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- /**************************************************************************/
- /* renderer_canvas_render_rd.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_RD_H
- #define RENDERER_CANVAS_RENDER_RD_H
- #include "servers/rendering/renderer_canvas_render.h"
- #include "servers/rendering/renderer_compositor.h"
- #include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
- #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- #include "servers/rendering/rendering_device.h"
- #include "servers/rendering/shader_compiler.h"
- class RendererCanvasRenderRD : public RendererCanvasRender {
- enum {
- BASE_UNIFORM_SET = 0,
- MATERIAL_UNIFORM_SET = 1,
- TRANSFORMS_UNIFORM_SET = 2,
- CANVAS_TEXTURE_UNIFORM_SET = 3,
- };
- const int SAMPLERS_BINDING_FIRST_INDEX = 10;
- enum ShaderVariant {
- SHADER_VARIANT_QUAD,
- SHADER_VARIANT_NINEPATCH,
- SHADER_VARIANT_PRIMITIVE,
- SHADER_VARIANT_PRIMITIVE_POINTS,
- SHADER_VARIANT_ATTRIBUTES,
- SHADER_VARIANT_ATTRIBUTES_POINTS,
- SHADER_VARIANT_QUAD_LIGHT,
- SHADER_VARIANT_NINEPATCH_LIGHT,
- SHADER_VARIANT_PRIMITIVE_LIGHT,
- SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
- SHADER_VARIANT_ATTRIBUTES_LIGHT,
- SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
- SHADER_VARIANT_MAX
- };
- 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_CONVERT_ATTRIBUTES_TO_LINEAR = (1 << 11),
- 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
- };
- /****************/
- /**** SHADER ****/
- /****************/
- enum PipelineVariant {
- PIPELINE_VARIANT_QUAD,
- PIPELINE_VARIANT_NINEPATCH,
- PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
- PIPELINE_VARIANT_PRIMITIVE_LINES,
- PIPELINE_VARIANT_PRIMITIVE_POINTS,
- PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
- PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
- PIPELINE_VARIANT_ATTRIBUTE_LINES,
- PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
- PIPELINE_VARIANT_ATTRIBUTE_POINTS,
- PIPELINE_VARIANT_QUAD_LCD_BLEND,
- PIPELINE_VARIANT_MAX
- };
- enum PipelineLightMode {
- PIPELINE_LIGHT_MODE_DISABLED,
- PIPELINE_LIGHT_MODE_ENABLED,
- PIPELINE_LIGHT_MODE_MAX
- };
- struct PipelineVariants {
- PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
- };
- struct {
- CanvasShaderRD canvas_shader;
- RID default_version;
- RID default_version_rd_shader;
- RID quad_index_buffer;
- RID quad_index_array;
- PipelineVariants pipeline_variants;
- ShaderCompiler compiler;
- } shader;
- struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
- enum BlendMode { //used internally
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- BLEND_MODE_PMALPHA,
- BLEND_MODE_DISABLED,
- };
- bool valid = false;
- RID version;
- PipelineVariants pipeline_variants;
- Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size = 0;
- String code;
- bool uses_screen_texture = false;
- bool uses_screen_texture_mipmaps = false;
- bool uses_sdf = false;
- bool uses_time = false;
- virtual void set_code(const String &p_Code);
- virtual bool is_animated() const;
- virtual bool casts_shadows() const;
- virtual RS::ShaderNativeSourceCode get_native_source_code() const;
- CanvasShaderData() {}
- virtual ~CanvasShaderData();
- };
- RendererRD::MaterialStorage::ShaderData *_create_shader_func();
- static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
- return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
- }
- struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
- CanvasShaderData *shader_data = nullptr;
- RID uniform_set;
- RID uniform_set_srgb;
- virtual void set_render_priority(int p_priority) {}
- virtual void set_next_pass(RID p_pass) {}
- virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~CanvasMaterialData();
- };
- RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
- static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
- return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
- }
- /**************************/
- /**** CANVAS TEXTURES *****/
- /**************************/
- struct {
- RS::CanvasItemTextureFilter default_filter;
- RS::CanvasItemTextureRepeat default_repeat;
- } default_samplers;
- /******************/
- /**** POLYGONS ****/
- /******************/
- struct PolygonBuffers {
- RD::VertexFormatID vertex_format_id;
- RID vertex_buffer;
- RID vertex_array;
- RID index_buffer;
- RID indices;
- };
- struct {
- HashMap<PolygonID, PolygonBuffers> polygons;
- PolygonID last_id;
- } polygon_buffers;
- /********************/
- /**** PRIMITIVES ****/
- /********************/
- struct {
- RID index_array[4];
- } primitive_arrays;
- /*******************/
- /**** MATERIALS ****/
- /*******************/
- /******************/
- /**** 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 ShadowRenderPushConstant {
- float projection[16];
- float modelview[8];
- float direction[2];
- float z_far;
- float pad;
- };
- struct OccluderPolygon {
- RS::CanvasOccluderPolygonCullMode cull_mode;
- int line_point_count;
- RID vertex_buffer;
- RID vertex_array;
- RID index_buffer;
- RID index_array;
- int sdf_point_count;
- int sdf_index_count;
- RID sdf_vertex_buffer;
- RID sdf_vertex_array;
- RID sdf_index_buffer;
- RID sdf_index_array;
- bool sdf_is_lines;
- };
- 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];
- };
- RID_Owner<OccluderPolygon> occluder_polygon_owner;
- enum ShadowRenderMode {
- SHADOW_RENDER_MODE_SHADOW,
- SHADOW_RENDER_MODE_SDF,
- };
- enum {
- SHADOW_RENDER_SDF_TRIANGLES,
- SHADOW_RENDER_SDF_LINES,
- };
- struct {
- CanvasOcclusionShaderRD shader;
- RID shader_version;
- RID render_pipelines[3];
- RID sdf_render_pipelines[2];
- RD::VertexFormatID vertex_format;
- RD::VertexFormatID sdf_vertex_format;
- RD::FramebufferFormatID framebuffer_format;
- RD::FramebufferFormatID sdf_framebuffer_format;
- } shadow_render;
- /***************/
- /**** STATE ****/
- /***************/
- //state that does not vary across rendering all items
- struct State {
- //state buffer
- struct Buffer {
- 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;
- };
- LightUniform *light_uniforms = nullptr;
- RID lights_uniform_buffer;
- RID canvas_state_buffer;
- RID shadow_sampler;
- RID shadow_texture;
- RID shadow_depth_texture;
- RID shadow_fb;
- int shadow_texture_size = 2048;
- RID default_transforms_uniform_set;
- uint32_t max_lights_per_render;
- uint32_t max_lights_per_item;
- double time;
- } state;
- struct PushConstant {
- float world[6];
- uint32_t flags;
- uint32_t specular_shininess;
- 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
- };
- };
- float color_texture_pixel_size[2];
- uint32_t lights[4];
- };
- Item *items[MAX_RENDER_ITEMS];
- bool using_directional_lights = false;
- RID default_canvas_texture;
- RID default_canvas_group_shader;
- RID default_canvas_group_material;
- RID default_clip_children_material;
- RID default_clip_children_shader;
- RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
- RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
- RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
- bool debug_redraw = false;
- Color debug_redraw_color;
- double debug_redraw_time = 1.0;
- inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size, bool p_texture_is_data = false); //recursive, so regular inline used instead.
- void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used);
- 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);
- _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);
- void _update_shadow_atlas();
- public:
- 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>());
- void free_polygon(PolygonID p_polygon);
- RID light_create();
- void light_set_texture(RID p_rid, RID p_texture);
- void light_set_use_shadow(RID p_rid, bool p_enable);
- 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);
- 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);
- virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
- RID occluder_polygon_create();
- void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
- void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
- void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_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);
- virtual void set_shadow_texture_size(int p_size);
- void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color);
- void set_time(double p_time);
- void update();
- bool free(RID p_rid);
- RendererCanvasRenderRD();
- ~RendererCanvasRenderRD();
- };
- #endif // RENDERER_CANVAS_RENDER_RD_H
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