rasterizer_canvas_gles3.h 10 KB

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  1. /*************************************************************************/
  2. /* rasterizer_canvas_gles3.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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. #ifndef RASTERIZER_CANVAS_OPENGL_H
  31. #define RASTERIZER_CANVAS_OPENGL_H
  32. #ifdef GLES3_ENABLED
  33. #include "rasterizer_scene_gles3.h"
  34. #include "rasterizer_storage_gles3.h"
  35. #include "servers/rendering/renderer_canvas_render.h"
  36. #include "servers/rendering/renderer_compositor.h"
  37. #include "storage/canvas_texture_storage.h"
  38. #include "storage/material_storage.h"
  39. #include "storage/texture_storage.h"
  40. #include "shaders/canvas.glsl.gen.h"
  41. class RasterizerSceneGLES3;
  42. class RasterizerCanvasGLES3 : public RendererCanvasRender {
  43. static RasterizerCanvasGLES3 *singleton;
  44. _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
  45. _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
  46. _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
  47. _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
  48. enum {
  49. BASE_UNIFORM_BUFFER_OBJECT = 0,
  50. MATERIAL_UNIFORM_BUFFER_OBJECT = 1,
  51. TRANSFORMS_UNIFORM_BUFFER_OBJECT = 2,
  52. CANVAS_TEXTURE_UNIFORM_BUFFER_OBJECT = 3,
  53. };
  54. enum {
  55. FLAGS_INSTANCING_MASK = 0x7F,
  56. FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
  57. FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
  58. FLAGS_CLIP_RECT_UV = (1 << 9),
  59. FLAGS_TRANSPOSE_RECT = (1 << 10),
  60. FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
  61. FLAGS_USING_PARTICLES = (1 << 13),
  62. FLAGS_USE_SKELETON = (1 << 15),
  63. FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
  64. FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
  65. FLAGS_LIGHT_COUNT_SHIFT = 20,
  66. FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
  67. FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
  68. FLAGS_USE_MSDF = (1 << 28),
  69. };
  70. enum {
  71. LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
  72. LIGHT_FLAGS_BLEND_SHIFT = 16,
  73. LIGHT_FLAGS_BLEND_MASK = (3 << 16),
  74. LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
  75. LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
  76. LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
  77. LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
  78. LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
  79. LIGHT_FLAGS_FILTER_SHIFT = 22
  80. };
  81. enum {
  82. MAX_RENDER_ITEMS = 256 * 1024,
  83. MAX_LIGHT_TEXTURES = 1024,
  84. MAX_LIGHTS_PER_ITEM = 16,
  85. DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
  86. };
  87. public:
  88. struct StateBuffer {
  89. float canvas_transform[16];
  90. float screen_transform[16];
  91. float canvas_normal_transform[16];
  92. float canvas_modulate[4];
  93. float screen_pixel_size[2];
  94. float time;
  95. uint32_t use_pixel_snap;
  96. float sdf_to_tex[4];
  97. float sdf_to_screen[2];
  98. float screen_to_sdf[2];
  99. uint32_t directional_light_count;
  100. float tex_to_sdf;
  101. uint32_t pad1;
  102. uint32_t pad2;
  103. };
  104. struct InstanceData {
  105. float world[6];
  106. float color_texture_pixel_size[2];
  107. union {
  108. //rect
  109. struct {
  110. float modulation[4];
  111. union {
  112. float msdf[4];
  113. float ninepatch_margins[4];
  114. };
  115. float dst_rect[4];
  116. float src_rect[4];
  117. float pad[2];
  118. };
  119. //primitive
  120. struct {
  121. float points[6]; // vec2 points[3]
  122. float uvs[6]; // vec2 points[3]
  123. uint32_t colors[6]; // colors encoded as half
  124. };
  125. };
  126. uint32_t flags;
  127. uint32_t specular_shininess;
  128. uint32_t lights[4];
  129. };
  130. struct Data {
  131. GLuint canvas_quad_vertices;
  132. GLuint canvas_quad_array;
  133. GLuint particle_quad_vertices;
  134. GLuint particle_quad_array;
  135. GLuint ninepatch_vertices;
  136. GLuint ninepatch_elements;
  137. } data;
  138. struct State {
  139. GLuint canvas_state_buffer;
  140. LocalVector<GLuint> canvas_instance_data_buffers;
  141. LocalVector<GLsync> fences;
  142. uint32_t current_buffer = 0;
  143. InstanceData *instance_data_array = nullptr;
  144. bool canvas_texscreen_used;
  145. CanvasShaderGLES3 canvas_shader;
  146. RID canvas_shader_current_version;
  147. RID canvas_shader_default_version;
  148. //CanvasShadowShaderGLES3 canvas_shadow_shader;
  149. //LensDistortedShaderGLES3 lens_shader;
  150. bool using_texture_rect;
  151. bool using_ninepatch;
  152. bool using_skeleton;
  153. Transform2D skeleton_transform;
  154. Transform2D skeleton_transform_inverse;
  155. Size2i skeleton_texture_size;
  156. RID current_tex = RID();
  157. RID current_normal = RID();
  158. RID current_specular = RID();
  159. GLES3::Texture *current_tex_ptr;
  160. RID current_shader_version = RID();
  161. RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX;
  162. uint32_t current_primitive_points = 0;
  163. Item::Command::Type current_command = Item::Command::TYPE_RECT;
  164. bool end_batch = false;
  165. Transform3D vp;
  166. Light *using_light = nullptr;
  167. bool using_shadow;
  168. bool using_transparent_rt;
  169. // FROM RD Renderer
  170. uint32_t max_lights_per_render;
  171. uint32_t max_lights_per_item;
  172. uint32_t max_instances_per_batch;
  173. RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
  174. RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
  175. } state;
  176. Item *items[MAX_RENDER_ITEMS];
  177. RID default_canvas_texture;
  178. RID default_canvas_group_material;
  179. RID default_canvas_group_shader;
  180. typedef void Texture;
  181. RasterizerSceneGLES3 *scene_render = nullptr;
  182. RasterizerStorageGLES3 *storage = nullptr;
  183. void _set_uniforms();
  184. void canvas_begin();
  185. void canvas_end();
  186. //virtual void draw_window_margins(int *black_margin, RID *black_image) override;
  187. void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
  188. virtual void reset_canvas();
  189. virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
  190. virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
  191. RID light_create() override;
  192. void light_set_texture(RID p_rid, RID p_texture) override;
  193. void light_set_use_shadow(RID p_rid, bool p_enable) override;
  194. void 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) override;
  195. void 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) override;
  196. void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
  197. RID occluder_polygon_create() override;
  198. void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
  199. void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
  200. void set_shadow_texture_size(int p_size) override;
  201. bool free(RID p_rid) override;
  202. void update() override;
  203. void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size);
  204. struct PolygonBuffers {
  205. GLuint vertex_buffer;
  206. GLuint vertex_array;
  207. GLuint index_buffer;
  208. int count;
  209. };
  210. struct {
  211. HashMap<PolygonID, PolygonBuffers> polygons;
  212. PolygonID last_id;
  213. } polygon_buffers;
  214. RendererCanvasRender::PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
  215. void free_polygon(PolygonID p_polygon) override;
  216. void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
  217. void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
  218. void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, uint32_t &r_index);
  219. void _render_batch(uint32_t &p_max_index);
  220. void _end_batch(uint32_t &p_max_index);
  221. void _allocate_instance_data_buffer();
  222. void initialize();
  223. void finalize();
  224. static RasterizerCanvasGLES3 *get_singleton();
  225. RasterizerCanvasGLES3();
  226. ~RasterizerCanvasGLES3();
  227. };
  228. #endif // GLES3_ENABLED
  229. #endif // RASTERIZER_CANVAS_OPENGL_H