a7b2ac7bb1
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2111 lines
73 KiB
C++
2111 lines
73 KiB
C++
#include "rasterizer_canvas_rd.h"
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#include "core/math/math_funcs.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 = default_textures.white_texture;
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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 = default_textures.normal_texture;
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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 = default_textures.white_texture;
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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 = default_samplers.samplers[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(default_textures.default_multimesh_tb);
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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 base_offset = 0;
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uint32_t stride = 2; //vertices always repeat
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if ((uint32_t)p_colors.size() == vertex_count) {
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stride += 4;
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} else {
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base_offset += 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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} else {
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base_offset += 2;
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}
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if ((uint32_t)p_bones.size() == vertex_count * 4) {
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stride += 4;
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} else {
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base_offset += 4;
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}
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if ((uint32_t)p_weights.size() == vertex_count * 4) {
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stride += 4;
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} else {
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base_offset += 4;
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}
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uint32_t buffer_size = base_offset + 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(5);
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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 single_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) {
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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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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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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 = single_offset * sizeof(float);
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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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Color color = p_colors.size() ? p_colors[0] : Color(1, 1, 1, 1);
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fptr[single_offset + 0] = color.r;
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fptr[single_offset + 1] = color.g;
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fptr[single_offset + 2] = color.b;
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fptr[single_offset + 3] = color.a;
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single_offset += 4;
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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 = single_offset * sizeof(float);
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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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Vector2 uv;
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fptr[single_offset + 0] = uv.x;
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fptr[single_offset + 1] = uv.y;
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single_offset += 2;
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}
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//bones
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if ((uint32_t)p_indices.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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for (uint32_t i = 0; i < vertex_count; i++) {
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uptr[base_offset + i * stride + 0] = bone_ptr[i * 4 + 0];
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uptr[base_offset + i * stride + 1] = bone_ptr[i * 4 + 1];
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uptr[base_offset + i * stride + 2] = bone_ptr[i * 4 + 2];
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uptr[base_offset + i * stride + 3] = bone_ptr[i * 4 + 3];
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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 = single_offset * sizeof(float);
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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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uptr[single_offset + 0] = 0;
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uptr[single_offset + 1] = 0;
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uptr[single_offset + 2] = 0;
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uptr[single_offset + 3] = 0;
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single_offset += 4;
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}
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//bones
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if ((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_SFLOAT;
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vd.offset = base_offset * sizeof(float);
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vd.location = VS::ARRAY_WEIGHTS;
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vd.stride = stride * sizeof(float);
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descriptions.write[4] = vd;
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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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fptr[base_offset + i * stride + 0] = weight_ptr[i * 4 + 0];
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fptr[base_offset + i * stride + 1] = weight_ptr[i * 4 + 1];
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fptr[base_offset + i * stride + 2] = weight_ptr[i * 4 + 2];
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fptr[base_offset + i * stride + 3] = weight_ptr[i * 4 + 3];
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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 = single_offset * sizeof(float);
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vd.location = VS::ARRAY_WEIGHTS;
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vd.stride = 0;
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descriptions.write[4] = vd;
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fptr[single_offset + 0] = 0.0;
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fptr[single_offset + 1] = 0.0;
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fptr[single_offset + 2] = 0.0;
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fptr[single_offset + 3] = 0.0;
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single_offset += 4;
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}
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//check that everything is as it should be
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ERR_FAIL_COND_V(single_offset != (base_offset - stride), 0);
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ERR_FAIL_COND_V(((base_offset - stride) + stride * vertex_count) != buffer_size, 0);
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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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Vector<RID> buffers;
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buffers.resize(descriptions.size());
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for (int i = 0; i < descriptions.size(); i++) {
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buffers.write[i] = pb.vertex_buffer;
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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;
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index_buffer.resize(p_indices.size() * sizeof(int32_t));
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{
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PoolVector<uint8_t>::Write w = index_buffer.write();
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copymem(w.ptr(), p_indices.ptr(), sizeof(int32_t) * p_indices.size());
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}
|
|
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, RenderTargetFormat p_render_target_format, RD::TextureSamples p_samples, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights) {
|
|
|
|
//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;
|
|
|
|
{
|
|
Light *light = p_lights;
|
|
|
|
uint16_t light_count = 0;
|
|
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);
|
|
light_count++;
|
|
if (light->mode == VS::CANVAS_LIGHT_MODE_MASK) {
|
|
base_flags |= FLAGS_USING_LIGHT_MASK;
|
|
}
|
|
if (light_count == MAX_LIGHTS_PER_ITEM) {
|
|
break;
|
|
}
|
|
}
|
|
light = light->next_ptr;
|
|
}
|
|
|
|
base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
|
|
}
|
|
|
|
PipelineVariants *pipeline_variants = &shader.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[p_render_target_format][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_samples);
|
|
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[p_render_target_format][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_samples);
|
|
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_TRIANGLES };
|
|
ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= VS::PRIMITIVE_MAX);
|
|
RID pipeline = pipeline_variants->variants[p_render_target_format][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_samples);
|
|
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[p_render_target_format][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_samples);
|
|
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) {
|
|
|
|
Item *current_clip = NULL;
|
|
|
|
RenderTargetFormat render_target_format = RENDER_TARGET_FORMAT_8_BIT_INT;
|
|
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);
|
|
}
|
|
#warning TODO obtain from framebuffer format eventually when this is implemented
|
|
RD::TextureSamples texture_samples = RD::TEXTURE_SAMPLES_1;
|
|
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);
|
|
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.canvas_state_uniform_set, 3);
|
|
|
|
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 (false) { //not skeleton
|
|
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, shader.default_skeleton_uniform_set, 1);
|
|
}
|
|
|
|
_render_item(draw_list, ci, render_target_format, texture_samples, canvas_transform_inverse, current_clip, p_lights);
|
|
}
|
|
|
|
RD::get_singleton()->draw_list_end();
|
|
}
|
|
|
|
void RasterizerCanvasRD::_update_canvas_state_uniform_set() {
|
|
|
|
if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
|
|
return; //nothing to update
|
|
}
|
|
|
|
Vector<RD::Uniform> uniforms;
|
|
|
|
{
|
|
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);
|
|
}
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 1;
|
|
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 = 2;
|
|
|
|
RD::Uniform u_shadows;
|
|
u_shadows.type = RD::UNIFORM_TYPE_TEXTURE;
|
|
u_shadows.binding = 3;
|
|
|
|
//lights
|
|
for (uint32_t i = 0; i < MAX_LIGHT_TEXTURES; i++) {
|
|
if (i < canvas_light_owner.get_rid_count()) {
|
|
CanvasLight *cl = canvas_light_owner.get_rid_by_index(i);
|
|
cl->texture_index = i;
|
|
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(default_textures.white_texture);
|
|
}
|
|
if (cl->shadow.texture.is_valid()) {
|
|
u_shadows.ids.push_back(cl->shadow.texture);
|
|
} else {
|
|
u_shadows.ids.push_back(default_textures.black_texture);
|
|
}
|
|
} else {
|
|
u_lights.ids.push_back(default_textures.white_texture);
|
|
u_shadows.ids.push_back(default_textures.black_texture);
|
|
}
|
|
}
|
|
|
|
//in case there are more
|
|
for (uint32_t i = MAX_LIGHT_TEXTURES; i < canvas_light_owner.get_rid_count(); i++) {
|
|
CanvasLight *cl = canvas_light_owner.get_rid_by_index(i);
|
|
cl->texture_index = -1; //make invalid (no texture)
|
|
}
|
|
|
|
uniforms.push_back(u_lights);
|
|
uniforms.push_back(u_shadows);
|
|
}
|
|
|
|
state.canvas_state_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 3); // uses index 3
|
|
}
|
|
|
|
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
|
|
_update_canvas_state_uniform_set();
|
|
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;
|
|
|
|
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 == MAX_RENDER_LIGHTS) {
|
|
l->render_index_cache = -1;
|
|
l = l->next_ptr;
|
|
continue;
|
|
}
|
|
|
|
CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
|
|
if (!clight || clight->texture_index < 0) { //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);
|
|
|
|
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;
|
|
} else {
|
|
state.light_uniforms[index].shadow_pixel_size = 1.0;
|
|
}
|
|
state.light_uniforms[index].flags = clight->texture_index;
|
|
state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
|
|
|
|
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.
|
|
Item *ci = p_item_list;
|
|
while (ci) {
|
|
|
|
items[item_count++] = ci;
|
|
|
|
bool backbuffer_copy = ci->copy_back_buffer; // || shader uses SCREEN_TEXTURE
|
|
if (!ci->next || backbuffer_copy || item_count == MAX_RENDER_ITEMS - 1) {
|
|
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
|
|
//then reset
|
|
item_count = 0;
|
|
}
|
|
|
|
if (ci->copy_back_buffer) {
|
|
|
|
if (ci->copy_back_buffer->full) {
|
|
|
|
//_copy_texscreen(Rect2());
|
|
} else {
|
|
//_copy_texscreen(ci->copy_back_buffer->rect);
|
|
}
|
|
}
|
|
|
|
ci = ci->next;
|
|
}
|
|
}
|
|
|
|
RID RasterizerCanvasRD::light_create() {
|
|
|
|
CanvasLight canvas_light;
|
|
canvas_light.shadow.size = 0;
|
|
canvas_light.texture_index = -1;
|
|
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;
|
|
|
|
//canvas state uniform set needs updating
|
|
if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
|
|
RD::get_singleton()->free(state.canvas_state_uniform_set);
|
|
}
|
|
}
|
|
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.uniform_set);
|
|
cl->shadow.uniform_set = RID();
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
RD::get_singleton()->free(cl->shadow.render_fb[i]);
|
|
RD::get_singleton()->free(cl->shadow.render_textures[i]);
|
|
cl->shadow.render_fb[i] = RID();
|
|
cl->shadow.render_textures[i] = RID();
|
|
}
|
|
RD::get_singleton()->free(cl->shadow.fix_fb);
|
|
RD::get_singleton()->free(cl->shadow.texture);
|
|
|
|
cl->shadow.fix_fb = RID();
|
|
cl->shadow.texture = RID();
|
|
}
|
|
|
|
if (p_enable) {
|
|
|
|
{ //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());
|
|
|
|
Vector<RID> fb_textures;
|
|
fb_textures.push_back(cl->shadow.texture);
|
|
cl->shadow.fix_fb = RD::get_singleton()->framebuffer_create(fb_textures);
|
|
}
|
|
{
|
|
RD::TextureFormat tf;
|
|
tf.type = RD::TEXTURE_TYPE_2D;
|
|
tf.width = p_resolution / 2;
|
|
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.render_depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
|
|
RD::Uniform tex_uniforms;
|
|
tex_uniforms.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
|
|
tex_uniforms.binding = 0;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
|
|
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
|
|
cl->shadow.render_textures[i] = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
|
Vector<RID> textures;
|
|
textures.push_back(cl->shadow.render_textures[i]);
|
|
textures.push_back(cl->shadow.render_depth);
|
|
cl->shadow.render_fb[i] = RD::get_singleton()->framebuffer_create(textures);
|
|
|
|
tex_uniforms.ids.push_back(default_samplers.samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST][VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED]);
|
|
tex_uniforms.ids.push_back(cl->shadow.render_textures[i]);
|
|
}
|
|
|
|
Vector<RD::Uniform> tex_uniforms_set;
|
|
tex_uniforms_set.push_back(tex_uniforms);
|
|
cl->shadow.uniform_set = RD::get_singleton()->uniform_set_create(tex_uniforms_set, shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), 0);
|
|
}
|
|
}
|
|
|
|
//canvas state uniform set needs updating
|
|
if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
|
|
RD::get_singleton()->free(state.canvas_state_uniform_set);
|
|
}
|
|
}
|
|
|
|
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.render_fb[i], RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc);
|
|
|
|
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 / 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];
|
|
}
|
|
}
|
|
|
|
/*if (i == 0)
|
|
*p_xform_cache = projection;*/
|
|
|
|
LightOccluderInstance *instance = p_occluders;
|
|
|
|
while (instance) {
|
|
|
|
OccluderPolygon *co = occluder_polygon_owner.getornull(instance->polygon);
|
|
|
|
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
|
|
|
|
instance = instance->next;
|
|
continue;
|
|
}
|
|
|
|
_update_transform_2d_to_mat4(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();
|
|
}
|
|
|
|
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.fix_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH, cc);
|
|
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.shader_fix_pipeline);
|
|
RD::get_singleton()->draw_list_bind_index_array(draw_list, primitive_arrays.index_array[3]);
|
|
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cl->shadow.uniform_set, 0);
|
|
RD::get_singleton()->draw_list_draw(draw_list, true);
|
|
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::update() {
|
|
_dispose_bindings();
|
|
}
|
|
|
|
RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
|
|
storage = p_storage;
|
|
|
|
{ //create default textures
|
|
|
|
RD::TextureFormat tformat;
|
|
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
|
|
tformat.width = 4;
|
|
tformat.height = 4;
|
|
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
|
|
tformat.type = RD::TEXTURE_TYPE_2D;
|
|
|
|
PoolVector<uint8_t> pv;
|
|
pv.resize(16 * 4);
|
|
for (int i = 0; i < 16; i++) {
|
|
pv.set(i * 4 + 0, 255);
|
|
pv.set(i * 4 + 1, 255);
|
|
pv.set(i * 4 + 2, 255);
|
|
pv.set(i * 4 + 3, 255);
|
|
}
|
|
|
|
{
|
|
Vector<PoolVector<uint8_t> > vpv;
|
|
vpv.push_back(pv);
|
|
default_textures.white_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
pv.set(i * 4 + 0, 0);
|
|
pv.set(i * 4 + 1, 0);
|
|
pv.set(i * 4 + 2, 0);
|
|
pv.set(i * 4 + 3, 255);
|
|
}
|
|
|
|
{
|
|
Vector<PoolVector<uint8_t> > vpv;
|
|
vpv.push_back(pv);
|
|
default_textures.black_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
pv.set(i * 4 + 0, 128);
|
|
pv.set(i * 4 + 1, 128);
|
|
pv.set(i * 4 + 2, 255);
|
|
pv.set(i * 4 + 3, 255);
|
|
}
|
|
|
|
{
|
|
Vector<PoolVector<uint8_t> > vpv;
|
|
vpv.push_back(pv);
|
|
default_textures.normal_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
pv.set(i * 4 + 0, 255);
|
|
pv.set(i * 4 + 1, 128);
|
|
pv.set(i * 4 + 2, 255);
|
|
pv.set(i * 4 + 3, 255);
|
|
}
|
|
|
|
{
|
|
Vector<PoolVector<uint8_t> > vpv;
|
|
vpv.push_back(pv);
|
|
default_textures.aniso_texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
pv.set(i * 4 + 0, 0);
|
|
pv.set(i * 4 + 1, 0);
|
|
pv.set(i * 4 + 2, 0);
|
|
pv.set(i * 4 + 3, 0);
|
|
}
|
|
|
|
default_textures.default_multimesh_tb = RD::get_singleton()->texture_buffer_create(16, RD::DATA_FORMAT_R8G8B8A8_UNORM, pv);
|
|
}
|
|
|
|
{ //create default samplers
|
|
|
|
for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
|
|
for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
|
|
RD::SamplerState sampler_state;
|
|
switch (i) {
|
|
case VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
|
|
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
|
|
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
|
|
sampler_state.max_lod = 0;
|
|
} break;
|
|
case VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
|
|
|
|
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
sampler_state.max_lod = 0;
|
|
} break;
|
|
case VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
|
|
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
|
|
} break;
|
|
case VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS: {
|
|
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
|
|
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
switch (j) {
|
|
case VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
|
|
|
|
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
|
|
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
|
|
|
|
} break;
|
|
case VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
|
|
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
|
|
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
|
|
} break;
|
|
case VS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
|
|
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
|
|
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
|
|
default_samplers.samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
|
|
}
|
|
}
|
|
|
|
default_samplers.default_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
|
|
default_samplers.default_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
|
|
}
|
|
|
|
{ //shader variants
|
|
Vector<String> 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
|
|
shader.canvas_shader.initialize(variants);
|
|
|
|
shader.default_version = shader.canvas_shader.version_create();
|
|
|
|
{
|
|
//framebuffer formats
|
|
RD::AttachmentFormat af;
|
|
af.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
|
|
af.samples = RD::TEXTURE_SAMPLES_1;
|
|
af.usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_RETRIEVE_BIT;
|
|
Vector<RD::AttachmentFormat> formats;
|
|
formats.push_back(af);
|
|
shader.framebuffer_formats[RENDER_TARGET_FORMAT_8_BIT_INT] = RD::get_singleton()->framebuffer_format_create(formats);
|
|
|
|
formats.clear();
|
|
af.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
|
|
formats.push_back(af);
|
|
shader.framebuffer_formats[RENDER_TARGET_FORMAT_16_BIT_FLOAT] = RD::get_singleton()->framebuffer_format_create(formats);
|
|
}
|
|
|
|
for (int i = 0; i < RENDER_TARGET_FORMAT_MAX; i++) {
|
|
RD::FramebufferFormatID fb_format = shader.framebuffer_formats[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_LINES,
|
|
RD::RENDER_PRIMITIVE_POINTS,
|
|
};
|
|
ShaderVariant shader_variants[PIPELINE_VARIANT_MAX] = {
|
|
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_POINTS
|
|
};
|
|
|
|
RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[j]);
|
|
shader.pipeline_variants.variants[i][j].setup(shader_variant, fb_format, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
|
|
}
|
|
}
|
|
|
|
shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, 0);
|
|
}
|
|
|
|
{ //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);
|
|
|
|
shadow_render.framebuffer_fix_format = RD::get_singleton()->framebuffer_format_create(attachments);
|
|
|
|
RD::AttachmentFormat af_depth;
|
|
af_depth.format = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
|
|
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);
|
|
}
|
|
|
|
shadow_render.shader_fix.initialize(versions);
|
|
shadow_render.shader_fix_version = shadow_render.shader_fix.version_create();
|
|
shadow_render.shader_fix_pipeline = RD::get_singleton()->render_pipeline_create(shadow_render.shader_fix.version_get_shader(shadow_render.shader_fix_version, 0), shadow_render.framebuffer_fix_format, RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), 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) * MAX_RENDER_LIGHTS);
|
|
}
|
|
}
|
|
|
|
{
|
|
//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 = 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, 0, sizeof(SkeletonUniform), &su);
|
|
}
|
|
|
|
{ //default material uniform set
|
|
Vector<RD::Uniform> default_material_uniforms;
|
|
RD::Uniform u;
|
|
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
|
|
u.binding = 2;
|
|
u.ids.push_back(shader.default_skeleton_uniform);
|
|
default_material_uniforms.push_back(u);
|
|
|
|
u.ids.clear();
|
|
u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
|
|
u.binding = 1;
|
|
u.ids.push_back(default_textures.default_multimesh_tb);
|
|
default_material_uniforms.push_back(u);
|
|
|
|
shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(default_material_uniforms, shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_ATTRIBUTES), 2);
|
|
}
|
|
|
|
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);
|
|
//canvas state uniform set needs updating
|
|
if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
|
|
RD::get_singleton()->free(state.canvas_state_uniform_set);
|
|
}
|
|
} 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);
|
|
}
|
|
|
|
if (state.canvas_state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state.canvas_state_uniform_set)) {
|
|
RD::get_singleton()->free(state.canvas_state_uniform_set);
|
|
}
|
|
|
|
//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
|
|
|
|
RD::get_singleton()->free(shader.default_skeleton_uniform_set);
|
|
RD::get_singleton()->free(shader.default_skeleton_uniform);
|
|
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);
|
|
|
|
//pipelines don't need freeing, they are all gone after shaders are gone
|
|
|
|
//samplers
|
|
for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
|
|
for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
|
|
RD::get_singleton()->free(default_samplers.samplers[i][j]);
|
|
}
|
|
}
|
|
|
|
//textures
|
|
RD::get_singleton()->free(default_textures.white_texture);
|
|
RD::get_singleton()->free(default_textures.black_texture);
|
|
RD::get_singleton()->free(default_textures.normal_texture);
|
|
RD::get_singleton()->free(default_textures.aniso_texture);
|
|
RD::get_singleton()->free(default_textures.default_multimesh_tb);
|
|
}
|