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- /**************************************************************************/
- /* rasterizer_canvas_gles3.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef RASTERIZER_CANVAS_GLES3_H
- #define RASTERIZER_CANVAS_GLES3_H
- #ifdef GLES3_ENABLED
- #include "rasterizer_scene_gles3.h"
- #include "servers/rendering/renderer_canvas_render.h"
- #include "servers/rendering/renderer_compositor.h"
- #include "storage/material_storage.h"
- #include "storage/texture_storage.h"
- #include "drivers/gles3/shaders/canvas.glsl.gen.h"
- #include "drivers/gles3/shaders/canvas_occlusion.glsl.gen.h"
- class RasterizerSceneGLES3;
- class RasterizerCanvasGLES3 : public RendererCanvasRender {
- static RasterizerCanvasGLES3 *singleton;
- _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
- _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
- _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
- _FORCE_INLINE_ void _update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4);
- enum {
- FLAGS_INSTANCING_MASK = 0x7F,
- FLAGS_INSTANCING_HAS_COLORS = (1 << 7),
- FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 8),
- FLAGS_CLIP_RECT_UV = (1 << 9),
- FLAGS_TRANSPOSE_RECT = (1 << 10),
- FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
- FLAGS_USING_PARTICLES = (1 << 13),
- FLAGS_USE_SKELETON = (1 << 15),
- FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
- FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
- FLAGS_LIGHT_COUNT_SHIFT = 20,
- FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
- FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
- FLAGS_USE_MSDF = (1 << 28),
- FLAGS_USE_LCD = (1 << 29),
- FLAGS_FLIP_H = (1 << 30),
- FLAGS_FLIP_V = (1 << 31),
- };
- enum {
- LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
- LIGHT_FLAGS_BLEND_SHIFT = 16,
- LIGHT_FLAGS_BLEND_MASK = (3 << 16),
- LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
- LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
- LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
- LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
- LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
- LIGHT_FLAGS_FILTER_SHIFT = 22
- };
- enum {
- MAX_RENDER_ITEMS = 256 * 1024,
- MAX_LIGHT_TEXTURES = 1024,
- MAX_LIGHTS_PER_ITEM = 16,
- DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
- };
- /******************/
- /**** LIGHTING ****/
- /******************/
- struct CanvasLight {
- RID texture;
- struct {
- bool enabled = false;
- float z_far;
- float y_offset;
- Transform2D directional_xform;
- } shadow;
- };
- RID_Owner<CanvasLight> canvas_light_owner;
- struct OccluderPolygon {
- RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
- int line_point_count = 0;
- GLuint vertex_buffer = 0;
- GLuint vertex_array = 0;
- GLuint index_buffer = 0;
- int sdf_point_count = 0;
- int sdf_index_count = 0;
- GLuint sdf_vertex_buffer = 0;
- GLuint sdf_vertex_array = 0;
- GLuint sdf_index_buffer = 0;
- bool sdf_is_lines = false;
- };
- RID_Owner<OccluderPolygon> occluder_polygon_owner;
- void _update_shadow_atlas();
- struct {
- CanvasOcclusionShaderGLES3 shader;
- RID shader_version;
- } shadow_render;
- struct LightUniform {
- float matrix[8]; //light to texture coordinate matrix
- float shadow_matrix[8]; //light to shadow coordinate matrix
- float color[4];
- uint8_t shadow_color[4];
- uint32_t flags; //index to light texture
- float shadow_pixel_size;
- float height;
- float position[2];
- float shadow_z_far_inv;
- float shadow_y_ofs;
- float atlas_rect[4];
- };
- public:
- enum {
- BASE_UNIFORM_LOCATION = 0,
- GLOBAL_UNIFORM_LOCATION = 1,
- LIGHT_UNIFORM_LOCATION = 2,
- INSTANCE_UNIFORM_LOCATION = 3,
- MATERIAL_UNIFORM_LOCATION = 4,
- };
- struct StateBuffer {
- float canvas_transform[16];
- float screen_transform[16];
- float canvas_normal_transform[16];
- float canvas_modulate[4];
- float screen_pixel_size[2];
- float time;
- uint32_t use_pixel_snap;
- float sdf_to_tex[4];
- float sdf_to_screen[2];
- float screen_to_sdf[2];
- uint32_t directional_light_count;
- float tex_to_sdf;
- uint32_t pad1;
- uint32_t pad2;
- };
- struct PolygonBuffers {
- GLuint vertex_buffer = 0;
- GLuint vertex_array = 0;
- GLuint index_buffer = 0;
- int count = 0;
- bool color_disabled = false;
- Color color = Color(1.0, 1.0, 1.0, 1.0);
- };
- struct {
- HashMap<PolygonID, PolygonBuffers> polygons;
- PolygonID last_id = 0;
- } polygon_buffers;
- RendererCanvasRender::PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
- void free_polygon(PolygonID p_polygon) override;
- struct InstanceData {
- float world[6];
- float color_texture_pixel_size[2];
- union {
- //rect
- struct {
- float modulation[4];
- union {
- float msdf[4];
- float ninepatch_margins[4];
- };
- float dst_rect[4];
- float src_rect[4];
- float pad[2];
- };
- //primitive
- struct {
- float points[6]; // vec2 points[3]
- float uvs[6]; // vec2 points[3]
- uint32_t colors[6]; // colors encoded as half
- };
- };
- uint32_t flags;
- uint32_t specular_shininess;
- uint32_t lights[4];
- };
- struct Data {
- GLuint canvas_quad_vertices;
- GLuint canvas_quad_array;
- GLuint indexed_quad_buffer;
- GLuint indexed_quad_array;
- GLuint particle_quad_vertices;
- GLuint particle_quad_array;
- GLuint ninepatch_vertices;
- GLuint ninepatch_elements;
- RID canvas_shader_default_version;
- uint32_t max_lights_per_render = 256;
- uint32_t max_lights_per_item = 16;
- uint32_t max_instances_per_buffer = 16384;
- uint32_t max_instance_buffer_size = 16384 * 128;
- } data;
- struct Batch {
- // Position in the UBO measured in bytes
- uint32_t start = 0;
- uint32_t instance_count = 0;
- uint32_t instance_buffer_index = 0;
- RID tex;
- RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
- RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
- GLES3::CanvasShaderData::BlendMode blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX;
- Color blend_color = Color(1.0, 1.0, 1.0, 1.0);
- Item *clip = nullptr;
- RID material;
- GLES3::CanvasMaterialData *material_data = nullptr;
- CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
- const Item::Command *command = nullptr;
- Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
- uint32_t primitive_points = 0;
- bool lights_disabled = false;
- };
- // DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.
- // We track them and ensure that they don't get reused until at least 2 frames have passed
- // to avoid the GPU stalling to wait for a resource to become available.
- struct DataBuffer {
- Vector<GLuint> instance_buffers;
- GLuint light_ubo = 0;
- GLuint state_ubo = 0;
- uint64_t last_frame_used = -3;
- GLsync fence = GLsync();
- };
- struct State {
- LocalVector<DataBuffer> canvas_instance_data_buffers;
- LocalVector<Batch> canvas_instance_batches;
- uint32_t current_data_buffer_index = 0;
- uint32_t current_instance_buffer_index = 0;
- uint32_t current_batch_index = 0;
- uint32_t last_item_index = 0;
- InstanceData *instance_data_array = nullptr;
- LightUniform *light_uniforms = nullptr;
- GLuint shadow_texture = 0;
- GLuint shadow_depth_buffer = 0;
- GLuint shadow_fb = 0;
- int shadow_texture_size = 2048;
- bool using_directional_lights = false;
- RID current_tex;
- RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
- RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
- bool transparent_render_target = false;
- double time = 0.0;
- RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
- RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
- } state;
- Item *items[MAX_RENDER_ITEMS];
- RID default_canvas_texture;
- RID default_canvas_group_material;
- RID default_canvas_group_shader;
- RID default_clip_children_material;
- RID default_clip_children_shader;
- typedef void Texture;
- void canvas_begin(RID p_to_render_target, bool p_to_backbuffer);
- //virtual void draw_window_margins(int *black_margin, RID *black_image) override;
- void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
- void reset_canvas();
- RID light_create() override;
- void light_set_texture(RID p_rid, RID p_texture) override;
- void light_set_use_shadow(RID p_rid, bool p_enable) override;
- void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override;
- void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override;
- void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
- RID occluder_polygon_create() override;
- void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
- void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
- void set_shadow_texture_size(int p_size) override;
- bool free(RID p_rid) override;
- void update() override;
- void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat);
- void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);
- void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
- void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false);
- void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch, bool &r_sdf_used);
- void _render_batch(Light *p_lights, uint32_t p_index);
- bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
- void _new_batch(bool &r_batch_broken);
- void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
- void _allocate_instance_data_buffer();
- void _allocate_instance_buffer();
- void _enable_attributes(uint32_t p_start, bool p_primitive, uint32_t p_rate = 1);
- void set_time(double p_time);
- virtual void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) override {
- if (p_enabled) {
- WARN_PRINT_ONCE("Debug CanvasItem Redraw is not available yet when using the GL Compatibility backend.");
- }
- }
- static RasterizerCanvasGLES3 *get_singleton();
- RasterizerCanvasGLES3();
- ~RasterizerCanvasGLES3();
- };
- #endif // GLES3_ENABLED
- #endif // RASTERIZER_CANVAS_GLES3_H
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