From 2ec234ff67496c1410df2ab14c03e144889adc8d Mon Sep 17 00:00:00 2001 From: clayjohn Date: Tue, 18 Oct 2022 17:59:31 -0700 Subject: [PATCH] Add 2D shadows and canvas SDF to OpenGL3 renderer This is an initial implementation based on the current RD implementation Performance will improve later --- drivers/gles3/effects/copy_effects.cpp | 19 +- drivers/gles3/effects/copy_effects.h | 2 + drivers/gles3/rasterizer_canvas_gles3.cpp | 588 ++++++++++++++++-- drivers/gles3/rasterizer_canvas_gles3.h | 45 +- drivers/gles3/shader_gles3.h | 6 +- drivers/gles3/shaders/SCsub | 2 + drivers/gles3/shaders/canvas.glsl | 149 ++++- drivers/gles3/shaders/canvas_occlusion.glsl | 68 ++ drivers/gles3/shaders/canvas_sdf.glsl | 205 ++++++ drivers/gles3/shaders/canvas_shadow.glsl | 60 -- drivers/gles3/storage/config.cpp | 14 +- drivers/gles3/storage/config.h | 4 +- drivers/gles3/storage/texture_storage.cpp | 316 ++++++++-- drivers/gles3/storage/texture_storage.h | 58 +- drivers/gles3/storage/utilities.cpp | 2 +- .../rendering/dummy/rasterizer_canvas_dummy.h | 1 - servers/rendering/renderer_canvas_render.h | 1 - .../renderer_rd/renderer_canvas_render_rd.cpp | 3 +- .../renderer_rd/renderer_canvas_render_rd.h | 2 - 19 files changed, 1322 insertions(+), 223 deletions(-) create mode 100644 drivers/gles3/shaders/canvas_occlusion.glsl create mode 100644 drivers/gles3/shaders/canvas_sdf.glsl delete mode 100644 drivers/gles3/shaders/canvas_shadow.glsl diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp index 92c29a42646..3acbcf6b533 100644 --- a/drivers/gles3/effects/copy_effects.cpp +++ b/drivers/gles3/effects/copy_effects.cpp @@ -117,16 +117,12 @@ CopyEffects::~CopyEffects() { void CopyEffects::copy_to_rect(const Rect2 &p_rect) { copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION); copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION); - glBindVertexArray(quad_array); - glDrawArrays(GL_TRIANGLES, 0, 6); - glBindVertexArray(0); + draw_screen_quad(); } void CopyEffects::copy_screen() { copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT); - glBindVertexArray(screen_triangle_array); - glDrawArrays(GL_TRIANGLES, 0, 3); - glBindVertexArray(0); + draw_screen_triangle(); } void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) { @@ -158,8 +154,19 @@ void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) { copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR); + draw_screen_quad(); +} + +void CopyEffects::draw_screen_triangle() { + glBindVertexArray(screen_triangle_array); + glDrawArrays(GL_TRIANGLES, 0, 3); + glBindVertexArray(0); +} + +void CopyEffects::draw_screen_quad() { glBindVertexArray(quad_array); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); } + #endif // GLES3_ENABLED diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h index 7f16b4e0f35..a817c3f0dcd 100644 --- a/drivers/gles3/effects/copy_effects.h +++ b/drivers/gles3/effects/copy_effects.h @@ -65,6 +65,8 @@ public: void copy_screen(); void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region); void set_color(const Color &p_color, const Rect2i &p_region); + void draw_screen_triangle(); + void draw_screen_quad(); }; } //namespace GLES3 diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 5d0edda6c53..21e06046b51 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -36,26 +36,13 @@ #include "rasterizer_scene_gles3.h" #include "core/config/project_settings.h" +#include "core/math/geometry_2d.h" #include "servers/rendering/rendering_server_default.h" #include "storage/config.h" #include "storage/material_storage.h" #include "storage/mesh_storage.h" #include "storage/texture_storage.h" -#ifndef GLES_OVER_GL -#define glClearDepth glClearDepthf -#endif - -//static const GLenum gl_primitive[] = { -// GL_POINTS, -// GL_LINES, -// GL_LINE_STRIP, -// GL_LINE_LOOP, -// GL_TRIANGLES, -// GL_TRIANGLE_STRIP, -// GL_TRIANGLE_FAN -//}; - void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { p_mat4[0] = p_transform.columns[0][0]; p_mat4[1] = p_transform.columns[0][1]; @@ -174,7 +161,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state.light_uniforms[index].position[0] = -canvas_light_dir.x; state.light_uniforms[index].position[1] = -canvas_light_dir.y; - //_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix); + _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix); state.light_uniforms[index].height = l->height; //0..1 here @@ -185,8 +172,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate - /* - if (state.shadow_fb.is_valid()) { + if (state.shadow_fb != 0) { state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far; state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset; @@ -195,15 +181,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state.light_uniforms[index].shadow_z_far_inv = 1.0; state.light_uniforms[index].shadow_y_ofs = 0; } - */ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT; state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT; - /* + if (clight->shadow.enabled) { state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW; } - */ l->render_index_cache = index; @@ -252,24 +236,22 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate - /* - if (state.shadow_fb.is_valid()) { - state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); - state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far; - state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset; - } else { - state.light_uniforms[index].shadow_pixel_size = 1.0; - state.light_uniforms[index].shadow_z_far_inv = 1.0; - state.light_uniforms[index].shadow_y_ofs = 0; - } - */ + if (state.shadow_fb != 0) { + state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); + state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far; + state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset; + } else { + state.light_uniforms[index].shadow_pixel_size = 1.0; + state.light_uniforms[index].shadow_z_far_inv = 1.0; + state.light_uniforms[index].shadow_y_ofs = 0; + } + state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT; state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT; - /* + if (clight->shadow.enabled) { state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW; } - */ if (clight->texture.is_valid()) { Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture); @@ -313,6 +295,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ } glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2); glBindTexture(GL_TEXTURE_2D, texture_atlas); + GLuint shadow_tex = state.shadow_texture; + if (shadow_tex == 0) { + GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE)); + shadow_tex = tex->tex_id; + } + glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, shadow_tex); } { @@ -342,8 +331,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x; state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y; - glViewport(0, 0, render_target_size.x, render_target_size.y); - state_buffer.time = state.time; state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel; @@ -366,6 +353,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height; state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); + glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo); glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW); @@ -375,11 +363,17 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_ glBindBuffer(GL_UNIFORM_BUFFER, 0); } + glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5); + glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target)); + { state.default_filter = p_default_filter; state.default_repeat = p_default_repeat; } + Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target); + glViewport(0, 0, render_target_size.x, render_target_size.y); + r_sdf_used = false; int item_count = 0; bool backbuffer_cleared = false; @@ -621,6 +615,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant; uint64_t specialization = 0; specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled); + specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1; _bind_material(material_data, variant, specialization); GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode; @@ -1395,28 +1390,516 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) { } void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) { + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); + ERR_FAIL_COND(!cl); + + cl->shadow.enabled = p_enable; } void RasterizerCanvasGLES3::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) { + GLES3::Config *config = GLES3::Config::get_singleton(); + + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); + ERR_FAIL_COND(!cl->shadow.enabled); + + _update_shadow_atlas(); + + cl->shadow.z_far = p_far; + cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2); + + glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb); + glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2); + + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glDisable(GL_BLEND); + + glEnable(GL_SCISSOR_TEST); + glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2); + glClearColor(p_far, p_far, p_far, 1.0); + glClearDepth(1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glCullFace(GL_BACK); + glDisable(GL_CULL_FACE); + RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + + CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA; + shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant); + + for (int i = 0; i < 4; i++) { + glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); + + Projection projection; + { + real_t fov = 90; + real_t nearp = p_near; + real_t farp = p_far; + real_t aspect = 1.0; + + real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); + real_t ymin = -ymax; + real_t xmin = ymin * aspect; + real_t xmax = ymax * aspect; + + projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); + } + + Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); + + projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant); + + static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, p_far, shadow_render.shader_version, variant); + + LightOccluderInstance *instance = p_occluders; + + while (instance) { + OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); + + if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) { + instance = instance->next; + continue; + } + + Transform2D modelview = p_light_xform * instance->xform_cache; + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant); + + if (co->cull_mode != cull_mode) { + if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) { + glDisable(GL_CULL_FACE); + } else { + if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) { + // Last time was disabled, so enable and set proper face. + glEnable(GL_CULL_FACE); + } + glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK); + } + cull_mode = co->cull_mode; + } + + glBindVertexArray(co->vertex_array); + glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0); + + instance = instance->next; + } + } + + glBindVertexArray(0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); } void RasterizerCanvasGLES3::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) { + GLES3::Config *config = GLES3::Config::get_singleton(); + + CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); + ERR_FAIL_COND(!cl->shadow.enabled); + + _update_shadow_atlas(); + + Vector2 light_dir = p_light_xform.columns[1].normalized(); + + Vector2 center = p_clip_rect.get_center(); + + float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center)); + + Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance); + float distance = to_edge_distance * 2.0 + p_cull_distance; + float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle + + cl->shadow.z_far = distance; + cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2); + + Transform2D to_light_xform; + + to_light_xform[2] = from_pos; + to_light_xform[1] = light_dir; + to_light_xform[0] = -light_dir.orthogonal(); + + to_light_xform.invert(); + + glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb); + glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2); + + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LESS); + glDisable(GL_BLEND); + + glEnable(GL_SCISSOR_TEST); + glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2); + glClearColor(1.0, 1.0, 1.0, 1.0); + glClearDepth(1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glCullFace(GL_BACK); + glDisable(GL_CULL_FACE); + RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + + CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA; + shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant); + + Projection projection; + projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance); + projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); + + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 1.0, shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, distance, shadow_render.shader_version, variant); + + LightOccluderInstance *instance = p_occluders; + + while (instance) { + OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder); + + if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) { + instance = instance->next; + continue; + } + + Transform2D modelview = to_light_xform * instance->xform_cache; + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant); + + if (co->cull_mode != cull_mode) { + if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) { + glDisable(GL_CULL_FACE); + } else { + if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) { + // Last time was disabled, so enable and set proper face. + glEnable(GL_CULL_FACE); + } + glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK); + } + cull_mode = co->cull_mode; + } + + glBindVertexArray(co->vertex_array); + glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0); + + instance = instance->next; + } + + Transform2D to_shadow; + to_shadow.columns[0].x = 1.0 / -(half_size * 2.0); + to_shadow.columns[2].x = 0.5; + + cl->shadow.directional_xform = to_shadow * to_light_xform; + + glBindVertexArray(0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glDisable(GL_CULL_FACE); +} + +void RasterizerCanvasGLES3::_update_shadow_atlas() { + GLES3::Config *config = GLES3::Config::get_singleton(); + + if (state.shadow_fb == 0) { + glActiveTexture(GL_TEXTURE0); + + glGenFramebuffers(1, &state.shadow_fb); + glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb); + + glGenRenderbuffers(1, &state.shadow_depth_buffer); + glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer); + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer); + + glGenTextures(1, &state.shadow_texture); + glBindTexture(GL_TEXTURE_2D, state.shadow_texture); + if (config->float_texture_supported) { + glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr); + } else { + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + } + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0); + + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + if (status != GL_FRAMEBUFFER_COMPLETE) { + glDeleteFramebuffers(1, &state.shadow_fb); + glDeleteTextures(1, &state.shadow_texture); + glDeleteRenderbuffers(1, &state.shadow_depth_buffer); + state.shadow_fb = 0; + state.shadow_texture = 0; + state.shadow_depth_buffer = 0; + WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status)); + } + glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); + } } void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) { + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + + GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target); + Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target); + + Transform2D to_sdf; + to_sdf.columns[0] *= rect.size.width; + to_sdf.columns[1] *= rect.size.height; + to_sdf.columns[2] = rect.position; + + Transform2D to_clip; + to_clip.columns[0] *= 2.0; + to_clip.columns[1] *= 2.0; + to_clip.columns[2] = -Vector2(1.0, 1.0); + + to_clip = to_clip * to_sdf.affine_inverse(); + + glBindFramebuffer(GL_FRAMEBUFFER, fb); + glViewport(0, 0, rect.size.width, rect.size.height); + + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + glDisable(GL_CULL_FACE); + glDisable(GL_SCISSOR_TEST); + + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + + CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF; + shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant); + + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant); + + LightOccluderInstance *instance = p_occluders; + + while (instance) { + OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder); + + if (!oc || oc->sdf_vertex_array == 0) { + instance = instance->next; + continue; + } + + Transform2D modelview = to_clip * instance->xform_cache; + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant); + + glBindVertexArray(oc->sdf_vertex_array); + glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0); + + instance = instance->next; + } + + texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it + glBindVertexArray(0); + glBindFramebuffer(GL_FRAMEBUFFER, 0); } RID RasterizerCanvasGLES3::occluder_polygon_create() { - return RID(); + OccluderPolygon occluder; + + return occluder_polygon_owner.make_rid(occluder); } void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector &p_points, bool p_closed) { + OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder); + ERR_FAIL_COND(!oc); + + Vector lines; + + if (p_points.size()) { + int lc = p_points.size() * 2; + + lines.resize(lc - (p_closed ? 0 : 2)); + { + Vector2 *w = lines.ptrw(); + const Vector2 *r = p_points.ptr(); + + int max = lc / 2; + if (!p_closed) { + max--; + } + for (int i = 0; i < max; i++) { + Vector2 a = r[i]; + Vector2 b = r[(i + 1) % (lc / 2)]; + w[i * 2 + 0] = a; + w[i * 2 + 1] = b; + } + } + } + + if (oc->line_point_count != lines.size() && oc->vertex_array != 0) { + glDeleteVertexArrays(1, &oc->vertex_array); + glDeleteBuffers(1, &oc->vertex_buffer); + glDeleteBuffers(1, &oc->index_buffer); + + oc->vertex_array = 0; + oc->vertex_buffer = 0; + oc->index_buffer = 0; + } + + if (lines.size()) { + Vector geometry; + Vector indices; + int lc = lines.size(); + + geometry.resize(lc * 6 * sizeof(float)); + indices.resize(lc * 3 * sizeof(uint16_t)); + + { + uint8_t *vw = geometry.ptrw(); + float *vwptr = reinterpret_cast(vw); + uint8_t *iw = indices.ptrw(); + uint16_t *iwptr = (uint16_t *)iw; + + const Vector2 *lr = lines.ptr(); + + const int POLY_HEIGHT = 16384; + + for (int i = 0; i < lc / 2; i++) { + vwptr[i * 12 + 0] = lr[i * 2 + 0].x; + vwptr[i * 12 + 1] = lr[i * 2 + 0].y; + vwptr[i * 12 + 2] = POLY_HEIGHT; + + vwptr[i * 12 + 3] = lr[i * 2 + 1].x; + vwptr[i * 12 + 4] = lr[i * 2 + 1].y; + vwptr[i * 12 + 5] = POLY_HEIGHT; + + vwptr[i * 12 + 6] = lr[i * 2 + 1].x; + vwptr[i * 12 + 7] = lr[i * 2 + 1].y; + vwptr[i * 12 + 8] = -POLY_HEIGHT; + + vwptr[i * 12 + 9] = lr[i * 2 + 0].x; + vwptr[i * 12 + 10] = lr[i * 2 + 0].y; + vwptr[i * 12 + 11] = -POLY_HEIGHT; + + iwptr[i * 6 + 0] = i * 4 + 0; + iwptr[i * 6 + 1] = i * 4 + 1; + iwptr[i * 6 + 2] = i * 4 + 2; + + iwptr[i * 6 + 3] = i * 4 + 2; + iwptr[i * 6 + 4] = i * 4 + 3; + iwptr[i * 6 + 5] = i * 4 + 0; + } + } + + if (oc->vertex_array == 0) { + oc->line_point_count = lc; + glGenVertexArrays(1, &oc->vertex_array); + glBindVertexArray(oc->vertex_array); + glGenBuffers(1, &oc->vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer); + + glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr); + + glGenBuffers(1, &oc->index_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW); + glBindVertexArray(0); + } else { + glBindVertexArray(oc->vertex_array); + glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW); + } + } + + // sdf + + Vector sdf_indices; + + if (p_points.size()) { + if (p_closed) { + sdf_indices = Geometry2D::triangulate_polygon(p_points); + oc->sdf_is_lines = false; + } else { + int max = p_points.size(); + sdf_indices.resize(max * 2); + + int *iw = sdf_indices.ptrw(); + for (int i = 0; i < max; i++) { + iw[i * 2 + 0] = i; + iw[i * 2 + 1] = (i + 1) % max; + } + oc->sdf_is_lines = true; + } + } + + if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) { + glDeleteVertexArrays(1, &oc->sdf_vertex_array); + glDeleteBuffers(1, &oc->sdf_vertex_buffer); + glDeleteBuffers(1, &oc->sdf_index_buffer); + + oc->sdf_vertex_array = 0; + oc->sdf_vertex_buffer = 0; + oc->sdf_index_buffer = 0; + + oc->sdf_index_count = sdf_indices.size(); + oc->sdf_point_count = p_points.size(); + } + + if (sdf_indices.size()) { + if (oc->sdf_vertex_array == 0) { + oc->sdf_index_count = sdf_indices.size(); + oc->sdf_point_count = p_points.size(); + glGenVertexArrays(1, &oc->sdf_vertex_array); + glBindVertexArray(oc->sdf_vertex_array); + glGenBuffers(1, &oc->sdf_vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer); + + glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr); + + glGenBuffers(1, &oc->sdf_index_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW); + glBindVertexArray(0); + } else { + glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer); + glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + } } void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) { + OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder); + ERR_FAIL_COND(!oc); + oc->cull_mode = p_mode; } void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) { + GLES3::Config *config = GLES3::Config::get_singleton(); + p_size = nearest_power_of_2_templated(p_size); + if (p_size == state.shadow_texture_size) { + return; + } + + if (p_size > config->max_texture_size) { + p_size = config->max_texture_size; + WARN_PRINT("Attempting to set CanvasItem shadow atlas size to " + itos(p_size) + " which is beyond limit of " + itos(config->max_texture_size) + "supported by hardware."); + } + + state.shadow_texture_size = p_size; } bool RasterizerCanvasGLES3::free(RID p_rid) { @@ -1424,6 +1907,9 @@ bool RasterizerCanvasGLES3::free(RID p_rid) { CanvasLight *cl = canvas_light_owner.get_or_null(p_rid); ERR_FAIL_COND_V(!cl, false); canvas_light_owner.free(p_rid); + } else if (occluder_polygon_owner.owns(p_rid)) { + occluder_polygon_set_shape(p_rid, Vector(), false); + occluder_polygon_owner.free(p_rid); } else { return false; } @@ -1623,16 +2109,16 @@ void RasterizerCanvasGLES3::reset_canvas() { glEnable(GL_BLEND); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); + glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0); + glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } -void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) { -} - -void RasterizerCanvasGLES3::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, Projection *p_xform_cache) { -} - void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) { } @@ -1663,7 +2149,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec polygon_buffer.resize(buffer_size * sizeof(float)); { glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer); - glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary uint8_t *r = polygon_buffer.ptrw(); float *fptr = reinterpret_cast(r); uint32_t *uptr = (uint32_t *)r; @@ -1772,7 +2257,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec } glGenBuffers(1, &pb.index_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW); pb.count = p_indices.size(); } @@ -2064,6 +2548,9 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() { data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create(); GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD); + shadow_render.shader.initialize(); + shadow_render.shader_version = shadow_render.shader.version_create(); + { default_canvas_group_shader = material_storage->shader_allocate(); material_storage->shader_initialize(default_canvas_group_shader); @@ -2116,9 +2603,11 @@ void fragment() { } RasterizerCanvasGLES3::~RasterizerCanvasGLES3() { - GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + singleton = nullptr; + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version); + shadow_render.shader.version_free(shadow_render.shader_version); material_storage->material_free(default_canvas_group_material); material_storage->shader_free(default_canvas_group_shader); material_storage->material_free(default_clip_children_material); @@ -2134,6 +2623,15 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() { GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture); memdelete_arr(state.instance_data_array); memdelete_arr(state.light_uniforms); + + if (state.shadow_fb != 0) { + glDeleteFramebuffers(1, &state.shadow_fb); + glDeleteTextures(1, &state.shadow_texture); + glDeleteRenderbuffers(1, &state.shadow_depth_buffer); + state.shadow_fb = 0; + state.shadow_texture = 0; + state.shadow_depth_buffer = 0; + } } #endif // GLES3_ENABLED diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h index aee2782b628..d672d05e146 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.h +++ b/drivers/gles3/rasterizer_canvas_gles3.h @@ -40,6 +40,7 @@ #include "storage/texture_storage.h" #include "shaders/canvas.glsl.gen.h" +#include "shaders/canvas_occlusion.glsl.gen.h" class RasterizerSceneGLES3; @@ -102,10 +103,40 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender { struct CanvasLight { RID texture; + struct { + bool enabled = false; + float z_far; + float y_offset; + Transform2D directional_xform; + } shadow; }; RID_Owner 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 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 @@ -153,9 +184,9 @@ public: }; struct PolygonBuffers { - GLuint vertex_buffer; - GLuint vertex_array; - GLuint index_buffer; + GLuint vertex_buffer = 0; + GLuint vertex_array = 0; + GLuint index_buffer = 0; int count = 0; bool color_disabled = false; Color color; @@ -265,6 +296,11 @@ public: 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 = RID(); @@ -295,9 +331,6 @@ public: 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(); - 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, Projection *p_xform_cache); - - virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override; RID light_create() override; void light_set_texture(RID p_rid, RID p_texture) override; diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h index 760b5e5ddb1..f5b4a8cb3ce 100644 --- a/drivers/gles3/shader_gles3.h +++ b/drivers/gles3/shader_gles3.h @@ -208,8 +208,10 @@ protected: spec = version->variants[p_variant].lookup_ptr(specialization_default_mask); } - ERR_FAIL_COND(!spec); // Should never happen - ERR_FAIL_COND(!spec->ok); // Should never happen + if (!spec || !spec->ok) { + WARN_PRINT_ONCE("shader failed to compile, unable to bind shader."); + return; + } glUseProgram(spec->id); current_shader = spec; diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index 83ffe8b1e1b..b8bb08ec345 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -17,3 +17,5 @@ if "GLES3_GLSL" in env["BUILDERS"]: env.GLES3_GLSL("scene.glsl") env.GLES3_GLSL("sky.glsl") env.GLES3_GLSL("cubemap_filter.glsl") + env.GLES3_GLSL("canvas_occlusion.glsl") + env.GLES3_GLSL("canvas_sdf.glsl") diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 23db41802e5..ca806304c5f 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -10,6 +10,7 @@ mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING #[specializations] DISABLE_LIGHTING = false +USE_RGBA_SHADOWS = false #[vertex] @@ -213,8 +214,8 @@ void main() { #ifndef DISABLE_LIGHTING uniform sampler2D atlas_texture; //texunit:-2 +uniform sampler2D shadow_atlas_texture; //texunit:-3 #endif // DISABLE_LIGHTING -//uniform sampler2D shadow_atlas_texture; //texunit:-3 uniform sampler2D screen_texture; //texunit:-4 uniform sampler2D sdf_texture; //texunit:-5 uniform sampler2D normal_texture; //texunit:-6 @@ -245,6 +246,35 @@ layout(std140) uniform MaterialUniforms{ #endif #GLOBALS + +float vec4_to_float(vec4 p_vec) { + return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0; +} + +vec2 screen_uv_to_sdf(vec2 p_uv) { + return screen_to_sdf * p_uv; +} + +float texture_sdf(vec2 p_sdf) { + vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw; + float d = vec4_to_float(texture(sdf_texture, uv)); + d *= SDF_MAX_LENGTH; + return d * tex_to_sdf; +} + +vec2 texture_sdf_normal(vec2 p_sdf) { + vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw; + + const float EPSILON = 0.001; + return normalize(vec2( + vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))), + vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON))))); +} + +vec2 sdf_to_screen_uv(vec2 p_sdf) { + return p_sdf * sdf_to_screen; +} + #ifndef DISABLE_LIGHTING #ifdef LIGHT_CODE_USED @@ -299,6 +329,70 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig } } +#ifdef USE_RGBA_SHADOWS + +#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0) + +#else + +#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r) + +#endif + +#define SHADOW_TEST(m_uv) \ + { \ + highp float sd = SHADOW_DEPTH(m_uv); \ + shadow += step(sd, shadow_uv.z / shadow_uv.w); \ + } + +//float distance = length(shadow_pos); +vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv +#ifdef LIGHT_CODE_USED + , + vec3 shadow_modulate +#endif +) { + float shadow = 0.0; + uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK; + + if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) { + SHADOW_TEST(shadow_uv.xy); + } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) { + vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0); + shadow /= 5.0; + } else { //PCF13 + vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0); + shadow /= 13.0; + } + + vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color); +#ifdef LIGHT_CODE_USED + shadow_color.rgb *= shadow_modulate; +#endif + + shadow_color.a *= light_color.a; //respect light alpha + + return mix(light_color, shadow_color, shadow); +} + void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) { uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK; @@ -527,6 +621,19 @@ void main() { } #endif + if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + + vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0); + + light_color = light_shadow_compute(light_base, light_color, shadow_uv +#ifdef LIGHT_CODE_USED + , + shadow_modulate.rgb +#endif + ); + } + light_blend_compute(light_base, light_color, color.rgb); } @@ -584,6 +691,46 @@ void main() { light_color.a = 0.0; } + if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + + vec2 pos_norm = normalize(shadow_pos); + vec2 pos_abs = abs(pos_norm); + vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y); + vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot? + float tex_ofs; + float dist; + if (pos_rot.y > 0.0) { + if (pos_rot.x > 0.0) { + tex_ofs = pos_box.y * 0.125 + 0.125; + dist = shadow_pos.x; + } else { + tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125); + dist = shadow_pos.y; + } + } else { + if (pos_rot.x < 0.0) { + tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125); + dist = -shadow_pos.x; + } else { + tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125); + dist = -shadow_pos.y; + } + } + + dist *= light_array[light_base].shadow_zfar_inv; + + //float distance = length(shadow_pos); + vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0); + + light_color = light_shadow_compute(light_base, light_color, shadow_uv +#ifdef LIGHT_CODE_USED + , + shadow_modulate.rgb +#endif + ); + } + light_blend_compute(light_base, light_color, color.rgb); } #endif diff --git a/drivers/gles3/shaders/canvas_occlusion.glsl b/drivers/gles3/shaders/canvas_occlusion.glsl new file mode 100644 index 00000000000..512800839ab --- /dev/null +++ b/drivers/gles3/shaders/canvas_occlusion.glsl @@ -0,0 +1,68 @@ +/* clang-format off */ +#[modes] + +mode_sdf = +mode_shadow = #define MODE_SHADOW +mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS + +#[specializations] + +#[vertex] + +layout(location = 0) in vec3 vertex; + +uniform highp mat4 projection; +uniform highp vec4 modelview1; +uniform highp vec4 modelview2; +uniform highp vec2 direction; +uniform highp float z_far; + +#ifdef MODE_SHADOW +out float depth; +#endif + +void main() { + highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + +#ifdef MODE_SHADOW + depth = dot(direction, vtx.xy); +#endif + gl_Position = projection * vtx; +} + +#[fragment] + + +uniform highp mat4 projection; +uniform highp vec4 modelview1; +uniform highp vec4 modelview2; +uniform highp vec2 direction; +uniform highp float z_far; + +#ifdef MODE_SHADOW +in highp float depth; +#endif + +#ifdef USE_RGBA_SHADOWS +layout(location = 0) out lowp vec4 out_buf; +#else +layout(location = 0) out highp float out_buf; +#endif + +void main() { + float out_depth = 1.0; + +#ifdef MODE_SHADOW + out_depth = depth / z_far; +#endif + +#ifdef USE_RGBA_SHADOWS + out_depth = clamp(out_depth, -1.0, 1.0); + out_depth = out_depth * 0.5 + 0.5; + highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); + comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); + out_buf = comp; +#else + out_buf = out_depth; +#endif +} diff --git a/drivers/gles3/shaders/canvas_sdf.glsl b/drivers/gles3/shaders/canvas_sdf.glsl new file mode 100644 index 00000000000..424ec224575 --- /dev/null +++ b/drivers/gles3/shaders/canvas_sdf.glsl @@ -0,0 +1,205 @@ +/* clang-format off */ +#[modes] + +mode_load = #define MODE_LOAD +mode_load_shrink = #define MODE_LOAD_SHRINK +mode_process = #define MODE_PROCESS +mode_store = #define MODE_STORE +mode_store_shrink = #define MODE_STORE_SHRINK + +#[specializations] + +#[vertex] + +layout(location = 0) in vec2 vertex_attrib; + +/* clang-format on */ + +uniform ivec2 size; +uniform int stride; +uniform int shift; +uniform ivec2 base_size; + +void main() { + gl_Position = vec4(vertex_attrib, 1.0, 1.0); +} + +/* clang-format off */ +#[fragment] + +#define SDF_MAX_LENGTH 16384.0 + +#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) +uniform lowp sampler2D src_pixels;//texunit:0 +#else +uniform highp isampler2D src_process;//texunit:0 +#endif + +uniform ivec2 size; +uniform int stride; +uniform int shift; +uniform ivec2 base_size; + +#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) || defined(MODE_PROCESS) +layout(location = 0) out ivec4 distance_field; +#else +layout(location = 0) out vec4 distance_field; +#endif + +vec4 float_to_vec4(float p_float) { + highp vec4 comp = fract(p_float * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); + comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); + return comp; +} + +void main() { + ivec2 pos = ivec2(gl_FragCoord.xy); + +#ifdef MODE_LOAD + + bool solid = texelFetch(src_pixels, pos, 0).r > 0.5; + distance_field = solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0); +#endif + +#ifdef MODE_LOAD_SHRINK + + int s = 1 << shift; + ivec2 base = pos << shift; + ivec2 center = base + ivec2(shift); + + ivec2 rel = ivec2(32767); + float d = 1e20; + int found = 0; + int solid_found = 0; + for (int i = 0; i < s; i++) { + for (int j = 0; j < s; j++) { + ivec2 src_pos = base + ivec2(i, j); + if (any(greaterThanEqual(src_pos, base_size))) { + continue; + } + bool solid = texelFetch(src_pixels, src_pos, 0).r > 0.5; + if (solid) { + float dist = length(vec2(src_pos - center)); + if (dist < d) { + d = dist; + rel = src_pos; + } + solid_found++; + } + found++; + } + } + + if (solid_found == found) { + //mark solid only if all are solid + rel = ivec2(-32767); + } + + distance_field = ivec4(rel, 0, 0); +#endif + +#ifdef MODE_PROCESS + + ivec2 base = pos << shift; + ivec2 center = base + ivec2(shift); + + ivec2 rel = texelFetch(src_process, pos, 0).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + + if (center != rel) { + //only process if it does not point to itself + const int ofs_table_size = 8; + const ivec2 ofs_table[ofs_table_size] = ivec2[]( + ivec2(-1, -1), + ivec2(0, -1), + ivec2(+1, -1), + + ivec2(-1, 0), + ivec2(+1, 0), + + ivec2(-1, +1), + ivec2(0, +1), + ivec2(+1, +1)); + + float dist = length(vec2(rel - center)); + for (int i = 0; i < ofs_table_size; i++) { + ivec2 src_pos = pos + ofs_table[i] * stride; + if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, size))) { + continue; + } + ivec2 src_rel = texelFetch(src_process, src_pos, 0).xy; + bool src_solid = src_rel.x < 0; + if (src_solid) { + src_rel = -src_rel - ivec2(1); + } + + if (src_solid != solid) { + src_rel = ivec2(src_pos << shift); //point to itself if of different type + } + + float src_dist = length(vec2(src_rel - center)); + if (src_dist < dist) { + dist = src_dist; + rel = src_rel; + } + } + } + + if (solid) { + rel = -rel - ivec2(1); + } + + distance_field = ivec4(rel, 0, 0); +#endif + +#ifdef MODE_STORE + + ivec2 rel = texelFetch(src_process, pos, 0).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + + float d = length(vec2(rel - pos)); + + if (solid) { + d = -d; + } + + d /= SDF_MAX_LENGTH; + d = clamp(d, -1.0, 1.0); + distance_field = float_to_vec4(d*0.5+0.5); + +#endif + +#ifdef MODE_STORE_SHRINK + + ivec2 base = pos << shift; + ivec2 center = base + ivec2(shift); + + ivec2 rel = texelFetch(src_process, pos, 0).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + + float d = length(vec2(rel - center)); + + if (solid) { + d = -d; + } + d /= SDF_MAX_LENGTH; + d = clamp(d, -1.0, 1.0); + distance_field = float_to_vec4(d*0.5+0.5); + +#endif +} diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl deleted file mode 100644 index 94485abd11b..00000000000 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ /dev/null @@ -1,60 +0,0 @@ -/* clang-format off */ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -layout(location = 0) in highp vec3 vertex; - -uniform highp mat4 projection_matrix; -/* clang-format on */ -uniform highp mat4 light_matrix; -uniform highp mat4 model_matrix; -uniform highp float distance_norm; - -out highp vec4 position_interp; - -void main() { - gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0))); - position_interp = gl_Position; -} - -/* clang-format off */ -[fragment] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif - -in highp vec4 position_interp; -/* clang-format on */ - -void main() { - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias - -#ifdef USE_RGBA_SHADOWS - - highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); - comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); - frag_color = comp; -#else - - frag_color = vec4(depth); -#endif -} diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 943df3b156d..0e0c361adda 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -71,7 +71,7 @@ Config::Config() { s3tc_supported = true; rgtc_supported = true; //RGTC - core since OpenGL version 3.0 #else - float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float"); + float_texture_supported = extensions.has("GL_EXT_color_buffer_float"); etc2_supported = true; #if defined(ANDROID_ENABLED) || defined(IOS_ENABLED) // Some Android devices report support for S3TC but we don't expect that and don't export the textures. @@ -84,24 +84,14 @@ Config::Config() { rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc"); #endif -#ifdef GLES_OVER_GL - use_rgba_2d_shadows = false; -#else - use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg")); -#endif - glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size); - glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &max_viewport_size); + glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size); glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment); - // the use skeleton software path should be used if either float texture is not supported, - // OR max_vertex_texture_image_units is zero - use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0); - support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic"); if (support_anisotropic_filter) { glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level); diff --git a/drivers/gles3/storage/config.h b/drivers/gles3/storage/config.h index d4b38acd18c..87202fde84d 100644 --- a/drivers/gles3/storage/config.h +++ b/drivers/gles3/storage/config.h @@ -56,15 +56,13 @@ private: public: bool use_nearest_mip_filter = false; - bool use_skeleton_software = false; bool use_depth_prepass = true; - bool use_rgba_2d_shadows = false; int max_vertex_texture_image_units = 0; int max_texture_image_units = 0; int max_texture_size = 0; + int max_viewport_size[2] = { 0, 0 }; int max_uniform_buffer_size = 0; - int max_viewport_size = 0; int max_renderable_elements = 0; int max_renderable_lights = 0; int max_lights_per_object = 0; diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp index 524ff14cc96..a7e5001271e 100644 --- a/drivers/gles3/storage/texture_storage.cpp +++ b/drivers/gles3/storage/texture_storage.cpp @@ -207,6 +207,11 @@ TextureStorage::TextureStorage() { glBindTexture(GL_TEXTURE_2D, 0); + { + sdf_shader.shader.initialize(); + sdf_shader.shader_version = sdf_shader.shader.version_create(); + } + #ifdef GLES_OVER_GL glEnable(GL_PROGRAM_POINT_SIZE); #endif @@ -222,6 +227,7 @@ TextureStorage::~TextureStorage() { texture_atlas.texture = 0; glDeleteFramebuffers(1, &texture_atlas.framebuffer); texture_atlas.framebuffer = 0; + sdf_shader.shader.version_free(sdf_shader.shader_version); } //TODO, move back to storage @@ -276,55 +282,6 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS: ct->texture_repeat = p_repeat; } -/* CANVAS SHADOW */ - -RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) { - Config *config = Config::get_singleton(); - CanvasLightShadow *cls = memnew(CanvasLightShadow); - - if (p_width > config->max_texture_size) { - p_width = config->max_texture_size; - } - - cls->size = p_width; - cls->height = 16; - - glActiveTexture(GL_TEXTURE0); - - glGenFramebuffers(1, &cls->fbo); - glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo); - - glGenRenderbuffers(1, &cls->depth); - glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); - - glGenTextures(1, &cls->distance); - glBindTexture(GL_TEXTURE_2D, cls->distance); - if (config->use_rgba_2d_shadows) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); - } else { - glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr); - } - - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0); - - GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - //printf("errnum: %x\n",status); - glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo); - - if (status != GL_FRAMEBUFFER_COMPLETE) { - memdelete(cls); - ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID()); - } - - return canvas_light_shadow_owner.make_rid(cls); -} - /* Texture API */ Ref TextureStorage::_get_gl_image_and_format(const Ref &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const { @@ -1599,6 +1556,7 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) { rt->backbuffer = 0; rt->backbuffer_fbo = 0; } + _render_target_clear_sdf(rt); } RID TextureStorage::render_target_create() { @@ -1784,13 +1742,271 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) { } void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) { + return; + } + + rt->sdf_oversize = p_size; + rt->sdf_scale = p_scale; + + _render_target_clear_sdf(rt); +} + +Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const { + Size2i margin; + int scale; + switch (rt->sdf_oversize) { + case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: { + scale = 100; + } break; + case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: { + scale = 120; + } break; + case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: { + scale = 150; + } break; + case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: { + scale = 200; + } break; + default: { + } + } + + margin = (rt->size * scale / 100) - rt->size; + + Rect2i r(Vector2i(), rt->size); + r.position -= margin; + r.size += margin * 2; + + return r; } Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const { - return Rect2i(); + const RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, Rect2i()); + + return _render_target_get_sdf_rect(rt); } void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + + rt->sdf_enabled = p_enabled; +} + +bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const { + const RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, false); + + return rt->sdf_enabled; +} + +GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, 0); + if (rt->sdf_texture_read == 0) { + Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]); + return texture->tex_id; + } + + return rt->sdf_texture_read; +} + +void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) { + ERR_FAIL_COND(rt->sdf_texture_write_fb != 0); + + Size2i size = _render_target_get_sdf_rect(rt).size; + + glGenTextures(1, &rt->sdf_texture_write); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glGenFramebuffers(1, &rt->sdf_texture_write_fb); + glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0); + + int scale; + switch (rt->sdf_scale) { + case RS::VIEWPORT_SDF_SCALE_100_PERCENT: { + scale = 100; + } break; + case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { + scale = 50; + } break; + case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { + scale = 25; + } break; + default: { + scale = 100; + } break; + } + + rt->process_size = size * scale / 100; + rt->process_size.x = MAX(rt->process_size.x, 1); + rt->process_size.y = MAX(rt->process_size.y, 1); + + glGenTextures(2, rt->sdf_texture_process); + glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glGenTextures(1, &rt->sdf_texture_read); + glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +} + +void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) { + if (rt->sdf_texture_write_fb != 0) { + glDeleteTextures(1, &rt->sdf_texture_read); + glDeleteTextures(1, &rt->sdf_texture_write); + glDeleteTextures(2, rt->sdf_texture_process); + glDeleteFramebuffers(1, &rt->sdf_texture_write_fb); + rt->sdf_texture_read = 0; + rt->sdf_texture_write = 0; + rt->sdf_texture_process[0] = 0; + rt->sdf_texture_process[1] = 0; + rt->sdf_texture_write_fb = 0; + } +} + +GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) { + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND_V(!rt, 0); + + if (rt->sdf_texture_write_fb == 0) { + _render_target_allocate_sdf(rt); + } + + return rt->sdf_texture_write_fb; +} +void TextureStorage::render_target_sdf_process(RID p_render_target) { + CopyEffects *copy_effects = CopyEffects::get_singleton(); + + RenderTarget *rt = render_target_owner.get_or_null(p_render_target); + ERR_FAIL_COND(!rt); + ERR_FAIL_COND(rt->sdf_texture_write_fb == 0); + + Rect2i r = _render_target_get_sdf_rect(rt); + + Size2i size = r.size; + int32_t shift = 0; + + bool shrink = false; + + switch (rt->sdf_scale) { + case RS::VIEWPORT_SDF_SCALE_50_PERCENT: { + size[0] >>= 1; + size[1] >>= 1; + shift = 1; + shrink = true; + } break; + case RS::VIEWPORT_SDF_SCALE_25_PERCENT: { + size[0] >>= 2; + size[1] >>= 2; + shift = 2; + shrink = true; + } break; + default: { + }; + } + + GLuint temp_fb; + glGenFramebuffers(1, &temp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, temp_fb); + + // Load + CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD; + sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0); + glViewport(0, 0, size.width, size.height); + glEnable(GL_SCISSOR_TEST); + glScissor(0, 0, size.width, size.height); + + copy_effects->draw_screen_triangle(); + + // Process + + int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2); + + variant = CanvasSdfShaderGLES3::MODE_PROCESS; + sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant); + + bool swap = false; + + //jumpflood + while (stride > 0) { + glBindTexture(GL_TEXTURE_2D, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0); + glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]); + + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant); + + copy_effects->draw_screen_triangle(); + + stride /= 2; + swap = !swap; + } + + // Store + variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE; + sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant); + sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant); + + glBindTexture(GL_TEXTURE_2D, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0); + glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]); + + copy_effects->draw_screen_triangle(); + + glBindTexture(GL_TEXTURE_2D, 0); + glBindFramebuffer(GL_FRAMEBUFFER, system_fbo); + glDeleteFramebuffers(1, &temp_fb); + glDisable(GL_SCISSOR_TEST); } void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) { diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h index dbe39428aca..0b025c4370d 100644 --- a/drivers/gles3/storage/texture_storage.h +++ b/drivers/gles3/storage/texture_storage.h @@ -39,6 +39,8 @@ #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/storage/texture_storage.h" +#include "../shaders/canvas_sdf.glsl.gen.h" + // This must come first to avoid windows.h mess #include "platform_config.h" #ifndef OPENGL_INCLUDE_H @@ -84,18 +86,8 @@ namespace GLES3 { #define _GL_TEXTURE_EXTERNAL_OES 0x8D65 -#ifdef GLES_OVER_GL -#define _GL_HALF_FLOAT_OES 0x140B -#else -#define _GL_HALF_FLOAT_OES 0x8D61 -#endif - #define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F -#define _RED_OES 0x1903 - -#define _DEPTH_COMPONENT24_OES 0x81A6 - #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf #endif //!GLES_OVER_GL @@ -128,17 +120,6 @@ struct CanvasTexture { RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; }; -/* CANVAS SHADOW */ - -struct CanvasLightShadow { - RID self; - int size; - int height; - GLuint fbo; - GLuint depth; - GLuint distance; //for older devices -}; - struct RenderTarget; struct Texture { @@ -337,6 +318,15 @@ struct RenderTarget { GLuint color_type = GL_UNSIGNED_BYTE; Image::Format image_format = Image::FORMAT_RGBA8; + GLuint sdf_texture_write = 0; + GLuint sdf_texture_write_fb = 0; + GLuint sdf_texture_process[2] = { 0, 0 }; + GLuint sdf_texture_read = 0; + RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT; + RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT; + Size2i process_size; + bool sdf_enabled = false; + bool is_transparent = false; bool direct_to_screen = false; @@ -362,10 +352,6 @@ private: RID_Owner canvas_texture_owner; - /* CANVAS SHADOW */ - - RID_PtrOwner canvas_light_shadow_owner; - /* Texture API */ mutable RID_Owner texture_owner; @@ -411,6 +397,14 @@ private: void _clear_render_target(RenderTarget *rt); void _update_render_target(RenderTarget *rt); void _create_render_target_backbuffer(RenderTarget *rt); + void _render_target_allocate_sdf(RenderTarget *rt); + void _render_target_clear_sdf(RenderTarget *rt); + Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const; + + struct RenderTargetSDF { + CanvasSdfShaderGLES3 shader; + RID shader_version; + } sdf_shader; public: static TextureStorage *get_singleton(); @@ -437,10 +431,6 @@ public: virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override; virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override; - /* CANVAS SHADOW */ - - RID canvas_light_shadow_buffer_create(int p_width); - /* Texture API */ Texture *get_texture(RID p_rid) { @@ -586,9 +576,13 @@ public: void render_target_disable_clear_request(RID p_render_target) override; void render_target_do_clear_request(RID p_render_target) override; - void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override; - Rect2i render_target_get_sdf_rect(RID p_render_target) const override; - void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override; + virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override; + virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override; + GLuint render_target_get_sdf_texture(RID p_render_target); + GLuint render_target_get_sdf_framebuffer(RID p_render_target); + void render_target_sdf_process(RID p_render_target); + virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override; + bool render_target_is_sdf_enabled(RID p_render_target) const; void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps); void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color); diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp index 0a04f0d4d0c..58469c932d9 100644 --- a/drivers/gles3/storage/utilities.cpp +++ b/drivers/gles3/storage/utilities.cpp @@ -362,7 +362,7 @@ Size2i Utilities::get_maximum_viewport_size() const { return Size2i(); } - return Size2i(config->max_viewport_size, config->max_viewport_size); + return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]); } #endif // GLES3_ENABLED diff --git a/servers/rendering/dummy/rasterizer_canvas_dummy.h b/servers/rendering/dummy/rasterizer_canvas_dummy.h index 64c4cf50246..65c64e8115f 100644 --- a/servers/rendering/dummy/rasterizer_canvas_dummy.h +++ b/servers/rendering/dummy/rasterizer_canvas_dummy.h @@ -39,7 +39,6 @@ public: void free_polygon(PolygonID p_polygon) override {} 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 canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override {} RID light_create() override { return RID(); } void light_set_texture(RID p_rid, RID p_texture) override {} diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h index 6791ed96267..375358a5e81 100644 --- a/servers/rendering/renderer_canvas_render.h +++ b/servers/rendering/renderer_canvas_render.h @@ -476,7 +476,6 @@ public: }; virtual 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) = 0; - virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0; struct LightOccluderInstance { bool enabled; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index dc0214e3072..cbc5cc337cb 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -1914,11 +1914,12 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve } } - //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush + //if same buffer len is being set, just use buffer_update to avoid a pipeline flush if (oc->vertex_array.is_null()) { //create from scratch //vertices + // TODO: geometry is always of length lc * 6 * sizeof(float), so in doubles builds this will receive half the data it needs oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry); Vector buffer; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index 4f1f77af5e7..d1f3c9ec6a9 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -459,8 +459,6 @@ public: void 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, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used); - void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {} - virtual void set_shadow_texture_size(int p_size); void set_time(double p_time);