2549 lines
92 KiB
C++
2549 lines
92 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_rd.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "rasterizer_canvas_rd.h"
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#include "core/math/math_funcs.h"
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#include "core/project_settings.h"
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#include "rasterizer_rd.h"
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void RasterizerCanvasRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
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p_mat4[0] = p_transform.elements[0][0];
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p_mat4[1] = p_transform.elements[0][1];
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p_mat4[2] = 0;
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p_mat4[3] = 0;
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p_mat4[4] = p_transform.elements[1][0];
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p_mat4[5] = p_transform.elements[1][1];
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p_mat4[6] = 0;
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p_mat4[7] = 0;
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p_mat4[8] = 0;
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p_mat4[9] = 0;
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p_mat4[10] = 1;
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p_mat4[11] = 0;
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p_mat4[12] = p_transform.elements[2][0];
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p_mat4[13] = p_transform.elements[2][1];
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p_mat4[14] = 0;
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p_mat4[15] = 1;
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}
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void RasterizerCanvasRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
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p_mat2x4[0] = p_transform.elements[0][0];
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p_mat2x4[1] = p_transform.elements[1][0];
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p_mat2x4[2] = 0;
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p_mat2x4[3] = p_transform.elements[2][0];
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p_mat2x4[4] = p_transform.elements[0][1];
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p_mat2x4[5] = p_transform.elements[1][1];
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p_mat2x4[6] = 0;
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p_mat2x4[7] = p_transform.elements[2][1];
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}
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void RasterizerCanvasRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
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p_mat2x3[0] = p_transform.elements[0][0];
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p_mat2x3[1] = p_transform.elements[0][1];
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p_mat2x3[2] = p_transform.elements[1][0];
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p_mat2x3[3] = p_transform.elements[1][1];
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p_mat2x3[4] = p_transform.elements[2][0];
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p_mat2x3[5] = p_transform.elements[2][1];
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}
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void RasterizerCanvasRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) {
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p_mat4[0] = p_transform.basis.elements[0][0];
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p_mat4[1] = p_transform.basis.elements[1][0];
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p_mat4[2] = p_transform.basis.elements[2][0];
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p_mat4[3] = 0;
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p_mat4[4] = p_transform.basis.elements[0][1];
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p_mat4[5] = p_transform.basis.elements[1][1];
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p_mat4[6] = p_transform.basis.elements[2][1];
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p_mat4[7] = 0;
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p_mat4[8] = p_transform.basis.elements[0][2];
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p_mat4[9] = p_transform.basis.elements[1][2];
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p_mat4[10] = p_transform.basis.elements[2][2];
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p_mat4[11] = 0;
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p_mat4[12] = p_transform.origin.x;
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p_mat4[13] = p_transform.origin.y;
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p_mat4[14] = p_transform.origin.z;
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p_mat4[15] = 1;
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}
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void RasterizerCanvasRD::_update_specular_shininess(const Color &p_transform, uint32_t *r_ss) {
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*r_ss = uint32_t(CLAMP(p_transform.a * 255.0, 0, 255)) << 24;
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*r_ss |= uint32_t(CLAMP(p_transform.b * 255.0, 0, 255)) << 16;
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*r_ss |= uint32_t(CLAMP(p_transform.g * 255.0, 0, 255)) << 8;
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*r_ss |= uint32_t(CLAMP(p_transform.r * 255.0, 0, 255));
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}
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RID RasterizerCanvasRD::_create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
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Vector<RD::Uniform> uniform_set;
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{ // COLOR TEXTURE
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 1;
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RID texture = storage->texture_get_rd_texture(p_texture);
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if (!texture.is_valid()) {
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//use default white texture
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texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
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}
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u.ids.push_back(texture);
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uniform_set.push_back(u);
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}
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{ // NORMAL TEXTURE
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 2;
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RID texture = storage->texture_get_rd_texture(p_normalmap);
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if (!texture.is_valid()) {
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//use default normal texture
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texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
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}
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u.ids.push_back(texture);
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uniform_set.push_back(u);
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}
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{ // SPECULAR TEXTURE
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 3;
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RID texture = storage->texture_get_rd_texture(p_specular);
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if (!texture.is_valid()) {
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//use default white texture
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texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
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}
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u.ids.push_back(texture);
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uniform_set.push_back(u);
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}
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{ // SAMPLER
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_SAMPLER;
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u.binding = 4;
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RID sampler = storage->sampler_rd_get_default(p_filter, p_repeat);
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ERR_FAIL_COND_V(sampler.is_null(), RID());
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u.ids.push_back(sampler);
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uniform_set.push_back(u);
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}
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{ // MULTIMESH TEXTURE BUFFER
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RD::Uniform u;
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u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
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u.binding = 5;
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u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
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uniform_set.push_back(u);
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}
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return RD::get_singleton()->uniform_set_create(uniform_set, shader.default_version_rd_shader, 0);
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}
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RasterizerCanvas::TextureBindingID RasterizerCanvasRD::request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
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if (p_filter == VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
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p_filter = default_samplers.default_filter;
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}
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if (p_repeat == VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
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p_repeat = default_samplers.default_repeat;
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}
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TextureBindingKey key;
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key.texture = p_texture;
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key.normalmap = p_normalmap;
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key.specular = p_specular;
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key.multimesh = p_multimesh;
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key.texture_filter = p_filter;
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key.texture_repeat = p_repeat;
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TextureBinding *binding;
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TextureBindingID id;
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{
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TextureBindingID *idptr = bindings.texture_key_bindings.getptr(key);
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if (!idptr) {
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id = bindings.id_generator++;
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bindings.texture_key_bindings[key] = id;
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binding = memnew(TextureBinding);
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binding->key = key;
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binding->id = id;
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bindings.texture_bindings[id] = binding;
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} else {
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id = *idptr;
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binding = bindings.texture_bindings[id];
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}
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}
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binding->reference_count++;
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if (binding->to_dispose.in_list()) {
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//was queued for disposal previously, but ended up reused.
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bindings.to_dispose_list.remove(&binding->to_dispose);
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}
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if (binding->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
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binding->uniform_set = _create_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
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}
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return id;
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}
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void RasterizerCanvasRD::free_texture_binding(TextureBindingID p_binding) {
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TextureBinding **binding_ptr = bindings.texture_bindings.getptr(p_binding);
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ERR_FAIL_COND(!binding_ptr);
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TextureBinding *binding = *binding_ptr;
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ERR_FAIL_COND(binding->reference_count == 0);
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binding->reference_count--;
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if (binding->reference_count == 0) {
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bindings.to_dispose_list.add(&binding->to_dispose);
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}
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}
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void RasterizerCanvasRD::_dispose_bindings() {
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while (bindings.to_dispose_list.first()) {
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TextureBinding *binding = bindings.to_dispose_list.first()->self();
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if (binding->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
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RD::get_singleton()->free(binding->uniform_set);
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}
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bindings.texture_key_bindings.erase(binding->key);
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bindings.texture_bindings.erase(binding->id);
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bindings.to_dispose_list.remove(&binding->to_dispose);
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memdelete(binding);
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}
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}
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RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
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// Care must be taken to generate array formats
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// in ways where they could be reused, so we will
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// put single-occuring elements first, and repeated
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// elements later. This way the generated formats are
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// the same no matter the length of the arrays.
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// This dramatically reduces the amount of pipeline objects
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// that need to be created for these formats.
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uint32_t vertex_count = p_points.size();
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uint32_t stride = 2; //vertices always repeat
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if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
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stride += 4;
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}
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if ((uint32_t)p_uvs.size() == vertex_count) {
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stride += 2;
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}
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if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
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stride += 4;
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}
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uint32_t buffer_size = stride * p_points.size();
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PoolVector<uint8_t> polygon_buffer;
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polygon_buffer.resize(buffer_size * sizeof(float));
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Vector<RD::VertexDescription> descriptions;
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descriptions.resize(4);
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Vector<RID> buffers;
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buffers.resize(4);
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{
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PoolVector<uint8_t>::Read r = polygon_buffer.read();
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float *fptr = (float *)r.ptr();
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uint32_t *uptr = (uint32_t *)r.ptr();
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uint32_t base_offset = 0;
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{ //vertices
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RD::VertexDescription vd;
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vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
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vd.offset = base_offset * sizeof(float);
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vd.location = VS::ARRAY_VERTEX;
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vd.stride = stride * sizeof(float);
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descriptions.write[0] = vd;
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const Vector2 *points_ptr = p_points.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = points_ptr[i].x;
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fptr[base_offset + i * stride + 1] = points_ptr[i].y;
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}
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base_offset += 2;
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}
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//colors
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if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
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RD::VertexDescription vd;
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vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
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vd.offset = base_offset * sizeof(float);
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vd.location = VS::ARRAY_COLOR;
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vd.stride = stride * sizeof(float);
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descriptions.write[1] = vd;
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if (p_colors.size() == 1) {
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Color color = p_colors[0];
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = color.r;
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fptr[base_offset + i * stride + 1] = color.g;
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fptr[base_offset + i * stride + 2] = color.b;
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fptr[base_offset + i * stride + 3] = color.a;
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}
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} else {
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const Color *color_ptr = p_colors.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = color_ptr[i].r;
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fptr[base_offset + i * stride + 1] = color_ptr[i].g;
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fptr[base_offset + i * stride + 2] = color_ptr[i].b;
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fptr[base_offset + i * stride + 3] = color_ptr[i].a;
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}
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}
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base_offset += 4;
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} else {
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RD::VertexDescription vd;
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vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
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vd.offset = 0;
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vd.location = VS::ARRAY_COLOR;
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vd.stride = 0;
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descriptions.write[1] = vd;
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buffers.write[1] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_COLOR);
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}
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//uvs
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if ((uint32_t)p_uvs.size() == vertex_count) {
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RD::VertexDescription vd;
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vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
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vd.offset = base_offset * sizeof(float);
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vd.location = VS::ARRAY_TEX_UV;
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vd.stride = stride * sizeof(float);
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descriptions.write[2] = vd;
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const Vector2 *uv_ptr = p_uvs.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = uv_ptr[i].x;
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fptr[base_offset + i * stride + 1] = uv_ptr[i].y;
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}
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base_offset += 2;
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} else {
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RD::VertexDescription vd;
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vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
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vd.offset = 0;
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vd.location = VS::ARRAY_TEX_UV;
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vd.stride = 0;
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descriptions.write[2] = vd;
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buffers.write[2] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
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}
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//bones
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if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
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RD::VertexDescription vd;
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vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
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vd.offset = base_offset * sizeof(float);
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vd.location = VS::ARRAY_BONES;
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vd.stride = stride * sizeof(float);
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descriptions.write[3] = vd;
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const int *bone_ptr = p_bones.ptr();
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const float *weight_ptr = p_weights.ptr();
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for (uint32_t i = 0; i < vertex_count; i++) {
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uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
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uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride + 2];
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bone16w[0] = bone_ptr[i * 4 + 0];
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bone16w[1] = bone_ptr[i * 4 + 1];
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bone16w[2] = bone_ptr[i * 4 + 2];
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bone16w[3] = bone_ptr[i * 4 + 3];
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weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
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weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
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weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
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weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
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}
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base_offset += 4;
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} else {
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RD::VertexDescription vd;
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vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
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vd.offset = 0;
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vd.location = VS::ARRAY_BONES;
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vd.stride = 0;
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descriptions.write[3] = vd;
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buffers.write[3] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_BONES);
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}
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//check that everything is as it should be
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ERR_FAIL_COND_V(base_offset != stride, 0); //bug
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}
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RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions);
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ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0);
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PolygonBuffers pb;
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pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer);
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for (int i = 0; i < descriptions.size(); i++) {
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if (buffers[i] == RID()) { //if put in vertex, use as vertex
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buffers.write[i] = pb.vertex_buffer;
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}
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}
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pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers);
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if (p_indices.size()) {
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//create indices, as indices were requested
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PoolVector<uint8_t> index_buffer;
|
|
index_buffer.resize(p_indices.size() * sizeof(int32_t));
|
|
{
|
|
PoolVector<uint8_t>::Write w = index_buffer.write();
|
|
copymem(w.ptr(), p_indices.ptr(), sizeof(int32_t) * p_indices.size());
|
|
}
|
|
pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
|
|
pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size());
|
|
}
|
|
|
|
pb.vertex_format_id = vertex_id;
|
|
|
|
PolygonID id = polygon_buffers.last_id++;
|
|
|
|
polygon_buffers.polygons[id] = pb;
|
|
|
|
return id;
|
|
}
|
|
|
|
void RasterizerCanvasRD::free_polygon(PolygonID p_polygon) {
|
|
|
|
PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
|
|
ERR_FAIL_COND(!pb_ptr);
|
|
|
|
PolygonBuffers &pb = *pb_ptr;
|
|
|
|
if (pb.indices.is_valid()) {
|
|
RD::get_singleton()->free(pb.indices);
|
|
}
|
|
if (pb.index_buffer.is_valid()) {
|
|
RD::get_singleton()->free(pb.index_buffer);
|
|
}
|
|
|
|
RD::get_singleton()->free(pb.vertex_array);
|
|
RD::get_singleton()->free(pb.vertex_buffer);
|
|
|
|
polygon_buffers.polygons.erase(p_polygon);
|
|
}
|
|
|
|
Size2i RasterizerCanvasRD::_bind_texture_binding(TextureBindingID p_binding, RD::DrawListID p_draw_list, uint32_t &flags) {
|
|
|
|
TextureBinding **texture_binding_ptr = bindings.texture_bindings.getptr(p_binding);
|
|
ERR_FAIL_COND_V(!texture_binding_ptr, Size2i());
|
|
TextureBinding *texture_binding = *texture_binding_ptr;
|
|
|
|
if (texture_binding->key.normalmap.is_valid()) {
|
|
flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
|
|
}
|
|
if (texture_binding->key.specular.is_valid()) {
|
|
flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
|
|
}
|
|
|
|
if (!RD::get_singleton()->uniform_set_is_valid(texture_binding->uniform_set)) {
|
|
//texture may have changed (erased or replaced, see if we can fix)
|
|
texture_binding->uniform_set = _create_texture_binding(texture_binding->key.texture, texture_binding->key.normalmap, texture_binding->key.specular, texture_binding->key.texture_filter, texture_binding->key.texture_repeat, texture_binding->key.multimesh);
|
|
ERR_FAIL_COND_V(!texture_binding->uniform_set.is_valid(), Size2i(1, 1));
|
|
}
|
|
|
|
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, texture_binding->uniform_set, 0);
|
|
if (texture_binding->key.texture.is_valid()) {
|
|
return storage->texture_2d_get_size(texture_binding->key.texture);
|
|
} else {
|
|
return Size2i(1, 1);
|
|
}
|
|
}
|
|
|
|
////////////////////
|
|
void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
|
|
|
|
//create an empty push constant
|
|
|
|
PushConstant push_constant;
|
|
Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
|
|
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
|
|
|
|
Color base_color = p_item->final_modulate;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
push_constant.modulation[i] = 0;
|
|
push_constant.ninepatch_margins[i] = 0;
|
|
push_constant.src_rect[i] = 0;
|
|
push_constant.dst_rect[i] = 0;
|
|
}
|
|
push_constant.flags = 0;
|
|
push_constant.color_texture_pixel_size[0] = 0;
|
|
push_constant.color_texture_pixel_size[1] = 0;
|
|
|
|
push_constant.pad[1] = 0;
|
|
push_constant.pad[2] = 0;
|
|
push_constant.pad[3] = 0;
|
|
|
|
push_constant.lights[0] = 0;
|
|
push_constant.lights[1] = 0;
|
|
push_constant.lights[2] = 0;
|
|
push_constant.lights[3] = 0;
|
|
|
|
uint32_t base_flags = 0;
|
|
|
|
bool light_uniform_set_dirty = false;
|
|
|
|
if (!p_item->custom_data) {
|
|
p_item->custom_data = memnew(ItemStateData);
|
|
light_uniform_set_dirty = true;
|
|
}
|
|
|
|
ItemStateData *state_data = (ItemStateData *)p_item->custom_data;
|
|
|
|
Light *light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
|
|
uint16_t light_count = 0;
|
|
PipelineLightMode light_mode;
|
|
|
|
{
|
|
|
|
Light *light = p_lights;
|
|
|
|
while (light) {
|
|
|
|
if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
|
|
|
|
uint32_t light_index = light->render_index_cache;
|
|
push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
|
|
|
|
if (!light_uniform_set_dirty && (state_data->light_cache[light_count].light != light || state_data->light_cache[light_count].light_version != light->version)) {
|
|
light_uniform_set_dirty = true;
|
|
}
|
|
|
|
light_cache[light_count] = light;
|
|
|
|
light_count++;
|
|
if (light->mode == VS::CANVAS_LIGHT_MODE_MASK) {
|
|
base_flags |= FLAGS_USING_LIGHT_MASK;
|
|
}
|
|
if (light_count == state.max_lights_per_item) {
|
|
break;
|
|
}
|
|
}
|
|
light = light->next_ptr;
|
|
}
|
|
|
|
if (light_count != state_data->light_cache_count) {
|
|
light_uniform_set_dirty = true;
|
|
}
|
|
base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
|
|
}
|
|
|
|
{
|
|
|
|
RID &canvas_item_state = light_count ? state_data->state_uniform_set_with_light : state_data->state_uniform_set;
|
|
|
|
bool invalid_uniform = canvas_item_state.is_valid() && !RD::get_singleton()->uniform_set_is_valid(canvas_item_state);
|
|
|
|
if (canvas_item_state.is_null() || invalid_uniform || (light_count > 0 && light_uniform_set_dirty)) {
|
|
//re create canvas state
|
|
Vector<RD::Uniform> uniforms;
|
|
|
|
if (state_data->state_uniform_set_with_light.is_valid() && !invalid_uniform) {
|
|
RD::get_singleton()->free(canvas_item_state);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 0;
|
|
u.ids.push_back(state.canvas_state_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
if (false && p_item->skeleton.is_valid()) {
|
|
//bind skeleton stuff
|
|
} else {
|
|
//bind default
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
|
|
u.binding = 1;
|
|
u.ids.push_back(shader.default_skeleton_texture_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 2;
|
|
u.ids.push_back(shader.default_skeleton_uniform_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
}
|
|
|
|
//validate and update lighs if they are being used
|
|
|
|
if (light_count > 0) {
|
|
//recreate uniform set
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 3;
|
|
u.ids.push_back(state.lights_uniform_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
{
|
|
|
|
RD::Uniform u_lights;
|
|
u_lights.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u_lights.binding = 4;
|
|
|
|
RD::Uniform u_shadows;
|
|
u_shadows.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u_shadows.binding = 5;
|
|
|
|
//lights
|
|
for (uint32_t i = 0; i < state.max_lights_per_item; i++) {
|
|
if (i < light_count) {
|
|
|
|
CanvasLight *cl = canvas_light_owner.getornull(light_cache[i]->light_internal);
|
|
ERR_CONTINUE(!cl);
|
|
|
|
RID rd_texture;
|
|
|
|
if (cl->texture.is_valid()) {
|
|
rd_texture = storage->texture_get_rd_texture(cl->texture);
|
|
}
|
|
if (rd_texture.is_valid()) {
|
|
u_lights.ids.push_back(rd_texture);
|
|
} else {
|
|
u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
|
}
|
|
if (cl->shadow.texture.is_valid()) {
|
|
u_shadows.ids.push_back(cl->shadow.texture);
|
|
} else {
|
|
u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
|
|
}
|
|
} else {
|
|
u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
|
|
u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
|
|
}
|
|
}
|
|
|
|
uniforms.push_back(u_lights);
|
|
uniforms.push_back(u_shadows);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_SAMPLER;
|
|
u.binding = 6;
|
|
u.ids.push_back(state.shadow_sampler);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader_light, 2);
|
|
} else {
|
|
canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 2);
|
|
}
|
|
}
|
|
|
|
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, canvas_item_state, 2);
|
|
}
|
|
|
|
light_mode = light_count > 0 ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
|
|
|
|
PipelineVariants *pipeline_variants = p_pipeline_variants;
|
|
|
|
bool reclip = false;
|
|
|
|
const Item::Command *c = p_item->commands;
|
|
while (c) {
|
|
push_constant.flags = base_flags; //reset on each command for sanity
|
|
push_constant.specular_shininess = 0xFFFFFFFF;
|
|
|
|
switch (c->type) {
|
|
case Item::Command::TYPE_RECT: {
|
|
|
|
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
|
|
|
|
//bind pipeline
|
|
{
|
|
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
//bind textures
|
|
|
|
Size2 texpixel_size;
|
|
{
|
|
texpixel_size = _bind_texture_binding(rect->texture_binding.binding_id, p_draw_list, push_constant.flags);
|
|
texpixel_size.x = 1.0 / texpixel_size.x;
|
|
texpixel_size.y = 1.0 / texpixel_size.y;
|
|
}
|
|
|
|
if (rect->specular_shininess.a < 0.999) {
|
|
push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
|
|
}
|
|
|
|
_update_specular_shininess(rect->specular_shininess, &push_constant.specular_shininess);
|
|
|
|
Rect2 src_rect;
|
|
Rect2 dst_rect;
|
|
|
|
if (texpixel_size != Vector2()) {
|
|
push_constant.color_texture_pixel_size[0] = texpixel_size.x;
|
|
push_constant.color_texture_pixel_size[1] = texpixel_size.y;
|
|
|
|
src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
|
|
dst_rect = Rect2(rect->rect.position, rect->rect.size);
|
|
|
|
if (dst_rect.size.width < 0) {
|
|
dst_rect.position.x += dst_rect.size.width;
|
|
dst_rect.size.width *= -1;
|
|
}
|
|
if (dst_rect.size.height < 0) {
|
|
dst_rect.position.y += dst_rect.size.height;
|
|
dst_rect.size.height *= -1;
|
|
}
|
|
|
|
if (rect->flags & CANVAS_RECT_FLIP_H) {
|
|
src_rect.size.x *= -1;
|
|
}
|
|
|
|
if (rect->flags & CANVAS_RECT_FLIP_V) {
|
|
src_rect.size.y *= -1;
|
|
}
|
|
|
|
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
|
|
dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform
|
|
}
|
|
|
|
if (rect->flags & CANVAS_RECT_CLIP_UV) {
|
|
push_constant.flags |= FLAGS_CLIP_RECT_UV;
|
|
}
|
|
|
|
} else {
|
|
dst_rect = Rect2(rect->rect.position, rect->rect.size);
|
|
|
|
if (dst_rect.size.width < 0) {
|
|
dst_rect.position.x += dst_rect.size.width;
|
|
dst_rect.size.width *= -1;
|
|
}
|
|
if (dst_rect.size.height < 0) {
|
|
dst_rect.position.y += dst_rect.size.height;
|
|
dst_rect.size.height *= -1;
|
|
}
|
|
|
|
src_rect = Rect2(0, 0, 1, 1);
|
|
texpixel_size = Vector2(1, 1);
|
|
}
|
|
|
|
push_constant.modulation[0] = rect->modulate.r * base_color.r;
|
|
push_constant.modulation[1] = rect->modulate.g * base_color.g;
|
|
push_constant.modulation[2] = rect->modulate.b * base_color.b;
|
|
push_constant.modulation[3] = rect->modulate.a * base_color.a;
|
|
|
|
push_constant.src_rect[0] = src_rect.position.x;
|
|
push_constant.src_rect[1] = src_rect.position.y;
|
|
push_constant.src_rect[2] = src_rect.size.width;
|
|
push_constant.src_rect[3] = src_rect.size.height;
|
|
|
|
push_constant.dst_rect[0] = dst_rect.position.x;
|
|
push_constant.dst_rect[1] = dst_rect.position.y;
|
|
push_constant.dst_rect[2] = dst_rect.size.width;
|
|
push_constant.dst_rect[3] = dst_rect.size.height;
|
|
|
|
push_constant.color_texture_pixel_size[0] = texpixel_size.x;
|
|
push_constant.color_texture_pixel_size[1] = texpixel_size.y;
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
|
|
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
|
|
RD::get_singleton()->draw_list_draw(p_draw_list, true);
|
|
|
|
} break;
|
|
|
|
case Item::Command::TYPE_NINEPATCH: {
|
|
|
|
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
|
|
|
|
//bind pipeline
|
|
{
|
|
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
//bind textures
|
|
|
|
Size2 texpixel_size;
|
|
{
|
|
texpixel_size = _bind_texture_binding(np->texture_binding.binding_id, p_draw_list, push_constant.flags);
|
|
texpixel_size.x = 1.0 / texpixel_size.x;
|
|
texpixel_size.y = 1.0 / texpixel_size.y;
|
|
}
|
|
|
|
if (np->specular_shininess.a < 0.999) {
|
|
push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
|
|
}
|
|
|
|
_update_specular_shininess(np->specular_shininess, &push_constant.specular_shininess);
|
|
|
|
Rect2 src_rect;
|
|
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
|
|
|
|
if (texpixel_size == Size2()) {
|
|
|
|
texpixel_size = Size2(1, 1);
|
|
src_rect = Rect2(0, 0, 1, 1);
|
|
|
|
} else {
|
|
|
|
if (np->source != Rect2()) {
|
|
src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
|
|
texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
|
|
} else {
|
|
src_rect = Rect2(0, 0, 1, 1);
|
|
}
|
|
}
|
|
|
|
push_constant.modulation[0] = np->color.r * base_color.r;
|
|
push_constant.modulation[1] = np->color.g * base_color.g;
|
|
push_constant.modulation[2] = np->color.b * base_color.b;
|
|
push_constant.modulation[3] = np->color.a * base_color.a;
|
|
|
|
push_constant.src_rect[0] = src_rect.position.x;
|
|
push_constant.src_rect[1] = src_rect.position.y;
|
|
push_constant.src_rect[2] = src_rect.size.width;
|
|
push_constant.src_rect[3] = src_rect.size.height;
|
|
|
|
push_constant.dst_rect[0] = dst_rect.position.x;
|
|
push_constant.dst_rect[1] = dst_rect.position.y;
|
|
push_constant.dst_rect[2] = dst_rect.size.width;
|
|
push_constant.dst_rect[3] = dst_rect.size.height;
|
|
|
|
push_constant.color_texture_pixel_size[0] = texpixel_size.x;
|
|
push_constant.color_texture_pixel_size[1] = texpixel_size.y;
|
|
|
|
push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
|
|
push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
|
|
|
|
if (np->draw_center) {
|
|
push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
|
|
}
|
|
|
|
push_constant.ninepatch_margins[0] = np->margin[MARGIN_LEFT];
|
|
push_constant.ninepatch_margins[1] = np->margin[MARGIN_TOP];
|
|
push_constant.ninepatch_margins[2] = np->margin[MARGIN_RIGHT];
|
|
push_constant.ninepatch_margins[3] = np->margin[MARGIN_BOTTOM];
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
|
|
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
|
|
RD::get_singleton()->draw_list_draw(p_draw_list, true);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_POLYGON: {
|
|
|
|
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
|
|
|
|
PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
|
|
ERR_CONTINUE(!pb);
|
|
//bind pipeline
|
|
{
|
|
static const PipelineVariant variant[VS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP };
|
|
ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= VS::PRIMITIVE_MAX);
|
|
RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
if (polygon->primitive == VS::PRIMITIVE_LINES) {
|
|
//not supported in most hardware, so pointless
|
|
//RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width);
|
|
}
|
|
|
|
//bind textures
|
|
|
|
Size2 texpixel_size;
|
|
{
|
|
texpixel_size = _bind_texture_binding(polygon->texture_binding.binding_id, p_draw_list, push_constant.flags);
|
|
texpixel_size.x = 1.0 / texpixel_size.x;
|
|
texpixel_size.y = 1.0 / texpixel_size.y;
|
|
}
|
|
|
|
if (polygon->specular_shininess.a < 0.999) {
|
|
push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
|
|
}
|
|
|
|
_update_specular_shininess(polygon->specular_shininess, &push_constant.specular_shininess);
|
|
|
|
push_constant.modulation[0] = base_color.r;
|
|
push_constant.modulation[1] = base_color.g;
|
|
push_constant.modulation[2] = base_color.b;
|
|
push_constant.modulation[3] = base_color.a;
|
|
|
|
for (int j = 0; j < 4; j++) {
|
|
push_constant.src_rect[j] = 0;
|
|
push_constant.dst_rect[j] = 0;
|
|
push_constant.ninepatch_margins[j] = 0;
|
|
}
|
|
|
|
push_constant.color_texture_pixel_size[0] = texpixel_size.x;
|
|
push_constant.color_texture_pixel_size[1] = texpixel_size.y;
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
|
|
RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
|
|
if (pb->indices.is_valid()) {
|
|
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
|
|
}
|
|
RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
|
|
|
|
} break;
|
|
case Item::Command::TYPE_PRIMITIVE: {
|
|
|
|
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
|
|
|
|
//bind pipeline
|
|
{
|
|
static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES };
|
|
ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
|
|
RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
|
|
}
|
|
|
|
//bind textures
|
|
|
|
{
|
|
_bind_texture_binding(primitive->texture_binding.binding_id, p_draw_list, push_constant.flags);
|
|
}
|
|
|
|
if (primitive->specular_shininess.a < 0.999) {
|
|
push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
|
|
}
|
|
|
|
_update_specular_shininess(primitive->specular_shininess, &push_constant.specular_shininess);
|
|
|
|
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
|
|
|
|
for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
|
|
push_constant.points[j * 2 + 0] = primitive->points[j].x;
|
|
push_constant.points[j * 2 + 1] = primitive->points[j].y;
|
|
push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
|
|
push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y;
|
|
Color col = primitive->colors[j] * base_color;
|
|
push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
|
|
push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
|
|
}
|
|
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
|
|
RD::get_singleton()->draw_list_draw(p_draw_list, true);
|
|
|
|
if (primitive->point_count == 4) {
|
|
for (uint32_t j = 1; j < 3; j++) {
|
|
//second half of triangle
|
|
push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
|
|
push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
|
|
push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
|
|
push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
|
|
Color col = primitive->colors[j + 1] * base_color;
|
|
push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
|
|
push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
|
|
}
|
|
|
|
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
|
|
RD::get_singleton()->draw_list_draw(p_draw_list, true);
|
|
}
|
|
|
|
} break;
|
|
|
|
#if 0
|
|
case Item::Command::TYPE_MESH: {
|
|
|
|
Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c);
|
|
_set_texture_rect_mode(false);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform);
|
|
|
|
RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh);
|
|
if (mesh_data) {
|
|
|
|
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
|
|
RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
|
|
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
|
|
glBindVertexArray(s->array_id);
|
|
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a);
|
|
|
|
if (s->index_array_len) {
|
|
glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0);
|
|
} else {
|
|
glDrawArrays(gl_primitive[s->primitive], 0, s->array_len);
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
}
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_MULTIMESH: {
|
|
|
|
Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c);
|
|
|
|
RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh);
|
|
|
|
if (!multi_mesh)
|
|
break;
|
|
|
|
RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh);
|
|
|
|
if (!mesh_data)
|
|
break;
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
|
|
//reset shader and force rebind
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
}
|
|
|
|
int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
|
|
|
|
if (amount == -1) {
|
|
amount = multi_mesh->size;
|
|
}
|
|
|
|
for (int j = 0; j < mesh_data->surfaces.size(); j++) {
|
|
RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j];
|
|
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
|
|
glBindVertexArray(s->instancing_array_id);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
|
|
|
|
int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4;
|
|
glEnableVertexAttribArray(8);
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9);
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
|
|
int color_ofs;
|
|
|
|
if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) {
|
|
glEnableVertexAttribArray(10);
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4));
|
|
glVertexAttribDivisor(10, 1);
|
|
color_ofs = 12 * 4;
|
|
} else {
|
|
glDisableVertexAttribArray(10);
|
|
glVertexAttrib4f(10, 0, 0, 1, 0);
|
|
color_ofs = 8 * 4;
|
|
}
|
|
|
|
int custom_data_ofs = color_ofs;
|
|
|
|
switch (multi_mesh->color_format) {
|
|
|
|
case VS::MULTIMESH_COLOR_NONE: {
|
|
glDisableVertexAttribArray(11);
|
|
glVertexAttrib4f(11, 1, 1, 1, 1);
|
|
} break;
|
|
case VS::MULTIMESH_COLOR_8BIT: {
|
|
glEnableVertexAttribArray(11);
|
|
glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
|
|
glVertexAttribDivisor(11, 1);
|
|
custom_data_ofs += 4;
|
|
|
|
} break;
|
|
case VS::MULTIMESH_COLOR_FLOAT: {
|
|
glEnableVertexAttribArray(11);
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs));
|
|
glVertexAttribDivisor(11, 1);
|
|
custom_data_ofs += 4 * 4;
|
|
} break;
|
|
}
|
|
|
|
switch (multi_mesh->custom_data_format) {
|
|
|
|
case VS::MULTIMESH_CUSTOM_DATA_NONE: {
|
|
glDisableVertexAttribArray(12);
|
|
glVertexAttrib4f(12, 1, 1, 1, 1);
|
|
} break;
|
|
case VS::MULTIMESH_CUSTOM_DATA_8BIT: {
|
|
glEnableVertexAttribArray(12);
|
|
glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
} break;
|
|
case VS::MULTIMESH_CUSTOM_DATA_FLOAT: {
|
|
glEnableVertexAttribArray(12);
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs));
|
|
glVertexAttribDivisor(12, 1);
|
|
} break;
|
|
}
|
|
|
|
if (s->index_array_len) {
|
|
glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount);
|
|
} else {
|
|
glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount);
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_PARTICLES: {
|
|
|
|
Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
|
|
|
|
RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
|
|
if (!particles)
|
|
break;
|
|
|
|
if (particles->inactive && !particles->emitting)
|
|
break;
|
|
|
|
glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
|
|
|
|
VisualServerRaster::redraw_request();
|
|
|
|
storage->particles_request_process(particles_cmd->particles);
|
|
//enable instancing
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true);
|
|
//reset shader and force rebind
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
|
|
|
|
if (texture) {
|
|
Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
|
|
} else {
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0));
|
|
}
|
|
|
|
if (!particles->use_local_coords) {
|
|
|
|
Transform2D inv_xf;
|
|
inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y));
|
|
inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y));
|
|
inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y));
|
|
inv_xf.affine_invert();
|
|
|
|
state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
|
|
}
|
|
|
|
glBindVertexArray(data.particle_quad_array); //use particle quad array
|
|
glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer
|
|
|
|
int stride = sizeof(float) * 4 * 6;
|
|
|
|
int amount = particles->amount;
|
|
|
|
if (particles->draw_order != VS::PARTICLES_DRAW_ORDER_LIFETIME) {
|
|
|
|
glEnableVertexAttribArray(8); //xform x
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9); //xform y
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
glEnableVertexAttribArray(10); //xform z
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
|
|
glVertexAttribDivisor(10, 1);
|
|
glEnableVertexAttribArray(11); //color
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
|
|
glVertexAttribDivisor(11, 1);
|
|
glEnableVertexAttribArray(12); //custom
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount);
|
|
} else {
|
|
//split
|
|
int split = int(Math::ceil(particles->phase * particles->amount));
|
|
|
|
if (amount - split > 0) {
|
|
glEnableVertexAttribArray(8); //xform x
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9); //xform y
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
glEnableVertexAttribArray(10); //xform z
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5));
|
|
glVertexAttribDivisor(10, 1);
|
|
glEnableVertexAttribArray(11); //color
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0));
|
|
glVertexAttribDivisor(11, 1);
|
|
glEnableVertexAttribArray(12); //custom
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split);
|
|
}
|
|
|
|
if (split > 0) {
|
|
glEnableVertexAttribArray(8); //xform x
|
|
glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3));
|
|
glVertexAttribDivisor(8, 1);
|
|
glEnableVertexAttribArray(9); //xform y
|
|
glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4));
|
|
glVertexAttribDivisor(9, 1);
|
|
glEnableVertexAttribArray(10); //xform z
|
|
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
|
|
glVertexAttribDivisor(10, 1);
|
|
glEnableVertexAttribArray(11); //color
|
|
glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
|
|
glVertexAttribDivisor(11, 1);
|
|
glEnableVertexAttribArray(12); //custom
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
|
|
glVertexAttribDivisor(12, 1);
|
|
|
|
glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split);
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false);
|
|
state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false);
|
|
state.using_texture_rect = true;
|
|
_set_texture_rect_mode(false);
|
|
|
|
} break;
|
|
#endif
|
|
case Item::Command::TYPE_TRANSFORM: {
|
|
|
|
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
|
|
_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
|
|
|
|
} break;
|
|
case Item::Command::TYPE_CLIP_IGNORE: {
|
|
|
|
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
|
|
if (current_clip) {
|
|
|
|
if (ci->ignore != reclip) {
|
|
|
|
if (ci->ignore) {
|
|
RD::get_singleton()->draw_list_disable_scissor(p_draw_list);
|
|
reclip = true;
|
|
} else {
|
|
|
|
RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect);
|
|
reclip = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
} break;
|
|
}
|
|
|
|
c = c->next;
|
|
}
|
|
|
|
if (current_clip && reclip) {
|
|
//will make it re-enable clipping if needed afterwards
|
|
current_clip = NULL;
|
|
}
|
|
}
|
|
|
|
void RasterizerCanvasRD::_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) {
|
|
|
|
Item *current_clip = NULL;
|
|
|
|
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
|
|
|
|
RID framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
|
|
|
|
Vector<Color> clear_colors;
|
|
bool clear = false;
|
|
if (storage->render_target_is_clear_requested(p_to_render_target)) {
|
|
clear = true;
|
|
clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
|
|
storage->render_target_disable_clear_request(p_to_render_target);
|
|
}
|
|
#ifndef _MSC_VER
|
|
#warning TODO obtain from framebuffer format eventually when this is implemented
|
|
#endif
|
|
|
|
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
|
|
|
|
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, clear_colors);
|
|
|
|
if (p_screen_uniform_set.is_valid()) {
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_screen_uniform_set, 3);
|
|
}
|
|
RID prev_material;
|
|
|
|
PipelineVariants *pipeline_variants = &shader.pipeline_variants;
|
|
|
|
for (int i = 0; i < p_item_count; i++) {
|
|
|
|
Item *ci = items[i];
|
|
|
|
if (current_clip != ci->final_clip_owner) {
|
|
|
|
current_clip = ci->final_clip_owner;
|
|
|
|
//setup clip
|
|
if (current_clip) {
|
|
|
|
RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
|
|
|
|
} else {
|
|
|
|
RD::get_singleton()->draw_list_disable_scissor(draw_list);
|
|
}
|
|
}
|
|
|
|
if (ci->material != prev_material) {
|
|
|
|
MaterialData *material_data = NULL;
|
|
if (ci->material.is_valid()) {
|
|
material_data = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
|
|
}
|
|
|
|
if (material_data) {
|
|
|
|
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
|
|
pipeline_variants = &material_data->shader_data->pipeline_variants;
|
|
if (material_data->uniform_set.is_valid()) {
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, 1);
|
|
}
|
|
} else {
|
|
pipeline_variants = &shader.pipeline_variants;
|
|
}
|
|
} else {
|
|
pipeline_variants = &shader.pipeline_variants;
|
|
}
|
|
}
|
|
|
|
_render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
|
|
|
|
prev_material = ci->material;
|
|
}
|
|
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
|
|
void RasterizerCanvasRD::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) {
|
|
|
|
int item_count = 0;
|
|
|
|
//setup canvas state uniforms if needed
|
|
|
|
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
|
|
|
|
{
|
|
//update canvas state uniform buffer
|
|
State::Buffer state_buffer;
|
|
|
|
Size2i ssize = storage->render_target_get_size(p_to_render_target);
|
|
|
|
Transform screen_transform;
|
|
screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
|
|
screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
|
|
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
|
|
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
|
|
|
|
Transform2D normal_transform = p_canvas_transform;
|
|
normal_transform.elements[0].normalize();
|
|
normal_transform.elements[1].normalize();
|
|
normal_transform.elements[2] = Vector2();
|
|
_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
|
|
|
|
state_buffer.canvas_modulate[0] = p_modulate.r;
|
|
state_buffer.canvas_modulate[1] = p_modulate.g;
|
|
state_buffer.canvas_modulate[2] = p_modulate.b;
|
|
state_buffer.canvas_modulate[3] = p_modulate.a;
|
|
|
|
Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
|
|
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
|
|
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
|
|
|
|
state_buffer.time = state.time;
|
|
RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
|
|
}
|
|
|
|
//setup lights if exist
|
|
|
|
{
|
|
|
|
Light *l = p_light_list;
|
|
uint32_t index = 0;
|
|
|
|
while (l) {
|
|
|
|
if (index == state.max_lights_per_render) {
|
|
l->render_index_cache = -1;
|
|
l = l->next_ptr;
|
|
continue;
|
|
}
|
|
|
|
CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
|
|
if (!clight) { //unused or invalid texture
|
|
l->render_index_cache = -1;
|
|
l = l->next_ptr;
|
|
ERR_CONTINUE(!clight);
|
|
}
|
|
Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
|
|
|
|
Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
|
|
state.light_uniforms[index].position[0] = canvas_light_pos.x;
|
|
state.light_uniforms[index].position[1] = canvas_light_pos.y;
|
|
|
|
_update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
|
|
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
|
|
|
|
state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
|
|
for (int i = 0; i < 4; i++) {
|
|
state.light_uniforms[index].shadow_color[i] = l->shadow_color[i];
|
|
state.light_uniforms[index].color[i] = l->color[i];
|
|
}
|
|
|
|
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
|
|
|
|
if (clight->shadow.texture.is_valid()) {
|
|
state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth);
|
|
} else {
|
|
state.light_uniforms[index].shadow_pixel_size = 1.0;
|
|
}
|
|
|
|
state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
|
|
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
|
|
if (clight->shadow.texture.is_valid()) {
|
|
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
|
|
}
|
|
|
|
l->render_index_cache = index;
|
|
|
|
index++;
|
|
l = l->next_ptr;
|
|
}
|
|
|
|
if (index > 0) {
|
|
RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * index, &state.light_uniforms[0], true);
|
|
}
|
|
}
|
|
|
|
//fill the list until rendering is possible.
|
|
bool material_screen_texture_found = false;
|
|
Item *ci = p_item_list;
|
|
Rect2 back_buffer_rect;
|
|
bool backbuffer_copy = false;
|
|
RID screen_uniform_set;
|
|
|
|
while (ci) {
|
|
|
|
if (ci->copy_back_buffer) {
|
|
backbuffer_copy = true;
|
|
|
|
if (ci->copy_back_buffer->full) {
|
|
back_buffer_rect = Rect2();
|
|
} else {
|
|
back_buffer_rect = ci->copy_back_buffer->rect;
|
|
}
|
|
}
|
|
|
|
if (ci->material.is_valid()) {
|
|
MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
|
|
if (md && md->shader_data->valid) {
|
|
|
|
if (md->shader_data->uses_screen_texture) {
|
|
if (!material_screen_texture_found) {
|
|
backbuffer_copy = true;
|
|
back_buffer_rect = Rect2();
|
|
}
|
|
if (screen_uniform_set.is_null()) {
|
|
RID backbuffer_shader = shader.canvas_shader.version_get_shader(md->shader_data->version, 0); //any version is fine
|
|
screen_uniform_set = storage->render_target_get_back_buffer_uniform_set(p_to_render_target, backbuffer_shader);
|
|
}
|
|
}
|
|
|
|
if (md->last_frame != RasterizerRD::get_frame_number()) {
|
|
md->last_frame = RasterizerRD::get_frame_number();
|
|
if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
|
|
// uniform set may be gone because a dependency was erased. In this case, it will happen
|
|
// if a texture is deleted, so just re-create it.
|
|
storage->material_force_update_textures(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (backbuffer_copy) {
|
|
//render anything pending, including clearing if no items
|
|
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
|
|
item_count = 0;
|
|
|
|
storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect);
|
|
|
|
backbuffer_copy = false;
|
|
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
|
|
}
|
|
|
|
items[item_count++] = ci;
|
|
|
|
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
|
|
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
|
|
//then reset
|
|
item_count = 0;
|
|
}
|
|
|
|
ci = ci->next;
|
|
}
|
|
}
|
|
|
|
RID RasterizerCanvasRD::light_create() {
|
|
|
|
CanvasLight canvas_light;
|
|
canvas_light.shadow.size = 0;
|
|
return canvas_light_owner.make_rid(canvas_light);
|
|
}
|
|
|
|
void RasterizerCanvasRD::light_set_texture(RID p_rid, RID p_texture) {
|
|
CanvasLight *cl = canvas_light_owner.getornull(p_rid);
|
|
ERR_FAIL_COND(!cl);
|
|
if (cl->texture == p_texture) {
|
|
return;
|
|
}
|
|
|
|
cl->texture = p_texture;
|
|
}
|
|
void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) {
|
|
CanvasLight *cl = canvas_light_owner.getornull(p_rid);
|
|
ERR_FAIL_COND(!cl);
|
|
ERR_FAIL_COND(p_resolution < 64);
|
|
if (cl->shadow.texture.is_valid() == p_enable && p_resolution == cl->shadow.size) {
|
|
return;
|
|
}
|
|
|
|
if (cl->shadow.texture.is_valid()) {
|
|
|
|
RD::get_singleton()->free(cl->shadow.fb);
|
|
RD::get_singleton()->free(cl->shadow.depth);
|
|
RD::get_singleton()->free(cl->shadow.texture);
|
|
cl->shadow.fb = RID();
|
|
cl->shadow.texture = RID();
|
|
cl->shadow.depth = RID();
|
|
}
|
|
|
|
if (p_enable) {
|
|
|
|
Vector<RID> fb_textures;
|
|
|
|
{ //texture
|
|
RD::TextureFormat tf;
|
|
tf.type = RD::TEXTURE_TYPE_2D;
|
|
tf.width = p_resolution;
|
|
tf.height = 1;
|
|
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
|
|
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
|
|
|
|
cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
fb_textures.push_back(cl->shadow.texture);
|
|
}
|
|
{
|
|
RD::TextureFormat tf;
|
|
tf.type = RD::TEXTURE_TYPE_2D;
|
|
tf.width = p_resolution;
|
|
tf.height = 1;
|
|
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
|
tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
|
|
//chunks to write
|
|
cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
fb_textures.push_back(cl->shadow.depth);
|
|
}
|
|
|
|
cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures);
|
|
}
|
|
|
|
cl->shadow.size = p_resolution;
|
|
}
|
|
|
|
void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
|
|
|
|
CanvasLight *cl = canvas_light_owner.getornull(p_rid);
|
|
ERR_FAIL_COND(cl->shadow.texture.is_null());
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
|
|
//make sure it remains orthogonal, makes easy to read angle later
|
|
|
|
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
|
|
|
|
Vector<Color> cc;
|
|
cc.push_back(Color(p_far, p_far, p_far, 1.0));
|
|
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1));
|
|
|
|
CameraMatrix 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::deg2rad(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(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
|
|
projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
|
|
|
|
ShadowRenderPushConstant push_constant;
|
|
for (int y = 0; y < 4; y++) {
|
|
for (int x = 0; x < 4; x++) {
|
|
push_constant.projection[y * 4 + x] = projection.matrix[y][x];
|
|
}
|
|
}
|
|
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
|
|
push_constant.direction[0] = directions[i].x;
|
|
push_constant.direction[1] = directions[i].y;
|
|
push_constant.pad[0] = 0;
|
|
push_constant.pad[1] = 0;
|
|
|
|
/*if (i == 0)
|
|
*p_xform_cache = projection;*/
|
|
|
|
LightOccluderInstance *instance = p_occluders;
|
|
|
|
while (instance) {
|
|
|
|
OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
|
|
|
|
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
|
|
|
|
instance = instance->next;
|
|
continue;
|
|
}
|
|
|
|
_update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview);
|
|
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
|
|
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
|
|
RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
|
|
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
|
|
|
|
RD::get_singleton()->draw_list_draw(draw_list, true);
|
|
|
|
instance = instance->next;
|
|
}
|
|
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
}
|
|
|
|
RID RasterizerCanvasRD::occluder_polygon_create() {
|
|
|
|
OccluderPolygon occluder;
|
|
occluder.point_count = 0;
|
|
occluder.cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
|
|
return occluder_polygon_owner.make_rid(occluder);
|
|
}
|
|
|
|
void RasterizerCanvasRD::occluder_polygon_set_shape_as_lines(RID p_occluder, const PoolVector<Vector2> &p_lines) {
|
|
|
|
OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
|
|
ERR_FAIL_COND(!oc);
|
|
|
|
if (oc->point_count != p_lines.size() && oc->vertex_array.is_valid()) {
|
|
|
|
RD::get_singleton()->free(oc->vertex_array);
|
|
RD::get_singleton()->free(oc->vertex_buffer);
|
|
RD::get_singleton()->free(oc->index_array);
|
|
RD::get_singleton()->free(oc->index_buffer);
|
|
|
|
oc->vertex_array = RID();
|
|
oc->vertex_buffer = RID();
|
|
oc->index_array = RID();
|
|
oc->index_buffer = RID();
|
|
}
|
|
|
|
if (p_lines.size()) {
|
|
|
|
PoolVector<uint8_t> geometry;
|
|
PoolVector<uint8_t> indices;
|
|
int lc = p_lines.size();
|
|
|
|
geometry.resize(lc * 6 * sizeof(float));
|
|
indices.resize(lc * 3 * sizeof(uint16_t));
|
|
|
|
{
|
|
PoolVector<uint8_t>::Write vw = geometry.write();
|
|
float *vwptr = (float *)vw.ptr();
|
|
PoolVector<uint8_t>::Write iw = indices.write();
|
|
uint16_t *iwptr = (uint16_t *)iw.ptr();
|
|
|
|
PoolVector<Vector2>::Read lr = p_lines.read();
|
|
|
|
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 same buffer len is being set, just use BufferSubData to avoid a pipeline flush
|
|
|
|
if (oc->vertex_array.is_null()) {
|
|
//create from scratch
|
|
//vertices
|
|
oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
|
|
|
|
Vector<RID> buffer;
|
|
buffer.push_back(oc->vertex_buffer);
|
|
oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
|
|
//indices
|
|
|
|
oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
|
|
oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
|
|
|
|
} else {
|
|
//update existing
|
|
PoolVector<uint8_t>::Read vr = geometry.read();
|
|
RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr.ptr());
|
|
PoolVector<uint8_t>::Read ir = indices.read();
|
|
RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir.ptr());
|
|
}
|
|
}
|
|
}
|
|
void RasterizerCanvasRD::occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode) {
|
|
OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
|
|
ERR_FAIL_COND(!oc);
|
|
oc->cull_mode = p_mode;
|
|
}
|
|
|
|
void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
|
|
//compile
|
|
|
|
code = p_code;
|
|
valid = false;
|
|
ubo_size = 0;
|
|
uniforms.clear();
|
|
uses_screen_texture = false;
|
|
uses_material_samplers = false;
|
|
|
|
if (code == String()) {
|
|
return; //just invalid, but no error
|
|
}
|
|
|
|
ShaderCompilerRD::GeneratedCode gen_code;
|
|
|
|
int light_mode = LIGHT_MODE_NORMAL;
|
|
int blend_mode = BLEND_MODE_MIX;
|
|
uses_screen_texture = false;
|
|
|
|
ShaderCompilerRD::IdentifierActions actions;
|
|
|
|
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
|
|
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
|
|
actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
|
|
actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
|
|
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
|
|
actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
|
|
|
|
actions.render_mode_values["unshaded"] = Pair<int *, int>(&light_mode, LIGHT_MODE_UNSHADED);
|
|
actions.render_mode_values["light_only"] = Pair<int *, int>(&light_mode, LIGHT_MODE_LIGHT_ONLY);
|
|
|
|
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
|
|
|
|
actions.uniforms = &uniforms;
|
|
|
|
RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
|
|
|
|
Error err = canvas_singleton->shader.compiler.compile(VS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
|
|
|
|
ERR_FAIL_COND(err != OK);
|
|
|
|
if (version.is_null()) {
|
|
version = canvas_singleton->shader.canvas_shader.version_create();
|
|
}
|
|
|
|
if (gen_code.texture_uniforms.size() || uses_screen_texture) { //requires the samplers
|
|
gen_code.defines.push_back("\n#define USE_MATERIAL_SAMPLERS\n");
|
|
uses_material_samplers = true;
|
|
}
|
|
#if 0
|
|
print_line("**compiling shader:");
|
|
print_line("**defines:\n");
|
|
for (int i = 0; i < gen_code.defines.size(); i++) {
|
|
print_line(gen_code.defines[i]);
|
|
}
|
|
print_line("\n**uniforms:\n" + gen_code.uniforms);
|
|
print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
|
|
print_line("\n**vertex_code:\n" + gen_code.vertex);
|
|
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
|
|
print_line("\n**fragment_code:\n" + gen_code.fragment);
|
|
print_line("\n**light_code:\n" + gen_code.light);
|
|
#endif
|
|
canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
|
|
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
|
|
|
|
ubo_size = gen_code.uniform_total_size;
|
|
ubo_offsets = gen_code.uniform_offsets;
|
|
texture_uniforms = gen_code.texture_uniforms;
|
|
|
|
//update them pipelines
|
|
|
|
RD::PipelineColorBlendState::Attachment attachment;
|
|
|
|
switch (blend_mode) {
|
|
case BLEND_MODE_DISABLED: {
|
|
|
|
// nothing to do here, disabled by default
|
|
|
|
} break;
|
|
case BLEND_MODE_MIX: {
|
|
|
|
attachment.enable_blend = true;
|
|
attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.color_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
|
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
|
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
|
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
|
|
|
} break;
|
|
case BLEND_MODE_ADD: {
|
|
|
|
attachment.enable_blend = true;
|
|
attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.color_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
|
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
|
|
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
|
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
|
|
|
} break;
|
|
case BLEND_MODE_SUB: {
|
|
|
|
attachment.enable_blend = true;
|
|
attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
|
|
attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
|
|
attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
|
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
|
|
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
|
|
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
|
|
|
} break;
|
|
case BLEND_MODE_MUL: {
|
|
attachment.enable_blend = true;
|
|
attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.color_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
|
|
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
|
|
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
|
|
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
|
|
|
|
} break;
|
|
case BLEND_MODE_PMALPHA: {
|
|
attachment.enable_blend = true;
|
|
attachment.alpha_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.color_blend_op = RD::BLEND_OP_ADD;
|
|
attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
|
|
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
|
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
|
|
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
|
|
|
} break;
|
|
}
|
|
|
|
RD::PipelineColorBlendState blend_state;
|
|
blend_state.attachments.push_back(attachment);
|
|
|
|
//update pipelines
|
|
|
|
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
|
|
for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
|
|
RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_LINES,
|
|
RD::RENDER_PRIMITIVE_POINTS,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
|
|
RD::RENDER_PRIMITIVE_LINES,
|
|
RD::RENDER_PRIMITIVE_LINESTRIPS,
|
|
RD::RENDER_PRIMITIVE_POINTS,
|
|
};
|
|
|
|
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
|
|
{ //non lit
|
|
SHADER_VARIANT_QUAD,
|
|
SHADER_VARIANT_NINEPATCH,
|
|
SHADER_VARIANT_PRIMITIVE,
|
|
SHADER_VARIANT_PRIMITIVE,
|
|
SHADER_VARIANT_PRIMITIVE_POINTS,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS },
|
|
{ //lit
|
|
SHADER_VARIANT_QUAD_LIGHT,
|
|
SHADER_VARIANT_NINEPATCH_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
|
|
};
|
|
|
|
RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
|
|
pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
|
|
}
|
|
}
|
|
|
|
valid = true;
|
|
}
|
|
|
|
void RasterizerCanvasRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
|
|
if (!p_texture.is_valid()) {
|
|
default_texture_params.erase(p_name);
|
|
} else {
|
|
default_texture_params[p_name] = p_texture;
|
|
}
|
|
}
|
|
void RasterizerCanvasRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
|
|
|
|
Map<int, StringName> order;
|
|
|
|
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
|
|
|
|
if (E->get().texture_order >= 0) {
|
|
order[E->get().texture_order + 100000] = E->key();
|
|
} else {
|
|
order[E->get().order] = E->key();
|
|
}
|
|
}
|
|
|
|
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
|
|
|
|
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
|
|
pi.name = E->get();
|
|
p_param_list->push_back(pi);
|
|
}
|
|
}
|
|
|
|
bool RasterizerCanvasRD::ShaderData::is_param_texture(const StringName &p_param) const {
|
|
if (!uniforms.has(p_param)) {
|
|
return false;
|
|
}
|
|
|
|
return uniforms[p_param].texture_order >= 0;
|
|
}
|
|
|
|
bool RasterizerCanvasRD::ShaderData::is_animated() const {
|
|
return false;
|
|
}
|
|
bool RasterizerCanvasRD::ShaderData::casts_shadows() const {
|
|
return false;
|
|
}
|
|
Variant RasterizerCanvasRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
|
|
if (uniforms.has(p_parameter)) {
|
|
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
|
|
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
|
|
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
|
|
}
|
|
return Variant();
|
|
}
|
|
|
|
RasterizerCanvasRD::ShaderData::ShaderData() {
|
|
valid = false;
|
|
uses_screen_texture = false;
|
|
uses_material_samplers = false;
|
|
}
|
|
|
|
RasterizerCanvasRD::ShaderData::~ShaderData() {
|
|
RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
|
|
ERR_FAIL_COND(!canvas_singleton);
|
|
//pipeline variants will clear themselves if shader is gone
|
|
if (version.is_valid()) {
|
|
canvas_singleton->shader.canvas_shader.version_free(version);
|
|
}
|
|
}
|
|
|
|
RasterizerStorageRD::ShaderData *RasterizerCanvasRD::_create_shader_func() {
|
|
ShaderData *shader_data = memnew(ShaderData);
|
|
return shader_data;
|
|
}
|
|
void RasterizerCanvasRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
|
|
|
|
RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
|
|
|
|
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
|
|
p_uniform_dirty = true;
|
|
if (uniform_buffer.is_valid()) {
|
|
RD::get_singleton()->free(uniform_buffer);
|
|
uniform_buffer = RID();
|
|
}
|
|
|
|
ubo_data.resize(shader_data->ubo_size);
|
|
if (ubo_data.size()) {
|
|
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
|
|
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
|
|
}
|
|
|
|
//clear previous uniform set
|
|
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
RD::get_singleton()->free(uniform_set);
|
|
uniform_set = RID();
|
|
}
|
|
}
|
|
|
|
//check whether buffer changed
|
|
if (p_uniform_dirty && ubo_data.size()) {
|
|
|
|
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
|
|
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
|
|
}
|
|
|
|
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
|
|
|
|
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
|
|
texture_cache.resize(tex_uniform_count);
|
|
p_textures_dirty = true;
|
|
|
|
//clear previous uniform set
|
|
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
RD::get_singleton()->free(uniform_set);
|
|
uniform_set = RID();
|
|
}
|
|
}
|
|
|
|
if (p_textures_dirty && tex_uniform_count) {
|
|
|
|
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw());
|
|
}
|
|
|
|
if (shader_data->ubo_size == 0 && !shader_data->uses_material_samplers) {
|
|
// This material does not require an uniform set, so don't create it.
|
|
return;
|
|
}
|
|
|
|
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
//no reason to update uniform set, only UBO (or nothing) was needed to update
|
|
return;
|
|
}
|
|
|
|
Vector<RD::Uniform> uniforms;
|
|
|
|
{
|
|
if (shader_data->uses_material_samplers) {
|
|
//needs samplers for the material (uses custom textures) create them
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_SAMPLER;
|
|
u.binding = 0;
|
|
u.ids.resize(12);
|
|
RID *ids_ptr = u.ids.ptrw();
|
|
ids_ptr[0] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
ids_ptr[1] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
ids_ptr[2] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
ids_ptr[3] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
ids_ptr[4] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
ids_ptr[5] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
|
ids_ptr[6] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
ids_ptr[7] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
ids_ptr[8] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
ids_ptr[9] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
ids_ptr[10] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
ids_ptr[11] = canvas_singleton->storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
if (shader_data->ubo_size) {
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 1;
|
|
u.ids.push_back(uniform_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
const RID *textures = texture_cache.ptrw();
|
|
for (uint32_t i = 0; i < tex_uniform_count; i++) {
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u.binding = 2 + i;
|
|
u.ids.push_back(textures[i]);
|
|
uniforms.push_back(u);
|
|
}
|
|
}
|
|
|
|
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), 1);
|
|
}
|
|
RasterizerCanvasRD::MaterialData::~MaterialData() {
|
|
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
|
|
RD::get_singleton()->free(uniform_set);
|
|
}
|
|
|
|
if (uniform_buffer.is_valid()) {
|
|
RD::get_singleton()->free(uniform_buffer);
|
|
}
|
|
}
|
|
|
|
RasterizerStorageRD::MaterialData *RasterizerCanvasRD::_create_material_func(ShaderData *p_shader) {
|
|
MaterialData *material_data = memnew(MaterialData);
|
|
material_data->shader_data = p_shader;
|
|
material_data->last_frame = false;
|
|
//update will happen later anyway so do nothing.
|
|
return material_data;
|
|
}
|
|
|
|
void RasterizerCanvasRD::set_time(double p_time) {
|
|
state.time = p_time;
|
|
}
|
|
|
|
void RasterizerCanvasRD::update() {
|
|
_dispose_bindings();
|
|
}
|
|
|
|
RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
|
|
storage = p_storage;
|
|
|
|
{ //create default samplers
|
|
|
|
default_samplers.default_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
|
|
default_samplers.default_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
|
|
}
|
|
|
|
{ //shader variants
|
|
|
|
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
|
|
|
|
String global_defines;
|
|
if (textures_per_stage <= 16) {
|
|
//ARM pretty much, and very old Intel GPUs under Linux
|
|
state.max_lights_per_item = 4; //sad
|
|
global_defines += "#define MAX_LIGHT_TEXTURES 4\n";
|
|
} else if (textures_per_stage <= 32) {
|
|
//Apple (Metal)
|
|
state.max_lights_per_item = 8; //sad
|
|
global_defines += "#define MAX_LIGHT_TEXTURES 8\n";
|
|
} else {
|
|
//Anything else (16 lights per item)
|
|
state.max_lights_per_item = DEFAULT_MAX_LIGHTS_PER_ITEM;
|
|
global_defines += "#define MAX_LIGHT_TEXTURES " + itos(DEFAULT_MAX_LIGHTS_PER_ITEM) + "\n";
|
|
}
|
|
|
|
uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
|
|
if (uniform_max_size < 65536) {
|
|
//Yes, you guessed right, ARM again
|
|
state.max_lights_per_render = 64;
|
|
global_defines += "#define MAX_LIGHTS 64\n";
|
|
} else {
|
|
state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER;
|
|
global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
|
|
}
|
|
|
|
state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
|
|
Vector<String> variants;
|
|
//non light variants
|
|
variants.push_back(""); //none by default is first variant
|
|
variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant
|
|
variants.push_back("#define USE_PRIMITIVE\n"); //primitve is the third
|
|
variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
|
|
variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
|
|
variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
|
|
//light variants
|
|
variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant
|
|
variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant
|
|
variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitve is the third
|
|
variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size
|
|
variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays
|
|
variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size
|
|
|
|
shader.canvas_shader.initialize(variants, global_defines);
|
|
|
|
shader.default_version = shader.canvas_shader.version_create();
|
|
shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
|
|
shader.default_version_rd_shader_light = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD_LIGHT);
|
|
|
|
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
|
|
for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
|
|
RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_LINES,
|
|
RD::RENDER_PRIMITIVE_POINTS,
|
|
RD::RENDER_PRIMITIVE_TRIANGLES,
|
|
RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
|
|
RD::RENDER_PRIMITIVE_LINES,
|
|
RD::RENDER_PRIMITIVE_LINESTRIPS,
|
|
RD::RENDER_PRIMITIVE_POINTS,
|
|
};
|
|
|
|
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
|
|
{ //non lit
|
|
SHADER_VARIANT_QUAD,
|
|
SHADER_VARIANT_NINEPATCH,
|
|
SHADER_VARIANT_PRIMITIVE,
|
|
SHADER_VARIANT_PRIMITIVE,
|
|
SHADER_VARIANT_PRIMITIVE_POINTS,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS },
|
|
{ //lit
|
|
SHADER_VARIANT_QUAD_LIGHT,
|
|
SHADER_VARIANT_NINEPATCH_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_LIGHT,
|
|
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_LIGHT,
|
|
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
|
|
};
|
|
|
|
RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
|
|
shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
{
|
|
//shader compiler
|
|
ShaderCompilerRD::DefaultIdentifierActions actions;
|
|
|
|
actions.renames["VERTEX"] = "vertex";
|
|
actions.renames["LIGHT_VERTEX"] = "light_vertex";
|
|
actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
|
|
actions.renames["UV"] = "uv";
|
|
actions.renames["POINT_SIZE"] = "gl_PointSize";
|
|
|
|
actions.renames["WORLD_MATRIX"] = "world_matrix";
|
|
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
|
|
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
|
|
actions.renames["TIME"] = "canvas_data.time";
|
|
actions.renames["AT_LIGHT_PASS"] = "false";
|
|
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
|
|
|
|
actions.renames["COLOR"] = "color";
|
|
actions.renames["NORMAL"] = "normal";
|
|
actions.renames["NORMALMAP"] = "normal_map";
|
|
actions.renames["NORMALMAP_DEPTH"] = "normal_depth";
|
|
actions.renames["TEXTURE"] = "color_texture";
|
|
actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
|
|
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
|
|
actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
|
|
actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
|
|
actions.renames["SCREEN_UV"] = "screen_uv";
|
|
actions.renames["SCREEN_TEXTURE"] = "screen_texture";
|
|
actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
|
|
actions.renames["FRAGCOORD"] = "gl_FragCoord";
|
|
actions.renames["POINT_COORD"] = "gl_PointCoord";
|
|
|
|
actions.renames["LIGHT_POSITION"] = "light_pos";
|
|
actions.renames["LIGHT_COLOR"] = "light_color";
|
|
actions.renames["LIGHT_ENERGY"] = "light_energy";
|
|
actions.renames["LIGHT"] = "light";
|
|
actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
|
|
|
|
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
|
|
actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
|
|
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
|
|
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
|
|
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
|
|
actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
|
|
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
|
|
|
|
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
|
|
|
|
actions.custom_samplers["TEXTURE"] = "texture_sampler";
|
|
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
|
|
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
|
|
actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
|
|
actions.sampler_array_name = "material_samplers";
|
|
actions.base_texture_binding_index = 2;
|
|
actions.texture_layout_set = 1;
|
|
actions.base_uniform_string = "material.";
|
|
actions.default_filter = ShaderLanguage::FILTER_LINEAR;
|
|
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
|
|
|
|
shader.compiler.initialize(actions);
|
|
}
|
|
|
|
{ //shadow rendering
|
|
Vector<String> versions;
|
|
versions.push_back(String()); //no versions
|
|
shadow_render.shader.initialize(versions);
|
|
|
|
{
|
|
Vector<RD::AttachmentFormat> attachments;
|
|
|
|
RD::AttachmentFormat af_color;
|
|
af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
|
|
af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
|
|
|
|
attachments.push_back(af_color);
|
|
|
|
RD::AttachmentFormat af_depth;
|
|
af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
|
|
af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
|
|
|
attachments.push_back(af_depth);
|
|
|
|
shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
|
|
}
|
|
|
|
//pipelines
|
|
Vector<RD::VertexDescription> vf;
|
|
RD::VertexDescription vd;
|
|
vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
|
|
vd.location = 0;
|
|
vd.offset = 0;
|
|
vd.stride = sizeof(float) * 3;
|
|
vf.push_back(vd);
|
|
shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
|
|
|
|
shadow_render.shader_version = shadow_render.shader.version_create();
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
RD::PipelineRasterizationState rs;
|
|
rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK);
|
|
RD::PipelineDepthStencilState ds;
|
|
ds.enable_depth_write = true;
|
|
ds.enable_depth_test = true;
|
|
ds.depth_compare_operator = RD::COMPARE_OP_LESS;
|
|
shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, 0), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
|
|
}
|
|
}
|
|
|
|
{ //bindings
|
|
bindings.id_generator = 0;
|
|
//generate for 0
|
|
bindings.default_empty = request_texture_binding(RID(), RID(), RID(), VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, RID());
|
|
|
|
{ //state allocate
|
|
state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
|
|
state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
|
|
|
|
RD::SamplerState shadow_sampler_state;
|
|
shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
|
|
shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
|
|
state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
|
|
}
|
|
}
|
|
|
|
{
|
|
//polygon buffers
|
|
polygon_buffers.last_id = 1;
|
|
}
|
|
|
|
{ // default index buffer
|
|
|
|
PoolVector<uint8_t> pv;
|
|
pv.resize(6 * 4);
|
|
{
|
|
PoolVector<uint8_t>::Write w = pv.write();
|
|
int *p32 = (int *)w.ptr();
|
|
p32[0] = 0;
|
|
p32[1] = 1;
|
|
p32[2] = 2;
|
|
p32[3] = 0;
|
|
p32[4] = 2;
|
|
p32[5] = 3;
|
|
}
|
|
shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
|
|
shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
|
|
}
|
|
|
|
{ //primitive
|
|
primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
|
|
primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
|
|
primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
|
|
primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
|
|
}
|
|
|
|
{ //default skeleton buffer
|
|
|
|
shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
|
|
SkeletonUniform su;
|
|
_update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
|
|
_update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
|
|
RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
|
|
|
|
shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
|
|
}
|
|
|
|
//create functions for shader and material
|
|
storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
|
|
storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_2D, _create_material_funcs);
|
|
|
|
state.time = 0;
|
|
|
|
ERR_FAIL_COND(sizeof(PushConstant) != 128);
|
|
}
|
|
|
|
bool RasterizerCanvasRD::free(RID p_rid) {
|
|
|
|
if (canvas_light_owner.owns(p_rid)) {
|
|
CanvasLight *cl = canvas_light_owner.getornull(p_rid);
|
|
ERR_FAIL_COND_V(!cl, false);
|
|
light_set_use_shadow(p_rid, false, 64);
|
|
canvas_light_owner.free(p_rid);
|
|
} else if (occluder_polygon_owner.owns(p_rid)) {
|
|
occluder_polygon_set_shape_as_lines(p_rid, PoolVector<Vector2>());
|
|
occluder_polygon_owner.free(p_rid);
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
RasterizerCanvasRD::~RasterizerCanvasRD() {
|
|
|
|
//canvas state
|
|
|
|
{
|
|
if (state.canvas_state_buffer.is_valid()) {
|
|
RD::get_singleton()->free(state.canvas_state_buffer);
|
|
}
|
|
|
|
memdelete_arr(state.light_uniforms);
|
|
RD::get_singleton()->free(state.lights_uniform_buffer);
|
|
RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
|
|
RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
|
|
}
|
|
|
|
//shadow rendering
|
|
{
|
|
|
|
shadow_render.shader.version_free(shadow_render.shader_version);
|
|
//this will also automatically clear all pipelines
|
|
RD::get_singleton()->free(state.shadow_sampler);
|
|
}
|
|
//bindings
|
|
{
|
|
|
|
free_texture_binding(bindings.default_empty);
|
|
|
|
//dispose pending
|
|
_dispose_bindings();
|
|
//anything remains?
|
|
if (bindings.texture_bindings.size()) {
|
|
ERR_PRINT("Some texture bindings were not properly freed (leaked canvasitems?");
|
|
const TextureBindingID *key = NULL;
|
|
while ((key = bindings.texture_bindings.next(key))) {
|
|
TextureBinding *tb = bindings.texture_bindings[*key];
|
|
tb->reference_count = 1;
|
|
free_texture_binding(*key);
|
|
}
|
|
//dispose pending
|
|
_dispose_bindings();
|
|
}
|
|
}
|
|
|
|
//shaders
|
|
|
|
shader.canvas_shader.version_free(shader.default_version);
|
|
|
|
//buffers
|
|
{
|
|
RD::get_singleton()->free(shader.quad_index_array);
|
|
RD::get_singleton()->free(shader.quad_index_buffer);
|
|
//primitives are erase by dependency
|
|
}
|
|
|
|
//pipelines don't need freeing, they are all gone after shaders are gone
|
|
}
|