/*************************************************************************/ /* rasterizer_canvas_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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_RD_H #define RASTERIZER_CANVAS_RD_H #include "servers/visual/rasterizer.h" #include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h" #include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h" #include "servers/visual/rasterizer_rd/shader_compiler_rd.h" #include "servers/visual/rasterizer_rd/shaders/canvas.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/canvas_occlusion.glsl.gen.h" #include "servers/visual/rendering_device.h" class RasterizerCanvasRD : public RasterizerCanvas { RasterizerStorageRD *storage; enum ShaderVariant { SHADER_VARIANT_QUAD, SHADER_VARIANT_NINEPATCH, SHADER_VARIANT_PRIMITIVE, SHADER_VARIANT_PRIMITIVE_POINTS, SHADER_VARIANT_ATTRIBUTES, SHADER_VARIANT_ATTRIBUTES_POINTS, SHADER_VARIANT_QUAD_LIGHT, SHADER_VARIANT_NINEPATCH_LIGHT, SHADER_VARIANT_PRIMITIVE_LIGHT, SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT, SHADER_VARIANT_ATTRIBUTES_LIGHT, SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT, SHADER_VARIANT_MAX }; enum { FLAGS_INSTANCING_STRIDE_MASK = 0xF, FLAGS_INSTANCING_ENABLED = (1 << 4), FLAGS_INSTANCING_HAS_COLORS = (1 << 5), FLAGS_INSTANCING_COLOR_8BIT = (1 << 6), FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7), FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8), FLAGS_CLIP_RECT_UV = (1 << 9), FLAGS_TRANSPOSE_RECT = (1 << 10), FLAGS_USING_LIGHT_MASK = (1 << 11), FLAGS_NINEPACH_DRAW_CENTER = (1 << 12), FLAGS_USING_PARTICLES = (1 << 13), FLAGS_USE_PIXEL_SNAP = (1 << 14), FLAGS_USE_SKELETON = (1 << 15), FLAGS_NINEPATCH_H_MODE_SHIFT = 16, FLAGS_NINEPATCH_V_MODE_SHIFT = 18, FLAGS_LIGHT_COUNT_SHIFT = 20, FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26), FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27) }; 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, DEFAULT_MAX_LIGHTS_PER_ITEM = 16, DEFAULT_MAX_LIGHTS_PER_RENDER = 256 }; /****************/ /**** SHADER ****/ /****************/ enum PipelineVariant { PIPELINE_VARIANT_QUAD, PIPELINE_VARIANT_NINEPATCH, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_MAX }; enum PipelineLightMode { PIPELINE_LIGHT_MODE_DISABLED, PIPELINE_LIGHT_MODE_ENABLED, PIPELINE_LIGHT_MODE_MAX }; struct PipelineVariants { RenderPipelineVertexFormatCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX]; }; struct { CanvasShaderRD canvas_shader; RID default_version; RID default_version_rd_shader; RID default_version_rd_shader_light; RID quad_index_buffer; RID quad_index_array; PipelineVariants pipeline_variants; // default_skeleton uniform set RID default_skeleton_uniform_buffer; RID default_skeleton_texture_buffer; ShaderCompilerRD compiler; } shader; struct ShaderData : public RasterizerStorageRD::ShaderData { enum BlendMode { //used internally BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, BLEND_MODE_DISABLED, }; enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, LIGHT_MODE_LIGHT_ONLY }; bool valid; RID version; PipelineVariants pipeline_variants; String path; Map uniforms; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String code; Map default_texture_params; bool uses_screen_texture; bool uses_material_samplers; virtual void set_code(const String &p_Code); virtual void set_default_texture_param(const StringName &p_name, RID p_texture); virtual void get_param_list(List *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; virtual bool is_animated() const; virtual bool casts_shadows() const; virtual Variant get_default_parameter(const StringName &p_parameter) const; ShaderData(); virtual ~ShaderData(); }; RasterizerStorageRD::ShaderData *_create_shader_func(); static RasterizerStorageRD::ShaderData *_create_shader_funcs() { return static_cast(singleton)->_create_shader_func(); } struct MaterialData : public RasterizerStorageRD::MaterialData { uint64_t last_frame; ShaderData *shader_data; RID uniform_buffer; RID uniform_set; Vector texture_cache; Vector ubo_data; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual void update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~MaterialData(); }; RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) { return static_cast(singleton)->_create_material_func(static_cast(p_shader)); } /**************************/ /**** TEXTURE BINDINGS ****/ /**************************/ // bindings used to render commands, // cached for performance. struct TextureBindingKey { RID texture; RID normalmap; RID specular; RID multimesh; VS::CanvasItemTextureFilter texture_filter; VS::CanvasItemTextureRepeat texture_repeat; bool operator==(const TextureBindingKey &p_key) const { return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat; } }; struct TextureBindingKeyHasher { static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) { uint32_t hash = hash_djb2_one_64(p_key.texture.get_id()); hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash); hash = hash_djb2_one_64(p_key.specular.get_id(), hash); hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash); hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash); return hash; } }; struct TextureBinding { TextureBindingID id; TextureBindingKey key; SelfList to_dispose; uint32_t reference_count; RID uniform_set; TextureBinding() : to_dispose(this) { reference_count = 0; } }; struct { SelfList::List to_dispose_list; TextureBindingID id_generator; HashMap texture_key_bindings; HashMap texture_bindings; TextureBindingID default_empty; } bindings; RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh); void _dispose_bindings(); struct { VS::CanvasItemTextureFilter default_filter; VS::CanvasItemTextureRepeat default_repeat; } default_samplers; /******************/ /**** POLYGONS ****/ /******************/ struct PolygonBuffers { RD::VertexFormatID vertex_format_id; RID vertex_buffer; RID vertex_array; RID index_buffer; RID indices; }; struct { HashMap polygons; PolygonID last_id; } polygon_buffers; /********************/ /**** PRIMITIVES ****/ /********************/ struct { RID index_array[4]; } primitive_arrays; /*******************/ /**** MATERIALS ****/ /*******************/ /******************/ /**** LIGHTING ****/ /******************/ struct CanvasLight { RID texture; struct { int size; RID texture; RID depth; RID fb; } shadow; }; RID_Owner canvas_light_owner; struct ShadowRenderPushConstant { float projection[16]; float modelview[8]; float direction[2]; float pad[2]; }; struct OccluderPolygon { VS::CanvasOccluderPolygonCullMode cull_mode; int point_count; RID vertex_buffer; RID vertex_array; RID index_buffer; RID index_array; }; struct LightUniform { float matrix[8]; //light to texture coordinate matrix float shadow_matrix[8]; //light to shadow coordinate matrix float color[4]; float shadow_color[4]; float position[2]; uint32_t flags; //index to light texture float height; float shadow_pixel_size; float pad[3]; }; RID_Owner occluder_polygon_owner; struct { CanvasOcclusionShaderRD shader; RID shader_version; RID render_pipelines[3]; RD::VertexFormatID vertex_format; RD::FramebufferFormatID framebuffer_format; } shadow_render; /***************/ /**** STATE ****/ /***************/ //state that does not vary across rendering all items struct ItemStateData : public Item::CustomData { struct LightCache { uint64_t light_version; Light *light; }; LightCache light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM]; uint32_t light_cache_count; RID state_uniform_set_with_light; RID state_uniform_set; ItemStateData() { for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) { light_cache[i].light_version = 0; light_cache[i].light = NULL; } light_cache_count = 0xFFFFFFFF; } ~ItemStateData() { if (state_uniform_set_with_light.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set_with_light)) { RD::get_singleton()->free(state_uniform_set_with_light); } if (state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set)) { RD::get_singleton()->free(state_uniform_set); } } }; struct State { //state buffer struct Buffer { float canvas_transform[16]; float screen_transform[16]; float canvas_normal_transform[16]; float canvas_modulate[4]; float screen_pixel_size[2]; float time; float pad; //uint32_t light_count; //uint32_t pad[3]; }; LightUniform *light_uniforms; RID lights_uniform_buffer; RID canvas_state_buffer; RID shadow_sampler; uint32_t max_lights_per_render; uint32_t max_lights_per_item; double time; } state; struct PushConstant { float world[6]; uint32_t flags; uint32_t specular_shininess; union { //rect struct { float modulation[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 }; }; float color_texture_pixel_size[2]; uint32_t lights[4]; }; struct SkeletonUniform { float skeleton_transform[16]; float skeleton_inverse[16]; }; Item *items[MAX_RENDER_ITEMS]; Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags); void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants); void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set); _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 Transform &p_transform, float *p_mat4); _FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss); public: TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh); void free_texture_binding(TextureBindingID p_binding); PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()); void free_polygon(PolygonID p_polygon); RID light_create(); void light_set_texture(RID p_rid, RID p_texture); void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution); void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders); RID occluder_polygon_create(); void occluder_polygon_set_shape_as_lines(RID p_occluder, const PoolVector &p_lines); void occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode); void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform); void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){}; void draw_window_margins(int *p_margins, RID *p_margin_textures) {} void set_time(double p_time); void update(); bool free(RID p_rid); RasterizerCanvasRD(RasterizerStorageRD *p_storage); ~RasterizerCanvasRD(); }; #endif // RASTERIZER_CANVAS_RD_H