virtualx-engine/drivers/gles3/rasterizer_canvas_gles3.h

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/*************************************************************************/
/* rasterizer_canvas_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_CANVAS_GLES3_H
#define RASTERIZER_CANVAS_GLES3_H
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#ifdef GLES3_ENABLED
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#include "rasterizer_scene_gles3.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
#include "storage/material_storage.h"
#include "storage/texture_storage.h"
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#include "shaders/canvas.glsl.gen.h"
#include "shaders/canvas_occlusion.glsl.gen.h"
class RasterizerSceneGLES3;
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class RasterizerCanvasGLES3 : public RendererCanvasRender {
static RasterizerCanvasGLES3 *singleton;
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_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
_FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
enum {
FLAGS_INSTANCING_MASK = 0x7F,
FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
FLAGS_CLIP_RECT_UV = (1 << 9),
FLAGS_TRANSPOSE_RECT = (1 << 10),
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FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
FLAGS_USING_PARTICLES = (1 << 13),
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FLAGS_USE_SKELETON = (1 << 15),
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
FLAGS_LIGHT_COUNT_SHIFT = 20,
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FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
FLAGS_USE_MSDF = (1 << 28),
FLAGS_USE_LCD = (1 << 29),
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};
enum {
LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
LIGHT_FLAGS_BLEND_SHIFT = 16,
LIGHT_FLAGS_BLEND_MASK = (3 << 16),
LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
LIGHT_FLAGS_FILTER_SHIFT = 22
};
enum {
MAX_RENDER_ITEMS = 256 * 1024,
MAX_LIGHT_TEXTURES = 1024,
MAX_LIGHTS_PER_ITEM = 16,
DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
};
/******************/
/**** LIGHTING ****/
/******************/
struct CanvasLight {
RID texture;
struct {
bool enabled = false;
float z_far;
float y_offset;
Transform2D directional_xform;
} shadow;
};
RID_Owner<CanvasLight> canvas_light_owner;
struct OccluderPolygon {
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
int line_point_count = 0;
GLuint vertex_buffer = 0;
GLuint vertex_array = 0;
GLuint index_buffer = 0;
int sdf_point_count = 0;
int sdf_index_count = 0;
GLuint sdf_vertex_buffer = 0;
GLuint sdf_vertex_array = 0;
GLuint sdf_index_buffer = 0;
bool sdf_is_lines = false;
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
void _update_shadow_atlas();
struct {
CanvasOcclusionShaderGLES3 shader;
RID shader_version;
} shadow_render;
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
float color[4];
uint8_t shadow_color[4];
uint32_t flags; //index to light texture
float shadow_pixel_size;
float height;
float position[2];
float shadow_z_far_inv;
float shadow_y_ofs;
float atlas_rect[4];
};
public:
enum {
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BASE_UNIFORM_LOCATION = 0,
GLOBAL_UNIFORM_LOCATION = 1,
LIGHT_UNIFORM_LOCATION = 2,
INSTANCE_UNIFORM_LOCATION = 3,
MATERIAL_UNIFORM_LOCATION = 4,
};
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struct StateBuffer {
float canvas_transform[16];
float screen_transform[16];
float canvas_normal_transform[16];
float canvas_modulate[4];
float screen_pixel_size[2];
float time;
uint32_t use_pixel_snap;
float sdf_to_tex[4];
float sdf_to_screen[2];
float screen_to_sdf[2];
uint32_t directional_light_count;
float tex_to_sdf;
uint32_t pad1;
uint32_t pad2;
};
struct PolygonBuffers {
GLuint vertex_buffer = 0;
GLuint vertex_array = 0;
GLuint index_buffer = 0;
int count = 0;
bool color_disabled = false;
Color color;
};
struct {
HashMap<PolygonID, PolygonBuffers> polygons;
PolygonID last_id = 0;
} polygon_buffers;
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;
void free_polygon(PolygonID p_polygon) override;
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struct InstanceData {
float world[6];
float color_texture_pixel_size[2];
union {
//rect
struct {
float modulation[4];
union {
float msdf[4];
float ninepatch_margins[4];
};
float dst_rect[4];
float src_rect[4];
float pad[2];
};
//primitive
struct {
float points[6]; // vec2 points[3]
float uvs[6]; // vec2 points[3]
uint32_t colors[6]; // colors encoded as half
};
};
uint32_t flags;
uint32_t specular_shininess;
uint32_t lights[4];
};
struct Data {
GLuint canvas_quad_vertices;
GLuint canvas_quad_array;
GLuint indexed_quad_buffer;
GLuint indexed_quad_array;
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GLuint particle_quad_vertices;
GLuint particle_quad_array;
GLuint ninepatch_vertices;
GLuint ninepatch_elements;
RID canvas_shader_default_version;
uint32_t max_lights_per_render = 256;
uint32_t max_lights_per_item = 16;
uint32_t max_instances_per_batch = 512;
uint32_t max_instances_per_ubo = 16384;
uint32_t max_instance_buffer_size = 16384 * 128;
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} data;
struct Batch {
// Position in the UBO measured in bytes
uint32_t start = 0;
uint32_t instance_count = 0;
RID tex;
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
GLES3::CanvasShaderData::BlendMode blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
Color blend_color = Color(1.0, 1.0, 1.0, 1.0);
Item *clip = nullptr;
RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
uint32_t primitive_points = 0;
bool lights_disabled = false;
};
// DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.
// We track them and ensure that they don't get reused until at least 2 frames have passed
// to avoid the GPU stalling to wait for a resource to become available.
struct DataBuffer {
GLuint ubo = 0;
GLuint light_ubo = 0;
GLuint state_ubo = 0;
uint64_t last_frame_used = -3;
GLsync fence = GLsync();
};
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struct State {
LocalVector<DataBuffer> canvas_instance_data_buffers;
LocalVector<Batch> canvas_instance_batches;
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uint32_t current_buffer = 0;
uint32_t current_buffer_index = 0;
uint32_t current_batch_index = 0;
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InstanceData *instance_data_array = nullptr;
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LightUniform *light_uniforms = nullptr;
GLuint shadow_texture = 0;
GLuint shadow_depth_buffer = 0;
GLuint shadow_fb = 0;
int shadow_texture_size = 2048;
bool using_directional_lights = false;
RID current_tex;
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
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bool transparent_render_target = false;
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double time = 0.0;
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RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
} state;
Item *items[MAX_RENDER_ITEMS];
RID default_canvas_texture;
RID default_canvas_group_material;
RID default_canvas_group_shader;
RID default_clip_children_material;
RID default_clip_children_shader;
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typedef void Texture;
void canvas_begin(RID p_to_render_target, bool p_to_backbuffer);
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//virtual void draw_window_margins(int *black_margin, RID *black_image) override;
void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void reset_canvas();
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RID light_create() override;
void light_set_texture(RID p_rid, RID p_texture) override;
void light_set_use_shadow(RID p_rid, bool p_enable) override;
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;
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;
void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
RID occluder_polygon_create() override;
void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
void set_shadow_texture_size(int p_size) override;
bool free(RID p_rid) override;
void update() override;
void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat);
void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);
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;
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
void _render_batch(Light *p_lights, uint32_t p_index);
void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
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void _allocate_instance_data_buffer();
void _align_instance_data_buffer(uint32_t &r_index);
void set_time(double p_time);
static RasterizerCanvasGLES3 *get_singleton();
RasterizerCanvasGLES3();
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~RasterizerCanvasGLES3();
};
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#endif // GLES3_ENABLED
#endif // RASTERIZER_CANVAS_GLES3_H