PRIMITIVE_TRIANGLES,
  1696. RD::RENDER_PRIMITIVE_LINES,
  1697. RD::RENDER_PRIMITIVE_POINTS,
  1698. RD::RENDER_PRIMITIVE_TRIANGLES,
  1699. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1700. RD::RENDER_PRIMITIVE_LINES,
  1701. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1702. RD::RENDER_PRIMITIVE_POINTS,
  1703. };
  1704. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1705. { //non lit
  1706. SHADER_VARIANT_QUAD,
  1707. SHADER_VARIANT_NINEPATCH,
  1708. SHADER_VARIANT_PRIMITIVE,
  1709. SHADER_VARIANT_PRIMITIVE,
  1710. SHADER_VARIANT_PRIMITIVE_POINTS,
  1711. SHADER_VARIANT_ATTRIBUTES,
  1712. SHADER_VARIANT_ATTRIBUTES,
  1713. SHADER_VARIANT_ATTRIBUTES,
  1714. SHADER_VARIANT_ATTRIBUTES,
  1715. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1716. { //lit
  1717. SHADER_VARIANT_QUAD_LIGHT,
  1718. SHADER_VARIANT_NINEPATCH_LIGHT,
  1719. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1720. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1721. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1722. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1723. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1724. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1725. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1726. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1727. };
  1728. RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
  1729. pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1730. }
  1731. }
  1732. valid = true;
  1733. }
  1734. void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
  1735. if (!p_texture.is_valid()) {
  1736. default_texture_params.erase(p_name);
  1737. } else {
  1738. default_texture_params[p_name] = p_texture;
  1739. }
  1740. }
  1741. void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
  1742. Map<int, StringName> order;
  1743. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1744. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
  1745. continue;
  1746. }
  1747. if (E->get().texture_order >= 0) {
  1748. order[E->get().texture_order + 100000] = E->key();
  1749. } else {
  1750. order[E->get().order] = E->key();
  1751. }
  1752. }
  1753. for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
  1754. PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
  1755. pi.name = E->get();
  1756. p_param_list->push_back(pi);
  1757. }
  1758. }
  1759. void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
  1760. for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
  1761. if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
  1762. continue;
  1763. }
  1764. RendererStorage::InstanceShaderParam p;
  1765. p.info = ShaderLanguage::uniform_to_property_info(E->get());
  1766. p.info.name = E->key(); //supply name
  1767. p.index = E->get().instance_index;
  1768. p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
  1769. p_param_list->push_back(p);
  1770. }
  1771. }
  1772. bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
  1773. if (!uniforms.has(p_param)) {
  1774. return false;
  1775. }
  1776. return uniforms[p_param].texture_order >= 0;
  1777. }
  1778. bool RendererCanvasRenderRD::ShaderData::is_animated() const {
  1779. return false;
  1780. }
  1781. bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
  1782. return false;
  1783. }
  1784. Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
  1785. if (uniforms.has(p_parameter)) {
  1786. ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
  1787. Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
  1788. return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
  1789. }
  1790. return Variant();
  1791. }
  1792. RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
  1793. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1794. return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
  1795. }
  1796. RendererCanvasRenderRD::ShaderData::ShaderData() {
  1797. valid = false;
  1798. uses_screen_texture = false;
  1799. uses_sdf = false;
  1800. }
  1801. RendererCanvasRenderRD::ShaderData::~ShaderData() {
  1802. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1803. ERR_FAIL_COND(!canvas_singleton);
  1804. //pipeline variants will clear themselves if shader is gone
  1805. if (version.is_valid()) {
  1806. canvas_singleton->shader.canvas_shader.version_free(version);
  1807. }
  1808. }
  1809. RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
  1810. ShaderData *shader_data = memnew(ShaderData);
  1811. return shader_data;
  1812. }
  1813. void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
  1814. RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
  1815. if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
  1816. p_uniform_dirty = true;
  1817. if (uniform_buffer.is_valid()) {
  1818. RD::get_singleton()->free(uniform_buffer);
  1819. uniform_buffer = RID();
  1820. }
  1821. ubo_data.resize(shader_data->ubo_size);
  1822. if (ubo_data.size()) {
  1823. uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
  1824. memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
  1825. }
  1826. //clear previous uniform set
  1827. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1828. RD::get_singleton()->free(uniform_set);
  1829. uniform_set = RID();
  1830. }
  1831. }
  1832. //check whether buffer changed
  1833. if (p_uniform_dirty && ubo_data.size()) {
  1834. update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
  1835. RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
  1836. }
  1837. uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
  1838. if ((uint32_t)texture_cache.size() != tex_uniform_count) {
  1839. texture_cache.resize(tex_uniform_count);
  1840. p_textures_dirty = true;
  1841. //clear previous uniform set
  1842. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1843. RD::get_singleton()->free(uniform_set);
  1844. uniform_set = RID();
  1845. }
  1846. }
  1847. if (p_textures_dirty && tex_uniform_count) {
  1848. update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
  1849. }
  1850. if (shader_data->ubo_size == 0) {
  1851. // This material does not require an uniform set, so don't create it.
  1852. return;
  1853. }
  1854. if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1855. //no reason to update uniform set, only UBO (or nothing) was needed to update
  1856. return;
  1857. }
  1858. Vector<RD::Uniform> uniforms;
  1859. {
  1860. if (shader_data->ubo_size) {
  1861. RD::Uniform u;
  1862. u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
  1863. u.binding = 0;
  1864. u.ids.push_back(uniform_buffer);
  1865. uniforms.push_back(u);
  1866. }
  1867. const RID *textures = texture_cache.ptrw();
  1868. for (uint32_t i = 0; i < tex_uniform_count; i++) {
  1869. RD::Uniform u;
  1870. u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
  1871. u.binding = 1 + i;
  1872. u.ids.push_back(textures[i]);
  1873. uniforms.push_back(u);
  1874. }
  1875. }
  1876. uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
  1877. }
  1878. RendererCanvasRenderRD::MaterialData::~MaterialData() {
  1879. if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
  1880. RD::get_singleton()->free(uniform_set);
  1881. }
  1882. if (uniform_buffer.is_valid()) {
  1883. RD::get_singleton()->free(uniform_buffer);
  1884. }
  1885. }
  1886. RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
  1887. MaterialData *material_data = memnew(MaterialData);
  1888. material_data->shader_data = p_shader;
  1889. material_data->last_frame = false;
  1890. //update will happen later anyway so do nothing.
  1891. return material_data;
  1892. }
  1893. void RendererCanvasRenderRD::set_time(double p_time) {
  1894. state.time = p_time;
  1895. }
  1896. void RendererCanvasRenderRD::update() {
  1897. }
  1898. RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
  1899. storage = p_storage;
  1900. { //create default samplers
  1901. default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  1902. default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  1903. }
  1904. { //shader variants
  1905. String global_defines;
  1906. uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
  1907. if (uniform_max_size < 65536) {
  1908. //Yes, you guessed right, ARM again
  1909. state.max_lights_per_render = 64;
  1910. global_defines += "#define MAX_LIGHTS 64\n";
  1911. } else {
  1912. state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
  1913. global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
  1914. }
  1915. state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
  1916. Vector<String> variants;
  1917. //non light variants
  1918. variants.push_back(""); //none by default is first variant
  1919. variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1920. variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third
  1921. variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1922. variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1923. variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1924. //light variants
  1925. variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
  1926. variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
  1927. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third
  1928. variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
  1929. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
  1930. variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
  1931. shader.canvas_shader.initialize(variants, global_defines);
  1932. shader.default_version = shader.canvas_shader.version_create();
  1933. shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
  1934. RD::PipelineColorBlendState blend_state;
  1935. RD::PipelineColorBlendState::Attachment blend_attachment;
  1936. blend_attachment.enable_blend = true;
  1937. blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
  1938. blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
  1939. blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1940. blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
  1941. blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
  1942. blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
  1943. blend_state.attachments.push_back(blend_attachment);
  1944. for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
  1945. for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
  1946. RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
  1947. RD::RENDER_PRIMITIVE_TRIANGLES,
  1948. RD::RENDER_PRIMITIVE_TRIANGLES,
  1949. RD::RENDER_PRIMITIVE_TRIANGLES,
  1950. RD::RENDER_PRIMITIVE_LINES,
  1951. RD::RENDER_PRIMITIVE_POINTS,
  1952. RD::RENDER_PRIMITIVE_TRIANGLES,
  1953. RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
  1954. RD::RENDER_PRIMITIVE_LINES,
  1955. RD::RENDER_PRIMITIVE_LINESTRIPS,
  1956. RD::RENDER_PRIMITIVE_POINTS,
  1957. };
  1958. ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
  1959. { //non lit
  1960. SHADER_VARIANT_QUAD,
  1961. SHADER_VARIANT_NINEPATCH,
  1962. SHADER_VARIANT_PRIMITIVE,
  1963. SHADER_VARIANT_PRIMITIVE,
  1964. SHADER_VARIANT_PRIMITIVE_POINTS,
  1965. SHADER_VARIANT_ATTRIBUTES,
  1966. SHADER_VARIANT_ATTRIBUTES,
  1967. SHADER_VARIANT_ATTRIBUTES,
  1968. SHADER_VARIANT_ATTRIBUTES,
  1969. SHADER_VARIANT_ATTRIBUTES_POINTS },
  1970. { //lit
  1971. SHADER_VARIANT_QUAD_LIGHT,
  1972. SHADER_VARIANT_NINEPATCH_LIGHT,
  1973. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1974. SHADER_VARIANT_PRIMITIVE_LIGHT,
  1975. SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
  1976. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1977. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1978. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1979. SHADER_VARIANT_ATTRIBUTES_LIGHT,
  1980. SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
  1981. };
  1982. RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
  1983. shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
  1984. }
  1985. }
  1986. }
  1987. {
  1988. //shader compiler
  1989. ShaderCompilerRD::DefaultIdentifierActions actions;
  1990. actions.renames["VERTEX"] = "vertex";
  1991. actions.renames["LIGHT_VERTEX"] = "light_vertex";
  1992. actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
  1993. actions.renames["UV"] = "uv";
  1994. actions.renames["POINT_SIZE"] = "gl_PointSize";
  1995. actions.renames["WORLD_MATRIX"] = "world_matrix";
  1996. actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
  1997. actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
  1998. actions.renames["TIME"] = "canvas_data.time";
  1999. actions.renames["AT_LIGHT_PASS"] = "false";
  2000. actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
  2001. actions.renames["COLOR"] = "color";
  2002. actions.renames["NORMAL"] = "normal";
  2003. actions.renames["NORMAL_MAP"] = "normal_map";
  2004. actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
  2005. actions.renames["TEXTURE"] = "color_texture";
  2006. actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
  2007. actions.renames["NORMAL_TEXTURE"] = "normal_texture";
  2008. actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
  2009. actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
  2010. actions.renames["SCREEN_UV"] = "screen_uv";
  2011. actions.renames["SCREEN_TEXTURE"] = "screen_texture";
  2012. actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
  2013. actions.renames["FRAGCOORD"] = "gl_FragCoord";
  2014. actions.renames["POINT_COORD"] = "gl_PointCoord";
  2015. actions.renames["LIGHT_POSITION"] = "light_position";
  2016. actions.renames["LIGHT_COLOR"] = "light_color";
  2017. actions.renames["LIGHT_ENERGY"] = "light_energy";
  2018. actions.renames["LIGHT"] = "light";
  2019. actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
  2020. actions.renames["texture_sdf"] = "texture_sdf";
  2021. actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
  2022. actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
  2023. actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
  2024. actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
  2025. actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
  2026. actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
  2027. actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
  2028. actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
  2029. actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
  2030. actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
  2031. actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
  2032. actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
  2033. actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
  2034. actions.custom_samplers["TEXTURE"] = "texture_sampler";
  2035. actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
  2036. actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
  2037. actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
  2038. actions.sampler_array_name = "material_samplers";
  2039. actions.base_texture_binding_index = 1;
  2040. actions.texture_layout_set = MATERIAL_UNIFORM_SET;
  2041. actions.base_uniform_string = "material.";
  2042. actions.default_filter = ShaderLanguage::FILTER_LINEAR;
  2043. actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
  2044. actions.base_varying_index = 4;
  2045. actions.global_buffer_array_variable = "global_variables.data";
  2046. shader.compiler.initialize(actions);
  2047. }
  2048. { //shadow rendering
  2049. Vector<String> versions;
  2050. versions.push_back("\n#define MODE_SHADOW\n"); //shadow
  2051. versions.push_back("\n#define MODE_SDF\n"); //sdf
  2052. shadow_render.shader.initialize(versions);
  2053. {
  2054. Vector<RD::AttachmentFormat> attachments;
  2055. RD::AttachmentFormat af_color;
  2056. af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
  2057. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2058. attachments.push_back(af_color);
  2059. RD::AttachmentFormat af_depth;
  2060. af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
  2061. af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
  2062. attachments.push_back(af_depth);
  2063. shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2064. }
  2065. {
  2066. Vector<RD::AttachmentFormat> attachments;
  2067. RD::AttachmentFormat af_color;
  2068. af_color.format = RD::DATA_FORMAT_R8_UNORM;
  2069. af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
  2070. attachments.push_back(af_color);
  2071. shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
  2072. }
  2073. //pipelines
  2074. Vector<RD::VertexAttribute> vf;
  2075. RD::VertexAttribute vd;
  2076. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
  2077. vd.location = 0;
  2078. vd.offset = 0;
  2079. vd.stride = sizeof(real_t) * 3;
  2080. vf.push_back(vd);
  2081. shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2082. vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
  2083. vd.stride = sizeof(real_t) * 2;
  2084. vf.write[0] = vd;
  2085. shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
  2086. shadow_render.shader_version = shadow_render.shader.version_create();
  2087. for (int i = 0; i < 3; i++) {
  2088. RD::PipelineRasterizationState rs;
  2089. rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
  2090. RD::PipelineDepthStencilState ds;
  2091. ds.enable_depth_write = true;
  2092. ds.enable_depth_test = true;
  2093. ds.depth_compare_operator = RD::COMPARE_OP_LESS;
  2094. 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);
  2095. }
  2096. for (int i = 0; i < 2; i++) {
  2097. 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);
  2098. }
  2099. }
  2100. { //bindings
  2101. state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
  2102. state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
  2103. RD::SamplerState shadow_sampler_state;
  2104. shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
  2105. shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
  2106. shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
  2107. shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
  2108. shadow_sampler_state.enable_compare = true;
  2109. state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
  2110. }
  2111. {
  2112. //polygon buffers
  2113. polygon_buffers.last_id = 1;
  2114. }
  2115. { // default index buffer
  2116. Vector<uint8_t> pv;
  2117. pv.resize(6 * 4);
  2118. {
  2119. uint8_t *w = pv.ptrw();
  2120. int *p32 = (int *)w;
  2121. p32[0] = 0;
  2122. p32[1] = 1;
  2123. p32[2] = 2;
  2124. p32[3] = 0;
  2125. p32[4] = 2;
  2126. p32[5] = 3;
  2127. }
  2128. shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
  2129. shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2130. }
  2131. { //primitive
  2132. primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
  2133. primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
  2134. primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
  2135. primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
  2136. }
  2137. { //default skeleton buffer
  2138. shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
  2139. SkeletonUniform su;
  2140. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
  2141. _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
  2142. RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
  2143. shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
  2144. }
  2145. {
  2146. //default shadow texture to keep uniform set happy
  2147. RD::TextureFormat tf;
  2148. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2149. tf.width = 4;
  2150. tf.height = 4;
  2151. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2152. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2153. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2154. }
  2155. {
  2156. Vector<RD::Uniform> uniforms;
  2157. {
  2158. RD::Uniform u;
  2159. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  2160. u.binding = 0;
  2161. u.ids.push_back(storage->get_default_rd_storage_buffer());
  2162. uniforms.push_back(u);
  2163. }
  2164. state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
  2165. }
  2166. default_canvas_texture = storage->canvas_texture_allocate();
  2167. storage->canvas_texture_initialize(default_canvas_texture);
  2168. state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
  2169. //create functions for shader and material
  2170. storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
  2171. storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
  2172. state.time = 0;
  2173. {
  2174. default_canvas_group_shader = storage->shader_allocate();
  2175. storage->shader_initialize(default_canvas_group_shader);
  2176. storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
  2177. default_canvas_group_material = storage->material_allocate();
  2178. storage->material_initialize(default_canvas_group_material);
  2179. storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
  2180. }
  2181. static_assert(sizeof(PushConstant) == 128);
  2182. }
  2183. bool RendererCanvasRenderRD::free(RID p_rid) {
  2184. if (canvas_light_owner.owns(p_rid)) {
  2185. CanvasLight *cl = canvas_light_owner.getornull(p_rid);
  2186. ERR_FAIL_COND_V(!cl, false);
  2187. light_set_use_shadow(p_rid, false);
  2188. canvas_light_owner.free(p_rid);
  2189. } else if (occluder_polygon_owner.owns(p_rid)) {
  2190. occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
  2191. occluder_polygon_owner.free(p_rid);
  2192. } else {
  2193. return false;
  2194. }
  2195. return true;
  2196. }
  2197. void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
  2198. p_size = nearest_power_of_2_templated(p_size);
  2199. if (p_size == state.shadow_texture_size) {
  2200. return;
  2201. }
  2202. state.shadow_texture_size = p_size;
  2203. if (state.shadow_fb.is_valid()) {
  2204. RD::get_singleton()->free(state.shadow_texture);
  2205. RD::get_singleton()->free(state.shadow_depth_texture);
  2206. state.shadow_fb = RID();
  2207. {
  2208. //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
  2209. RD::TextureFormat tf;
  2210. tf.texture_type = RD::TEXTURE_TYPE_2D;
  2211. tf.width = 4;
  2212. tf.height = 4;
  2213. tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
  2214. tf.format = RD::DATA_FORMAT_R32_SFLOAT;
  2215. state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
  2216. }
  2217. }
  2218. }
  2219. RendererCanvasRenderRD::~RendererCanvasRenderRD() {
  2220. //canvas state
  2221. storage->free(default_canvas_group_material);
  2222. storage->free(default_canvas_group_shader);
  2223. {
  2224. if (state.canvas_state_buffer.is_valid()) {
  2225. RD::get_singleton()->free(state.canvas_state_buffer);
  2226. }
  2227. memdelete_arr(state.light_uniforms);
  2228. RD::get_singleton()->free(state.lights_uniform_buffer);
  2229. RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
  2230. RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
  2231. }
  2232. //shadow rendering
  2233. {
  2234. shadow_render.shader.version_free(shadow_render.shader_version);
  2235. //this will also automatically clear all pipelines
  2236. RD::get_singleton()->free(state.shadow_sampler);
  2237. }
  2238. //bindings
  2239. //shaders
  2240. shader.canvas_shader.version_free(shader.default_version);
  2241. //buffers
  2242. {
  2243. RD::get_singleton()->free(shader.quad_index_array);
  2244. RD::get_singleton()->free(shader.quad_index_buffer);
  2245. //primitives are erase by dependency
  2246. }
  2247. if (state.shadow_fb.is_valid()) {
  2248. RD::get_singleton()->free(state.shadow_depth_texture);
  2249. }
  2250. RD::get_singleton()->free(state.shadow_texture);
  2251. storage->free(default_canvas_texture);
  2252. //pipelines don't need freeing, they are all gone after shaders are gone
  2253. }