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- /**************************************************************************/
- /* renderer_canvas_render.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 RENDERER_CANVAS_RENDER_H
- #define RENDERER_CANVAS_RENDER_H
- #include "servers/rendering_server.h"
- class RendererCanvasRender {
- public:
- static RendererCanvasRender *singleton;
- enum CanvasRectFlags {
- CANVAS_RECT_REGION = 1,
- CANVAS_RECT_TILE = 2,
- CANVAS_RECT_FLIP_H = 4,
- CANVAS_RECT_FLIP_V = 8,
- CANVAS_RECT_TRANSPOSE = 16,
- CANVAS_RECT_CLIP_UV = 32,
- CANVAS_RECT_IS_GROUP = 64,
- CANVAS_RECT_MSDF = 128,
- CANVAS_RECT_LCD = 256,
- };
- struct Light {
- bool enabled;
- Color color;
- Transform2D xform;
- float height;
- float energy;
- float scale;
- int z_min;
- int z_max;
- int layer_min;
- int layer_max;
- int item_mask;
- int item_shadow_mask;
- float directional_distance;
- RS::CanvasLightMode mode;
- RS::CanvasLightBlendMode blend_mode;
- RID texture;
- Vector2 texture_offset;
- RID canvas;
- bool use_shadow;
- int shadow_buffer_size;
- RS::CanvasLightShadowFilter shadow_filter;
- Color shadow_color;
- float shadow_smooth;
- //void *texture_cache; // implementation dependent
- Rect2 rect_cache;
- Transform2D xform_cache;
- float radius_cache; //used for shadow far plane
- //Projection shadow_matrix_cache;
- Transform2D light_shader_xform;
- //Vector2 light_shader_pos;
- Light *shadows_next_ptr = nullptr;
- Light *filter_next_ptr = nullptr;
- Light *next_ptr = nullptr;
- Light *directional_next_ptr = nullptr;
- RID light_internal;
- uint64_t version;
- int32_t render_index_cache;
- Light() {
- version = 0;
- enabled = true;
- color = Color(1, 1, 1);
- shadow_color = Color(0, 0, 0, 0);
- height = 0;
- z_min = -1024;
- z_max = 1024;
- layer_min = 0;
- layer_max = 0;
- item_mask = 1;
- scale = 1.0;
- energy = 1.0;
- item_shadow_mask = 1;
- mode = RS::CANVAS_LIGHT_MODE_POINT;
- blend_mode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
- // texture_cache = nullptr;
- next_ptr = nullptr;
- directional_next_ptr = nullptr;
- filter_next_ptr = nullptr;
- use_shadow = false;
- shadow_buffer_size = 2048;
- shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE;
- shadow_smooth = 0.0;
- render_index_cache = -1;
- directional_distance = 10000.0;
- }
- };
- //easier wrap to avoid mistakes
- struct Item;
- typedef uint64_t PolygonID;
- virtual 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>()) = 0;
- virtual void free_polygon(PolygonID p_polygon) = 0;
- //also easier to wrap to avoid mistakes
- struct Polygon {
- PolygonID polygon_id;
- Rect2 rect_cache;
- _FORCE_INLINE_ void create(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>()) {
- ERR_FAIL_COND(polygon_id != 0);
- {
- uint32_t pc = p_points.size();
- const Vector2 *v2 = p_points.ptr();
- rect_cache.position = *v2;
- for (uint32_t i = 1; i < pc; i++) {
- rect_cache.expand_to(v2[i]);
- }
- }
- polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights);
- }
- _FORCE_INLINE_ Polygon() { polygon_id = 0; }
- _FORCE_INLINE_ ~Polygon() {
- if (polygon_id) {
- singleton->free_polygon(polygon_id);
- }
- }
- };
- //item
- struct Item {
- //commands are allocated in blocks of 4k to improve performance
- //and cache coherence.
- //blocks always grow but never shrink.
- struct CommandBlock {
- enum {
- MAX_SIZE = 4096
- };
- uint32_t usage;
- uint8_t *memory = nullptr;
- };
- struct Command {
- enum Type {
- TYPE_RECT,
- TYPE_NINEPATCH,
- TYPE_POLYGON,
- TYPE_PRIMITIVE,
- TYPE_MESH,
- TYPE_MULTIMESH,
- TYPE_PARTICLES,
- TYPE_TRANSFORM,
- TYPE_CLIP_IGNORE,
- TYPE_ANIMATION_SLICE,
- };
- Command *next = nullptr;
- Type type;
- virtual ~Command() {}
- };
- struct CommandRect : public Command {
- Rect2 rect;
- Color modulate;
- Rect2 source;
- uint16_t flags;
- float outline;
- float px_range;
- RID texture;
- CommandRect() {
- flags = 0;
- outline = 0;
- px_range = 1;
- type = TYPE_RECT;
- }
- };
- struct CommandNinePatch : public Command {
- Rect2 rect;
- Rect2 source;
- float margin[4];
- bool draw_center;
- Color color;
- RS::NinePatchAxisMode axis_x;
- RS::NinePatchAxisMode axis_y;
- RID texture;
- CommandNinePatch() {
- draw_center = true;
- type = TYPE_NINEPATCH;
- }
- };
- struct CommandPolygon : public Command {
- RS::PrimitiveType primitive;
- Polygon polygon;
- RID texture;
- CommandPolygon() {
- type = TYPE_POLYGON;
- }
- };
- struct CommandPrimitive : public Command {
- uint32_t point_count;
- Vector2 points[4];
- Vector2 uvs[4];
- Color colors[4];
- RID texture;
- CommandPrimitive() {
- type = TYPE_PRIMITIVE;
- }
- };
- struct CommandMesh : public Command {
- RID mesh;
- Transform2D transform;
- Color modulate;
- RID mesh_instance;
- RID texture;
- CommandMesh() { type = TYPE_MESH; }
- ~CommandMesh();
- };
- struct CommandMultiMesh : public Command {
- RID multimesh;
- RID texture;
- CommandMultiMesh() { type = TYPE_MULTIMESH; }
- };
- struct CommandParticles : public Command {
- RID particles;
- RID texture;
- CommandParticles() { type = TYPE_PARTICLES; }
- };
- struct CommandTransform : public Command {
- Transform2D xform;
- CommandTransform() { type = TYPE_TRANSFORM; }
- };
- struct CommandClipIgnore : public Command {
- bool ignore;
- CommandClipIgnore() {
- type = TYPE_CLIP_IGNORE;
- ignore = false;
- }
- };
- struct CommandAnimationSlice : public Command {
- double animation_length = 0;
- double slice_begin = 0;
- double slice_end = 0;
- double offset = 0;
- CommandAnimationSlice() {
- type = TYPE_ANIMATION_SLICE;
- }
- };
- struct ViewportRender {
- RenderingServer *owner = nullptr;
- void *udata = nullptr;
- Rect2 rect;
- };
- Transform2D xform;
- bool clip;
- bool visible;
- bool behind;
- bool update_when_visible;
- struct CanvasGroup {
- RS::CanvasGroupMode mode;
- bool fit_empty;
- float fit_margin;
- bool blur_mipmaps;
- float clear_margin;
- };
- CanvasGroup *canvas_group = nullptr;
- bool use_canvas_group = false;
- int light_mask;
- int z_final;
- mutable bool custom_rect;
- mutable bool rect_dirty;
- mutable Rect2 rect;
- RID material;
- RID skeleton;
- Item *next = nullptr;
- struct CopyBackBuffer {
- Rect2 rect;
- Rect2 screen_rect;
- bool full;
- };
- CopyBackBuffer *copy_back_buffer = nullptr;
- Color final_modulate;
- Transform2D final_transform;
- Rect2 final_clip_rect;
- Item *final_clip_owner = nullptr;
- Item *material_owner = nullptr;
- Item *canvas_group_owner = nullptr;
- ViewportRender *vp_render = nullptr;
- bool distance_field;
- bool light_masked;
- Rect2 global_rect_cache;
- const Rect2 &get_rect() const;
- Command *commands = nullptr;
- Command *last_command = nullptr;
- Vector<CommandBlock> blocks;
- uint32_t current_block;
- #ifdef DEBUG_ENABLED
- mutable double debug_redraw_time = 0;
- #endif
- template <class T>
- T *alloc_command() {
- T *command = nullptr;
- if (commands == nullptr) {
- // As the most common use case of canvas items is to
- // use only one command, the first is done with it's
- // own allocation. The rest of them use blocks.
- command = memnew(T);
- command->next = nullptr;
- commands = command;
- last_command = command;
- } else {
- //Subsequent commands go into a block.
- while (true) {
- if (unlikely(current_block == (uint32_t)blocks.size())) {
- // If we need more blocks, we allocate them
- // (they won't be freed until this CanvasItem is
- // deleted, though).
- CommandBlock cb;
- cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE);
- cb.usage = 0;
- blocks.push_back(cb);
- }
- CommandBlock *c = &blocks.write[current_block];
- size_t space_left = CommandBlock::MAX_SIZE - c->usage;
- if (space_left < sizeof(T)) {
- current_block++;
- continue;
- }
- //allocate block and add to the linked list
- void *memory = c->memory + c->usage;
- command = memnew_placement(memory, T);
- command->next = nullptr;
- last_command->next = command;
- last_command = command;
- c->usage += sizeof(T);
- break;
- }
- }
- rect_dirty = true;
- return command;
- }
- void clear() {
- // The first one is always allocated on heap
- // the rest go in the blocks
- Command *c = commands;
- while (c) {
- Command *n = c->next;
- if (c == commands) {
- memdelete(commands);
- commands = nullptr;
- } else {
- c->~Command();
- }
- c = n;
- }
- {
- uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size());
- CommandBlock *blockptr = blocks.ptrw();
- for (uint32_t i = 0; i < cbc; i++) {
- blockptr[i].usage = 0;
- }
- }
- last_command = nullptr;
- commands = nullptr;
- current_block = 0;
- clip = false;
- rect_dirty = true;
- final_clip_owner = nullptr;
- material_owner = nullptr;
- light_masked = false;
- }
- RS::CanvasItemTextureFilter texture_filter;
- RS::CanvasItemTextureRepeat texture_repeat;
- Item() {
- commands = nullptr;
- last_command = nullptr;
- current_block = 0;
- light_mask = 1;
- vp_render = nullptr;
- next = nullptr;
- final_clip_owner = nullptr;
- canvas_group_owner = nullptr;
- clip = false;
- final_modulate = Color(1, 1, 1, 1);
- visible = true;
- rect_dirty = true;
- custom_rect = false;
- behind = false;
- material_owner = nullptr;
- copy_back_buffer = nullptr;
- distance_field = false;
- light_masked = false;
- update_when_visible = false;
- z_final = 0;
- texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
- texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
- }
- virtual ~Item() {
- clear();
- for (int i = 0; i < blocks.size(); i++) {
- memfree(blocks[i].memory);
- }
- if (copy_back_buffer) {
- memdelete(copy_back_buffer);
- }
- }
- };
- virtual 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) = 0;
- struct LightOccluderInstance {
- bool enabled;
- RID canvas;
- RID polygon;
- RID occluder;
- Rect2 aabb_cache;
- Transform2D xform;
- Transform2D xform_cache;
- int light_mask;
- bool sdf_collision;
- RS::CanvasOccluderPolygonCullMode cull_cache;
- LightOccluderInstance *next = nullptr;
- LightOccluderInstance() {
- enabled = true;
- sdf_collision = false;
- next = nullptr;
- light_mask = 1;
- cull_cache = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
- }
- };
- virtual RID light_create() = 0;
- virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
- virtual void light_set_use_shadow(RID p_rid, bool p_enable) = 0;
- virtual 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) = 0;
- virtual 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) = 0;
- virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) = 0;
- virtual RID occluder_polygon_create() = 0;
- virtual void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) = 0;
- virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0;
- virtual void set_shadow_texture_size(int p_size) = 0;
- virtual bool free(RID p_rid) = 0;
- virtual void update() = 0;
- virtual void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) = 0;
- RendererCanvasRender() { singleton = this; }
- virtual ~RendererCanvasRender() {}
- };
- #endif // RENDERER_CANVAS_RENDER_H
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