0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
496 lines
16 KiB
C++
496 lines
16 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_rd.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef RASTERIZER_CANVAS_RD_H
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#define RASTERIZER_CANVAS_RD_H
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#include "servers/rendering/rasterizer.h"
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#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
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#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
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#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
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#include "servers/rendering/rasterizer_rd/shaders/canvas.glsl.gen.h"
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#include "servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl.gen.h"
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#include "servers/rendering/rendering_device.h"
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class RasterizerCanvasRD : public RasterizerCanvas {
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RasterizerStorageRD *storage;
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enum ShaderVariant {
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SHADER_VARIANT_QUAD,
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SHADER_VARIANT_NINEPATCH,
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SHADER_VARIANT_PRIMITIVE,
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SHADER_VARIANT_PRIMITIVE_POINTS,
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SHADER_VARIANT_ATTRIBUTES,
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SHADER_VARIANT_ATTRIBUTES_POINTS,
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SHADER_VARIANT_QUAD_LIGHT,
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SHADER_VARIANT_NINEPATCH_LIGHT,
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SHADER_VARIANT_PRIMITIVE_LIGHT,
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SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
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SHADER_VARIANT_ATTRIBUTES_LIGHT,
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SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
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SHADER_VARIANT_MAX
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};
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enum {
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FLAGS_INSTANCING_STRIDE_MASK = 0xF,
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FLAGS_INSTANCING_ENABLED = (1 << 4),
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FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
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FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
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FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
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FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8),
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FLAGS_CLIP_RECT_UV = (1 << 9),
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FLAGS_TRANSPOSE_RECT = (1 << 10),
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FLAGS_USING_LIGHT_MASK = (1 << 11),
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FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
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FLAGS_USING_PARTICLES = (1 << 13),
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FLAGS_USE_PIXEL_SNAP = (1 << 14),
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FLAGS_USE_SKELETON = (1 << 15),
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FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
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FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
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FLAGS_LIGHT_COUNT_SHIFT = 20,
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FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
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FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
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};
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enum {
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LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
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LIGHT_FLAGS_BLEND_SHIFT = 16,
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LIGHT_FLAGS_BLEND_MASK = (3 << 16),
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LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
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LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
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LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
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LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
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LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
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LIGHT_FLAGS_FILTER_SHIFT = 22
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};
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enum {
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MAX_RENDER_ITEMS = 256 * 1024,
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MAX_LIGHT_TEXTURES = 1024,
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DEFAULT_MAX_LIGHTS_PER_ITEM = 16,
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DEFAULT_MAX_LIGHTS_PER_RENDER = 256
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};
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/****************/
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/**** SHADER ****/
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/****************/
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enum PipelineVariant {
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PIPELINE_VARIANT_QUAD,
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PIPELINE_VARIANT_NINEPATCH,
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PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
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PIPELINE_VARIANT_PRIMITIVE_LINES,
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PIPELINE_VARIANT_PRIMITIVE_POINTS,
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PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
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PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
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PIPELINE_VARIANT_ATTRIBUTE_LINES,
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PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
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PIPELINE_VARIANT_ATTRIBUTE_POINTS,
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PIPELINE_VARIANT_MAX
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};
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enum PipelineLightMode {
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PIPELINE_LIGHT_MODE_DISABLED,
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PIPELINE_LIGHT_MODE_ENABLED,
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PIPELINE_LIGHT_MODE_MAX
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};
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struct PipelineVariants {
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RenderPipelineVertexFormatCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
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};
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struct {
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CanvasShaderRD canvas_shader;
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RID default_version;
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RID default_version_rd_shader;
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RID default_version_rd_shader_light;
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RID quad_index_buffer;
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RID quad_index_array;
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PipelineVariants pipeline_variants;
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// default_skeleton uniform set
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RID default_skeleton_uniform_buffer;
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RID default_skeleton_texture_buffer;
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ShaderCompilerRD compiler;
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} shader;
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struct ShaderData : public RasterizerStorageRD::ShaderData {
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enum BlendMode { //used internally
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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BLEND_MODE_PMALPHA,
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BLEND_MODE_DISABLED,
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};
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enum LightMode {
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LIGHT_MODE_NORMAL,
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LIGHT_MODE_UNSHADED,
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LIGHT_MODE_LIGHT_ONLY
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};
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bool valid;
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RID version;
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PipelineVariants pipeline_variants;
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String path;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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Map<StringName, RID> default_texture_params;
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bool uses_screen_texture;
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bool uses_material_samplers;
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virtual void set_code(const String &p_Code);
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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virtual void get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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ShaderData();
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virtual ~ShaderData();
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};
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RasterizerStorageRD::ShaderData *_create_shader_func();
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static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
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return static_cast<RasterizerCanvasRD *>(singleton)->_create_shader_func();
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}
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struct MaterialData : public RasterizerStorageRD::MaterialData {
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uint64_t last_frame;
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ShaderData *shader_data;
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RID uniform_buffer;
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RID uniform_set;
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Vector<RID> texture_cache;
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Vector<uint8_t> ubo_data;
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virtual void set_render_priority(int p_priority) {}
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virtual void set_next_pass(RID p_pass) {}
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~MaterialData();
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};
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RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
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static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
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return static_cast<RasterizerCanvasRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
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}
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/**************************/
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/**** TEXTURE BINDINGS ****/
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/**************************/
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// bindings used to render commands,
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// cached for performance.
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struct TextureBindingKey {
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RID texture;
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RID normalmap;
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RID specular;
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RID multimesh;
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RS::CanvasItemTextureFilter texture_filter;
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RS::CanvasItemTextureRepeat texture_repeat;
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bool operator==(const TextureBindingKey &p_key) const {
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return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
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}
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};
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struct TextureBindingKeyHasher {
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static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
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uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
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hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
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hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
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hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
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hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
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return hash;
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}
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};
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struct TextureBinding {
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TextureBindingID id;
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TextureBindingKey key;
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SelfList<TextureBinding> to_dispose;
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uint32_t reference_count;
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RID uniform_set;
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TextureBinding() :
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to_dispose(this) {
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reference_count = 0;
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}
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};
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struct {
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SelfList<TextureBinding>::List to_dispose_list;
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TextureBindingID id_generator;
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HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
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HashMap<TextureBindingID, TextureBinding *> texture_bindings;
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TextureBindingID default_empty;
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} bindings;
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RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
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void _dispose_bindings();
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struct {
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RS::CanvasItemTextureFilter default_filter;
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RS::CanvasItemTextureRepeat default_repeat;
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} default_samplers;
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/******************/
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/**** POLYGONS ****/
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/******************/
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struct PolygonBuffers {
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RD::VertexFormatID vertex_format_id;
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RID vertex_buffer;
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RID vertex_array;
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RID index_buffer;
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RID indices;
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};
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struct {
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HashMap<PolygonID, PolygonBuffers> polygons;
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PolygonID last_id;
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} polygon_buffers;
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/********************/
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/**** PRIMITIVES ****/
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/********************/
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struct {
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RID index_array[4];
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} primitive_arrays;
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/*******************/
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/**** MATERIALS ****/
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/*******************/
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/******************/
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/**** LIGHTING ****/
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/******************/
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struct CanvasLight {
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RID texture;
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struct {
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int size;
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RID texture;
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RID depth;
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RID fb;
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} shadow;
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};
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RID_Owner<CanvasLight> canvas_light_owner;
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struct ShadowRenderPushConstant {
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float projection[16];
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float modelview[8];
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float direction[2];
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float pad[2];
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};
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struct OccluderPolygon {
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RS::CanvasOccluderPolygonCullMode cull_mode;
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int point_count;
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RID vertex_buffer;
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RID vertex_array;
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RID index_buffer;
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RID index_array;
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};
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struct LightUniform {
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float matrix[8]; //light to texture coordinate matrix
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float shadow_matrix[8]; //light to shadow coordinate matrix
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float color[4];
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float shadow_color[4];
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float position[2];
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uint32_t flags; //index to light texture
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float height;
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float shadow_pixel_size;
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float pad[3];
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};
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RID_Owner<OccluderPolygon> occluder_polygon_owner;
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struct {
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CanvasOcclusionShaderRD shader;
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RID shader_version;
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RID render_pipelines[3];
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RD::VertexFormatID vertex_format;
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RD::FramebufferFormatID framebuffer_format;
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} shadow_render;
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/***************/
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/**** STATE ****/
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/***************/
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//state that does not vary across rendering all items
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struct ItemStateData : public Item::CustomData {
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struct LightCache {
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uint64_t light_version;
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Light *light;
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};
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LightCache light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
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uint32_t light_cache_count;
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RID state_uniform_set_with_light;
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RID state_uniform_set;
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ItemStateData() {
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for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) {
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light_cache[i].light_version = 0;
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light_cache[i].light = nullptr;
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}
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light_cache_count = 0xFFFFFFFF;
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}
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~ItemStateData() {
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if (state_uniform_set_with_light.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set_with_light)) {
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RD::get_singleton()->free(state_uniform_set_with_light);
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}
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if (state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set)) {
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RD::get_singleton()->free(state_uniform_set);
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}
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}
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};
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struct State {
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//state buffer
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struct Buffer {
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float canvas_transform[16];
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float screen_transform[16];
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float canvas_normal_transform[16];
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float canvas_modulate[4];
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float screen_pixel_size[2];
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float time;
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float pad;
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//uint32_t light_count;
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//uint32_t pad[3];
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};
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LightUniform *light_uniforms;
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RID lights_uniform_buffer;
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RID canvas_state_buffer;
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RID shadow_sampler;
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uint32_t max_lights_per_render;
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uint32_t max_lights_per_item;
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double time;
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} state;
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struct PushConstant {
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float world[6];
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uint32_t flags;
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uint32_t specular_shininess;
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union {
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//rect
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struct {
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float modulation[4];
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float ninepatch_margins[4];
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float dst_rect[4];
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float src_rect[4];
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float pad[2];
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};
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//primitive
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struct {
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float points[6]; // vec2 points[3]
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float uvs[6]; // vec2 points[3]
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uint32_t colors[6]; // colors encoded as half
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};
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};
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float color_texture_pixel_size[2];
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uint32_t lights[4];
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};
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struct SkeletonUniform {
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float skeleton_transform[16];
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float skeleton_inverse[16];
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};
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Item *items[MAX_RENDER_ITEMS];
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Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
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void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
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void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set);
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_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
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_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
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_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
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_FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
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_FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss);
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public:
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TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
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void free_texture_binding(TextureBindingID p_binding);
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PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
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void free_polygon(PolygonID p_polygon);
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RID light_create();
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void light_set_texture(RID p_rid, RID p_texture);
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void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution);
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void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
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RID occluder_polygon_create();
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void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines);
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void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
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void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
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void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
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void set_time(double p_time);
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void update();
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bool free(RID p_rid);
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RasterizerCanvasRD(RasterizerStorageRD *p_storage);
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~RasterizerCanvasRD();
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};
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#endif // RASTERIZER_CANVAS_RD_H
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