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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
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/**************************************************************************/
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/* renderer_canvas_render_rd.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "renderer_canvas_render_rd.h"
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#include "core/config/project_settings.h"
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#include "core/math/geometry_2d.h"
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#include "core/math/math_defs.h"
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#include "core/math/math_funcs.h"
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#include "core/math/transform_interpolator.h"
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#include "core/templates/fixed_vector.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/rendering_server_default.h"
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void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
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p_mat4[0] = p_transform.columns[0][0];
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p_mat4[1] = p_transform.columns[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.columns[1][0];
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p_mat4[5] = p_transform.columns[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.columns[2][0];
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p_mat4[13] = p_transform.columns[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 RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
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p_mat2x4[0] = p_transform.columns[0][0];
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p_mat2x4[1] = p_transform.columns[1][0];
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p_mat2x4[2] = 0;
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p_mat2x4[3] = p_transform.columns[2][0];
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p_mat2x4[4] = p_transform.columns[0][1];
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p_mat2x4[5] = p_transform.columns[1][1];
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p_mat2x4[6] = 0;
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p_mat2x4[7] = p_transform.columns[2][1];
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}
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void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
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p_mat2x3[0] = p_transform.columns[0][0];
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p_mat2x3[1] = p_transform.columns[0][1];
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p_mat2x3[2] = p_transform.columns[1][0];
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p_mat2x3[3] = p_transform.columns[1][1];
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p_mat2x3[4] = p_transform.columns[2][0];
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p_mat2x3[5] = p_transform.columns[2][1];
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}
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void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) {
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p_mat4[0] = p_transform.basis.rows[0][0];
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p_mat4[1] = p_transform.basis.rows[1][0];
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p_mat4[2] = p_transform.basis.rows[2][0];
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p_mat4[3] = 0;
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p_mat4[4] = p_transform.basis.rows[0][1];
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p_mat4[5] = p_transform.basis.rows[1][1];
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p_mat4[6] = p_transform.basis.rows[2][1];
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p_mat4[7] = 0;
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p_mat4[8] = p_transform.basis.rows[0][2];
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p_mat4[9] = p_transform.basis.rows[1][2];
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p_mat4[10] = p_transform.basis.rows[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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RendererCanvasRender::PolygonID RendererCanvasRenderRD::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, int p_count) {
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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-occurring 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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RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
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uint32_t vertex_count = p_points.size();
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uint32_t stride = 2; //vertices always repeat
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if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) {
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stride += 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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}
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if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
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stride += 4;
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}
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uint32_t buffer_size = stride * p_points.size();
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Vector<uint8_t> polygon_buffer;
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polygon_buffer.resize(buffer_size * sizeof(float));
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Vector<RD::VertexAttribute> descriptions;
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descriptions.resize(5);
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Vector<RID> buffers;
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buffers.resize(5);
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{
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uint8_t *r = polygon_buffer.ptrw();
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float *fptr = reinterpret_cast<float *>(r);
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uint32_t *uptr = reinterpret_cast<uint32_t *>(r);
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uint32_t base_offset = 0;
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{ //vertices
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RD::VertexAttribute 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 = RS::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 || p_colors.size() == 1) {
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RD::VertexAttribute 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 = RS::ARRAY_COLOR;
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vd.stride = stride * sizeof(float);
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descriptions.write[1] = vd;
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if (p_colors.size() == 1) {
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Color color = p_colors[0];
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for (uint32_t i = 0; i < vertex_count; i++) {
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fptr[base_offset + i * stride + 0] = color.r;
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fptr[base_offset + i * stride + 1] = color.g;
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fptr[base_offset + i * stride + 2] = color.b;
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fptr[base_offset + i * stride + 3] = color.a;
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}
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} else {
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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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}
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base_offset += 4;
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} else {
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RD::VertexAttribute vd;
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vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
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vd.offset = 0;
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vd.location = RS::ARRAY_COLOR;
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vd.stride = 0;
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descriptions.write[1] = vd;
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buffers.write[1] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_COLOR);
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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::VertexAttribute 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 = RS::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::VertexAttribute vd;
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vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
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vd.offset = 0;
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vd.location = RS::ARRAY_TEX_UV;
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vd.stride = 0;
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descriptions.write[2] = vd;
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buffers.write[2] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_TEX_UV);
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}
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//bones
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if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
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RD::VertexAttribute vd;
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vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
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vd.offset = base_offset * sizeof(float);
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vd.location = RS::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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uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
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bone16w[0] = bone_ptr[i * 4 + 0];
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bone16w[1] = bone_ptr[i * 4 + 1];
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bone16w[2] = bone_ptr[i * 4 + 2];
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bone16w[3] = bone_ptr[i * 4 + 3];
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}
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base_offset += 2;
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} else {
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RD::VertexAttribute vd;
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vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
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vd.offset = 0;
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vd.location = RS::ARRAY_BONES;
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vd.stride = 0;
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descriptions.write[3] = vd;
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buffers.write[3] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_BONES);
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}
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//weights
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if ((uint32_t)p_weights.size() == vertex_count * 4) {
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RD::VertexAttribute vd;
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vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
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vd.offset = base_offset * sizeof(float);
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vd.location = RS::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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uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
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weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
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weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
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weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535);
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weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
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}
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base_offset += 2;
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} else {
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RD::VertexAttribute vd;
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vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
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vd.offset = 0;
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vd.location = RS::ARRAY_WEIGHTS;
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vd.stride = 0;
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descriptions.write[4] = vd;
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buffers.write[4] = mesh_storage->mesh_get_default_rd_buffer(RendererRD::MeshStorage::DEFAULT_RD_BUFFER_WEIGHTS);
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}
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//check that everything is as it should be
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ERR_FAIL_COND_V(base_offset != stride, 0); //bug
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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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for (int i = 0; i < descriptions.size(); i++) {
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if (buffers[i] == RID()) { //if put in vertex, use as vertex
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buffers.write[i] = pb.vertex_buffer;
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}
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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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pb.primitive_count = vertex_count;
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if (p_indices.size()) {
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//create indices, as indices were requested
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Vector<uint8_t> index_buffer;
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index_buffer.resize(p_count * sizeof(int32_t));
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{
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uint8_t *w = index_buffer.ptrw();
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memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size());
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}
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pb.index_buffer = RD::get_singleton()->index_buffer_create(p_count, RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer);
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pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_count);
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pb.primitive_count = p_count;
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}
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pb.vertex_format_id = vertex_id;
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PolygonID id = polygon_buffers.last_id++;
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polygon_buffers.polygons[id] = pb;
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return id;
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}
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void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
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PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
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ERR_FAIL_NULL(pb_ptr);
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PolygonBuffers &pb = *pb_ptr;
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if (pb.indices.is_valid()) {
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RD::get_singleton()->free_rid(pb.indices);
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}
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if (pb.index_buffer.is_valid()) {
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RD::get_singleton()->free_rid(pb.index_buffer);
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}
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RD::get_singleton()->free_rid(pb.vertex_array);
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RD::get_singleton()->free_rid(pb.vertex_buffer);
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polygon_buffers.polygons.erase(p_polygon);
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}
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////////////////////
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static RD::RenderPrimitive _primitive_type_to_render_primitive(RS::PrimitiveType p_primitive) {
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switch (p_primitive) {
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case RS::PRIMITIVE_POINTS:
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return RD::RENDER_PRIMITIVE_POINTS;
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case RS::PRIMITIVE_LINES:
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return RD::RENDER_PRIMITIVE_LINES;
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case RS::PRIMITIVE_LINE_STRIP:
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return RD::RENDER_PRIMITIVE_LINESTRIPS;
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case RS::PRIMITIVE_TRIANGLES:
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return RD::RENDER_PRIMITIVE_TRIANGLES;
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case RS::PRIMITIVE_TRIANGLE_STRIP:
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return RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS;
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default:
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return RD::RENDER_PRIMITIVE_MAX;
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}
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}
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_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
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static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
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static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 2 };
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return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
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}
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RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
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//re create canvas state
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thread_local LocalVector<RD::Uniform> uniforms;
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uniforms.clear();
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
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u.binding = 1;
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u.append_id(state.canvas_state_buffer);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 2;
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u.append_id(state.lights_storage_buffer);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 3;
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u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 4;
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u.append_id(state.shadow_texture);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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u.binding = 5;
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u.append_id(state.shadow_sampler);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 6;
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RID screen;
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if (p_backbuffer) {
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screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
433
} else {
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screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
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if (screen.is_null()) { //unallocated backbuffer
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screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE);
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}
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}
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u.append_id(screen);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 7;
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RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
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u.append_id(sdf);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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u.binding = 9;
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
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uniforms.push_back(u);
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}
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material_storage->samplers_rd_get_default().append_uniforms(uniforms, SAMPLERS_BINDING_FIRST_INDEX);
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RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
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if (p_backbuffer) {
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texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
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} else {
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texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
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}
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return uniform_set;
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}
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RID RendererCanvasRenderRD::_get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance, void *p_surface, uint32_t p_surface_index, RID *r_vertex_array) {
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r_pipeline_key.ubershader = 0;
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const uint32_t ubershader_iterations = 1;
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while (r_pipeline_key.ubershader < ubershader_iterations) {
477
if (r_vertex_array != nullptr) {
478
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
479
uint64_t input_mask = p_shader_data->get_vertex_input_mask(r_pipeline_key.variant, r_pipeline_key.ubershader);
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if (p_mesh_instance.is_valid()) {
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mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(p_mesh_instance, p_surface_index, input_mask, false, false, *r_vertex_array, r_pipeline_key.vertex_format_id);
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} else {
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mesh_storage->mesh_surface_get_vertex_arrays_and_format(p_surface, input_mask, false, false, *r_vertex_array, r_pipeline_key.vertex_format_id);
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}
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}
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if (r_pipeline_key.ubershader) {
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r_push_constant.shader_specialization = r_pipeline_key.shader_specialization;
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r_pipeline_key.shader_specialization = {};
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} else {
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r_push_constant.shader_specialization = {};
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}
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bool wait_for_compilation = r_pipeline_key.ubershader || ubershader_iterations == 1;
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RS::PipelineSource source = RS::PIPELINE_SOURCE_CANVAS;
496
RID pipeline = p_shader_data->pipeline_hash_map.get_pipeline(r_pipeline_key, r_pipeline_key.hash(), wait_for_compilation, source);
497
if (pipeline.is_valid()) {
498
return pipeline;
499
}
500
501
r_pipeline_key.ubershader++;
502
}
503
504
// This case should never be reached unless the shader wasn't available.
505
return RID();
506
}
507
508
void RendererCanvasRenderRD::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, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {
509
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
510
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
511
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
512
513
r_sdf_used = false;
514
int item_count = 0;
515
516
//setup canvas state uniforms if needed
517
518
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
519
520
//setup directional lights if exist
521
522
uint32_t light_count = 0;
523
uint32_t directional_light_count = 0;
524
{
525
Light *l = p_directional_light_list;
526
uint32_t index = 0;
527
528
while (l) {
529
if (index == MAX_LIGHTS_PER_RENDER) {
530
l->render_index_cache = -1;
531
l = l->next_ptr;
532
continue;
533
}
534
535
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
536
if (!clight) { //unused or invalid texture
537
l->render_index_cache = -1;
538
l = l->next_ptr;
539
ERR_CONTINUE(!clight);
540
}
541
542
Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
543
544
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
545
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
546
547
_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
548
549
state.light_uniforms[index].height = l->height; //0..1 here
550
551
for (int i = 0; i < 4; i++) {
552
state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
553
state.light_uniforms[index].color[i] = l->color[i];
554
}
555
556
state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
557
558
if (state.shadow_fb.is_valid()) {
559
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
560
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
561
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
562
} else {
563
state.light_uniforms[index].shadow_pixel_size = 1.0;
564
state.light_uniforms[index].shadow_z_far_inv = 1.0;
565
state.light_uniforms[index].shadow_y_ofs = 0;
566
}
567
568
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
569
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
570
if (clight->shadow.enabled) {
571
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
572
}
573
574
l->render_index_cache = index;
575
576
index++;
577
l = l->next_ptr;
578
}
579
580
light_count = index;
581
directional_light_count = light_count;
582
using_directional_lights = directional_light_count > 0;
583
}
584
585
//setup lights if exist
586
587
{
588
Light *l = p_light_list;
589
uint32_t index = light_count;
590
591
while (l) {
592
if (index == MAX_LIGHTS_PER_RENDER) {
593
l->render_index_cache = -1;
594
l = l->next_ptr;
595
continue;
596
}
597
598
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
599
if (!clight) { //unused or invalid texture
600
l->render_index_cache = -1;
601
l = l->next_ptr;
602
ERR_CONTINUE(!clight);
603
}
604
605
Transform2D final_xform;
606
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated || !l->on_interpolate_transform_list) {
607
final_xform = l->xform_curr;
608
} else {
609
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
610
TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);
611
}
612
// Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.
613
Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());
614
state.light_uniforms[index].position[0] = canvas_light_pos.x;
615
state.light_uniforms[index].position[1] = canvas_light_pos.y;
616
617
_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
618
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
619
620
state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
621
for (int i = 0; i < 4; i++) {
622
state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
623
state.light_uniforms[index].color[i] = l->color[i];
624
}
625
626
state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
627
628
if (state.shadow_fb.is_valid()) {
629
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
630
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
631
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
632
} else {
633
state.light_uniforms[index].shadow_pixel_size = 1.0;
634
state.light_uniforms[index].shadow_z_far_inv = 1.0;
635
state.light_uniforms[index].shadow_y_ofs = 0;
636
}
637
638
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
639
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
640
if (clight->shadow.enabled) {
641
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
642
}
643
644
if (clight->texture.is_valid()) {
645
Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
646
state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
647
state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
648
state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
649
state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
650
651
} else {
652
state.light_uniforms[index].atlas_rect[0] = 0;
653
state.light_uniforms[index].atlas_rect[1] = 0;
654
state.light_uniforms[index].atlas_rect[2] = 0;
655
state.light_uniforms[index].atlas_rect[3] = 0;
656
}
657
658
l->render_index_cache = index;
659
660
index++;
661
l = l->next_ptr;
662
}
663
664
light_count = index;
665
}
666
667
if (light_count > 0) {
668
RD::get_singleton()->buffer_update(state.lights_storage_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
669
}
670
671
bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
672
673
{
674
//update canvas state uniform buffer
675
State::Buffer state_buffer;
676
677
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
678
679
Transform3D screen_transform;
680
screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
681
screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
682
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
683
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
684
685
Transform2D normal_transform = p_canvas_transform;
686
normal_transform.columns[0].normalize();
687
normal_transform.columns[1].normalize();
688
normal_transform.columns[2] = Vector2();
689
_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
690
691
Color modulate = p_modulate;
692
if (use_linear_colors) {
693
modulate = p_modulate.srgb_to_linear();
694
}
695
state_buffer.canvas_modulate[0] = modulate.r;
696
state_buffer.canvas_modulate[1] = modulate.g;
697
state_buffer.canvas_modulate[2] = modulate.b;
698
state_buffer.canvas_modulate[3] = modulate.a;
699
700
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
701
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
702
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
703
704
state_buffer.time = state.time;
705
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
706
707
state_buffer.directional_light_count = directional_light_count;
708
709
Vector2 canvas_scale = p_canvas_transform.get_scale();
710
711
state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
712
state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
713
714
state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
715
state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
716
717
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
718
Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
719
720
state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
721
state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
722
state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
723
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
724
725
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
726
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
727
state_buffer.shadow_pixel_size = 1.0f / (float)(state.shadow_texture_size);
728
729
state_buffer.flags = use_linear_colors ? CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
730
731
RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
732
}
733
734
{ //default filter/repeat
735
default_filter = p_default_filter;
736
default_repeat = p_default_repeat;
737
}
738
739
Item *ci = p_item_list;
740
741
//fill the list until rendering is possible.
742
bool material_screen_texture_cached = false;
743
bool material_screen_texture_mipmaps_cached = false;
744
745
Rect2 back_buffer_rect;
746
bool backbuffer_copy = false;
747
bool backbuffer_gen_mipmaps = false;
748
749
Item *canvas_group_owner = nullptr;
750
bool skip_item = false;
751
752
bool update_skeletons = false;
753
bool time_used = false;
754
755
bool backbuffer_cleared = false;
756
757
RenderTarget to_render_target;
758
to_render_target.render_target = p_to_render_target;
759
to_render_target.use_linear_colors = use_linear_colors;
760
761
while (ci) {
762
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
763
backbuffer_copy = true;
764
765
if (ci->copy_back_buffer->full) {
766
back_buffer_rect = Rect2();
767
} else {
768
back_buffer_rect = ci->copy_back_buffer->rect;
769
}
770
}
771
772
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
773
774
if (material.is_valid()) {
775
CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
776
if (md && md->shader_data->is_valid()) {
777
if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
778
if (!material_screen_texture_cached) {
779
backbuffer_copy = true;
780
back_buffer_rect = Rect2();
781
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
782
} else if (!material_screen_texture_mipmaps_cached) {
783
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
784
}
785
}
786
787
if (md->shader_data->uses_sdf) {
788
r_sdf_used = true;
789
}
790
if (md->shader_data->uses_time) {
791
time_used = true;
792
}
793
}
794
}
795
796
if (ci->skeleton.is_valid()) {
797
const Item::Command *c = ci->commands;
798
799
while (c) {
800
if (c->type == Item::Command::TYPE_MESH) {
801
const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
802
if (cm->mesh_instance.is_valid()) {
803
mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
804
mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
805
update_skeletons = true;
806
}
807
}
808
c = c->next;
809
}
810
}
811
812
if (ci->canvas_group_owner != nullptr) {
813
if (canvas_group_owner == nullptr) {
814
// Canvas group begins here, render until before this item
815
if (update_skeletons) {
816
mesh_storage->update_mesh_instances();
817
update_skeletons = false;
818
}
819
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
820
item_count = 0;
821
822
if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
823
Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
824
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
825
if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
826
ci->canvas_group_owner->use_canvas_group = false;
827
items[item_count++] = ci->canvas_group_owner;
828
}
829
} else if (!backbuffer_cleared) {
830
texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
831
backbuffer_cleared = true;
832
}
833
834
backbuffer_copy = false;
835
canvas_group_owner = ci->canvas_group_owner; //continue until owner found
836
}
837
838
ci->canvas_group_owner = nullptr; //must be cleared
839
}
840
841
if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
842
skip_item = true;
843
}
844
845
if (ci == canvas_group_owner) {
846
if (update_skeletons) {
847
mesh_storage->update_mesh_instances();
848
update_skeletons = false;
849
}
850
851
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
852
item_count = 0;
853
854
if (ci->canvas_group->blur_mipmaps) {
855
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
856
}
857
858
canvas_group_owner = nullptr;
859
// Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
860
backbuffer_cleared = false;
861
862
// Tell the renderer to paint this as a canvas group
863
ci->use_canvas_group = true;
864
} else {
865
ci->use_canvas_group = false;
866
}
867
868
if (backbuffer_copy) {
869
//render anything pending, including clearing if no items
870
if (update_skeletons) {
871
mesh_storage->update_mesh_instances();
872
update_skeletons = false;
873
}
874
875
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
876
item_count = 0;
877
878
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
879
880
backbuffer_copy = false;
881
material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
882
material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
883
backbuffer_gen_mipmaps = false;
884
}
885
886
if (backbuffer_gen_mipmaps) {
887
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
888
889
backbuffer_gen_mipmaps = false;
890
material_screen_texture_mipmaps_cached = true;
891
}
892
893
if (skip_item) {
894
skip_item = false;
895
} else {
896
items[item_count++] = ci;
897
}
898
899
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
900
if (update_skeletons) {
901
mesh_storage->update_mesh_instances();
902
update_skeletons = false;
903
}
904
905
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
906
//then reset
907
item_count = 0;
908
}
909
910
ci = ci->next;
911
}
912
913
if (time_used) {
914
RenderingServerDefault::redraw_request();
915
}
916
917
texture_info_map.clear();
918
919
// Save the previous instance data pointer in case more items are rendered in the same frame.
920
state.prev_instance_data = state.instance_data;
921
state.prev_instance_data_index = state.instance_data_index;
922
923
state.instance_data = nullptr;
924
if (state.instance_data_index > 0) {
925
// If there was any remaining instance data, it must be flushed.
926
RID buf = state.instance_buffers._get(0);
927
RD::get_singleton()->buffer_flush(buf);
928
state.instance_data_index = 0;
929
}
930
}
931
932
RID RendererCanvasRenderRD::light_create() {
933
CanvasLight canvas_light;
934
return canvas_light_owner.make_rid(canvas_light);
935
}
936
937
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
938
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
939
940
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
941
ERR_FAIL_NULL(cl);
942
if (cl->texture == p_texture) {
943
return;
944
}
945
946
ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
947
948
if (cl->texture.is_valid()) {
949
texture_storage->texture_remove_from_decal_atlas(cl->texture);
950
}
951
cl->texture = p_texture;
952
953
if (cl->texture.is_valid()) {
954
texture_storage->texture_add_to_decal_atlas(cl->texture);
955
}
956
}
957
958
void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
959
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
960
ERR_FAIL_NULL(cl);
961
962
cl->shadow.enabled = p_enable;
963
}
964
965
void RendererCanvasRenderRD::_update_shadow_atlas() {
966
if (state.shadow_fb == RID()) {
967
//ah, we lack the shadow texture..
968
RD::get_singleton()->free_rid(state.shadow_texture); //erase placeholder
969
970
Vector<RID> fb_textures;
971
972
{ //texture
973
RD::TextureFormat tf;
974
tf.texture_type = RD::TEXTURE_TYPE_2D;
975
tf.width = state.shadow_texture_size;
976
tf.height = MAX_LIGHTS_PER_RENDER * 2;
977
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
978
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
979
980
state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
981
fb_textures.push_back(state.shadow_texture);
982
}
983
{
984
RD::TextureFormat tf;
985
tf.texture_type = RD::TEXTURE_TYPE_2D;
986
tf.width = state.shadow_texture_size;
987
tf.height = MAX_LIGHTS_PER_RENDER * 2;
988
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
989
tf.format = RD::DATA_FORMAT_D32_SFLOAT;
990
tf.is_discardable = true;
991
//chunks to write
992
state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
993
fb_textures.push_back(state.shadow_depth_texture);
994
}
995
996
state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
997
}
998
}
999
1000
void RendererCanvasRenderRD::_update_occluder_buffer(uint32_t p_size) {
1001
bool needs_update = state.shadow_occluder_buffer.is_null();
1002
1003
if (p_size > state.shadow_occluder_buffer_size) {
1004
needs_update = true;
1005
state.shadow_occluder_buffer_size = next_power_of_2(p_size);
1006
if (state.shadow_occluder_buffer.is_valid()) {
1007
RD::get_singleton()->free_rid(state.shadow_occluder_buffer);
1008
}
1009
}
1010
1011
if (needs_update) {
1012
state.shadow_occluder_buffer = RD::get_singleton()->storage_buffer_create(state.shadow_occluder_buffer_size);
1013
1014
Vector<RD::Uniform> uniforms;
1015
1016
{
1017
RD::Uniform u;
1018
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
1019
u.binding = 0;
1020
u.append_id(state.shadow_occluder_buffer);
1021
uniforms.push_back(u);
1022
}
1023
state.shadow_ocluder_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW), 0);
1024
}
1025
}
1026
1027
void RendererCanvasRenderRD::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, const Rect2 &p_light_rect) {
1028
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
1029
ERR_FAIL_COND(!cl->shadow.enabled);
1030
1031
_update_shadow_atlas();
1032
1033
cl->shadow.z_far = p_far;
1034
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);
1035
Color cc = Color(p_far, p_far, p_far, 1.0);
1036
1037
// First, do a culling pass and record what occluders need to be drawn for this light.
1038
static thread_local LocalVector<OccluderPolygon *> occluders;
1039
static thread_local LocalVector<uint32_t> occluder_indices;
1040
occluders.clear();
1041
occluder_indices.clear();
1042
1043
uint32_t occluder_count = 0;
1044
1045
LightOccluderInstance *instance = p_occluders;
1046
while (instance) {
1047
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
1048
1049
occluder_count++;
1050
1051
if (!co || co->index_array.is_null()) {
1052
instance = instance->next;
1053
continue;
1054
}
1055
1056
if (!(p_light_mask & instance->light_mask) || !p_light_rect.intersects_transformed(instance->xform_cache, instance->aabb_cache)) {
1057
instance = instance->next;
1058
continue;
1059
}
1060
1061
occluders.push_back(co);
1062
occluder_indices.push_back(occluder_count - 1);
1063
1064
instance = instance->next;
1065
}
1066
1067
// Then, upload all the occluder transforms to a shared buffer.
1068
// We only do this for the first light so we can avoid uploading the same
1069
// Transforms over and over again.
1070
if (p_shadow_index == 0 && occluder_count > 0) {
1071
static thread_local LocalVector<float> transforms;
1072
transforms.clear();
1073
transforms.resize(occluder_count * 8);
1074
1075
instance = p_occluders;
1076
uint32_t index = 0;
1077
while (instance) {
1078
_update_transform_2d_to_mat2x4(instance->xform_cache, &transforms[index * 8]);
1079
index++;
1080
instance = instance->next;
1081
}
1082
1083
_update_occluder_buffer(occluder_count * 8 * sizeof(float));
1084
RD::get_singleton()->buffer_update(state.shadow_occluder_buffer, 0, transforms.size() * sizeof(float), transforms.ptr());
1085
}
1086
1087
Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
1088
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, VectorView(&cc, 1), 1.0f, 0, rect);
1089
1090
if (state.shadow_occluder_buffer.is_valid()) {
1091
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_POSITIONAL_SHADOW]);
1092
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.shadow_ocluder_uniform_set, 0);
1093
1094
for (int i = 0; i < 4; i++) {
1095
Rect2i sub_rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
1096
RD::get_singleton()->draw_list_set_viewport(draw_list, sub_rect);
1097
1098
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
1099
static const Vector4 rotations[4] = { Vector4(0, -1, 1, 0), Vector4(-1, 0, 0, -1), Vector4(0, 1, -1, 0), Vector4(1, 0, 0, 1) };
1100
1101
PositionalShadowRenderPushConstant push_constant;
1102
_update_transform_2d_to_mat2x4(p_light_xform, push_constant.modelview);
1103
push_constant.direction[0] = directions[i].x;
1104
push_constant.direction[1] = directions[i].y;
1105
push_constant.rotation[0] = rotations[i].x;
1106
push_constant.rotation[1] = rotations[i].y;
1107
push_constant.rotation[2] = rotations[i].z;
1108
push_constant.rotation[3] = rotations[i].w;
1109
push_constant.z_far = p_far;
1110
push_constant.z_near = p_near;
1111
1112
for (uint32_t j = 0; j < occluders.size(); j++) {
1113
OccluderPolygon *co = occluders[j];
1114
1115
push_constant.pad = occluder_indices[j];
1116
push_constant.cull_mode = uint32_t(co->cull_mode);
1117
1118
// The slowest part about this whole function is that we have to draw the occluders one by one, 4 times.
1119
// We can optimize this so that all occluders draw at once if we store vertices and indices in a giant
1120
// SSBO and just save an index into that SSBO for each occluder.
1121
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
1122
RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
1123
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PositionalShadowRenderPushConstant));
1124
1125
RD::get_singleton()->draw_list_draw(draw_list, true);
1126
}
1127
}
1128
}
1129
RD::get_singleton()->draw_list_end();
1130
}
1131
1132
void RendererCanvasRenderRD::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) {
1133
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
1134
ERR_FAIL_COND(!cl->shadow.enabled);
1135
1136
_update_shadow_atlas();
1137
1138
Vector2 light_dir = p_light_xform.columns[1].normalized();
1139
1140
Vector2 center = p_clip_rect.get_center();
1141
1142
float to_edge_distance = Math::abs(light_dir.dot(p_clip_rect.get_support(-light_dir)) - light_dir.dot(center));
1143
1144
Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
1145
float distance = to_edge_distance * 2.0 + p_cull_distance;
1146
float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
1147
1148
cl->shadow.z_far = distance;
1149
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);
1150
1151
Transform2D to_light_xform;
1152
1153
to_light_xform[2] = from_pos;
1154
to_light_xform[1] = light_dir;
1155
to_light_xform[0] = -light_dir.orthogonal();
1156
1157
to_light_xform.invert();
1158
1159
Vector<Color> cc;
1160
cc.push_back(Color(1, 1, 1, 1));
1161
1162
Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
1163
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, cc, 1.0f, 0, rect);
1164
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW]);
1165
1166
Projection projection;
1167
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
1168
projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
1169
1170
ShadowRenderPushConstant push_constant;
1171
for (int y = 0; y < 4; y++) {
1172
for (int x = 0; x < 4; x++) {
1173
push_constant.projection[y * 4 + x] = projection.columns[y][x];
1174
}
1175
}
1176
1177
push_constant.direction[0] = 0.0;
1178
push_constant.direction[1] = 1.0;
1179
push_constant.z_far = distance;
1180
1181
LightOccluderInstance *instance = p_occluders;
1182
1183
while (instance) {
1184
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
1185
1186
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
1187
instance = instance->next;
1188
continue;
1189
}
1190
1191
_update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
1192
push_constant.cull_mode = uint32_t(co->cull_mode);
1193
1194
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
1195
RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
1196
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
1197
1198
RD::get_singleton()->draw_list_draw(draw_list, true);
1199
1200
instance = instance->next;
1201
}
1202
1203
RD::get_singleton()->draw_list_end();
1204
1205
Transform2D to_shadow;
1206
to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
1207
to_shadow.columns[2].x = 0.5;
1208
1209
cl->shadow.directional_xform = to_shadow * to_light_xform;
1210
}
1211
1212
void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
1213
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1214
1215
RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
1216
Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
1217
1218
Transform2D to_sdf;
1219
to_sdf.columns[0] *= rect.size.width;
1220
to_sdf.columns[1] *= rect.size.height;
1221
to_sdf.columns[2] = rect.position;
1222
1223
Transform2D to_clip;
1224
to_clip.columns[0] *= 2.0;
1225
to_clip.columns[1] *= 2.0;
1226
to_clip.columns[2] = -Vector2(1.0, 1.0);
1227
1228
to_clip = to_clip * to_sdf.affine_inverse();
1229
1230
Vector<Color> cc;
1231
cc.push_back(Color(0, 0, 0, 0));
1232
1233
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::DRAW_CLEAR_ALL, cc);
1234
1235
Projection projection;
1236
1237
ShadowRenderPushConstant push_constant;
1238
for (int y = 0; y < 4; y++) {
1239
for (int x = 0; x < 4; x++) {
1240
push_constant.projection[y * 4 + x] = projection.columns[y][x];
1241
}
1242
}
1243
1244
push_constant.direction[0] = 0.0;
1245
push_constant.direction[1] = 0.0;
1246
push_constant.z_far = 0;
1247
push_constant.cull_mode = 0;
1248
1249
LightOccluderInstance *instance = p_occluders;
1250
1251
while (instance) {
1252
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
1253
1254
if (!co || co->sdf_index_array.is_null() || !instance->sdf_collision) {
1255
instance = instance->next;
1256
continue;
1257
}
1258
1259
_update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
1260
1261
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]);
1262
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
1263
RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
1264
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
1265
1266
RD::get_singleton()->draw_list_draw(draw_list, true);
1267
1268
instance = instance->next;
1269
}
1270
1271
RD::get_singleton()->draw_list_end();
1272
1273
texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
1274
}
1275
1276
RID RendererCanvasRenderRD::occluder_polygon_create() {
1277
OccluderPolygon occluder;
1278
occluder.line_point_count = 0;
1279
occluder.sdf_point_count = 0;
1280
occluder.sdf_index_count = 0;
1281
occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
1282
return occluder_polygon_owner.make_rid(occluder);
1283
}
1284
1285
void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
1286
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
1287
ERR_FAIL_NULL(oc);
1288
1289
Vector<Vector2> lines;
1290
1291
if (p_points.size()) {
1292
int lc = p_points.size() * 2;
1293
1294
lines.resize(lc - (p_closed ? 0 : 2));
1295
{
1296
Vector2 *w = lines.ptrw();
1297
const Vector2 *r = p_points.ptr();
1298
1299
int max = lc / 2;
1300
if (!p_closed) {
1301
max--;
1302
}
1303
for (int i = 0; i < max; i++) {
1304
Vector2 a = r[i];
1305
Vector2 b = r[(i + 1) % (lc / 2)];
1306
w[i * 2 + 0] = a;
1307
w[i * 2 + 1] = b;
1308
}
1309
}
1310
}
1311
1312
if ((oc->line_point_count != lines.size() || lines.is_empty()) && oc->vertex_array.is_valid()) {
1313
RD::get_singleton()->free_rid(oc->vertex_array);
1314
RD::get_singleton()->free_rid(oc->vertex_buffer);
1315
RD::get_singleton()->free_rid(oc->index_array);
1316
RD::get_singleton()->free_rid(oc->index_buffer);
1317
1318
oc->vertex_array = RID();
1319
oc->vertex_buffer = RID();
1320
oc->index_array = RID();
1321
oc->index_buffer = RID();
1322
1323
oc->line_point_count = lines.size();
1324
}
1325
1326
if (lines.size()) {
1327
oc->line_point_count = lines.size();
1328
Vector<uint8_t> geometry;
1329
Vector<uint8_t> indices;
1330
int lc = lines.size();
1331
1332
geometry.resize(lc * 6 * sizeof(float));
1333
indices.resize(lc * 3 * sizeof(uint16_t));
1334
1335
{
1336
uint8_t *vw = geometry.ptrw();
1337
float *vwptr = reinterpret_cast<float *>(vw);
1338
uint8_t *iw = indices.ptrw();
1339
uint16_t *iwptr = (uint16_t *)iw;
1340
1341
const Vector2 *lr = lines.ptr();
1342
1343
const int POLY_HEIGHT = 16384;
1344
1345
for (int i = 0; i < lc / 2; i++) {
1346
vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
1347
vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
1348
vwptr[i * 12 + 2] = POLY_HEIGHT;
1349
1350
vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
1351
vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
1352
vwptr[i * 12 + 5] = POLY_HEIGHT;
1353
1354
vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
1355
vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
1356
vwptr[i * 12 + 8] = -POLY_HEIGHT;
1357
1358
vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
1359
vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
1360
vwptr[i * 12 + 11] = -POLY_HEIGHT;
1361
1362
iwptr[i * 6 + 0] = i * 4 + 0;
1363
iwptr[i * 6 + 1] = i * 4 + 1;
1364
iwptr[i * 6 + 2] = i * 4 + 2;
1365
1366
iwptr[i * 6 + 3] = i * 4 + 2;
1367
iwptr[i * 6 + 4] = i * 4 + 3;
1368
iwptr[i * 6 + 5] = i * 4 + 0;
1369
}
1370
}
1371
1372
//if same buffer len is being set, just use buffer_update to avoid a pipeline flush
1373
1374
if (oc->vertex_array.is_null()) {
1375
//create from scratch
1376
//vertices
1377
oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);
1378
1379
Vector<RID> buffer;
1380
buffer.push_back(oc->vertex_buffer);
1381
oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
1382
//indices
1383
1384
oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
1385
oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
1386
1387
} else {
1388
//update existing
1389
const uint8_t *vr = geometry.ptr();
1390
RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
1391
const uint8_t *ir = indices.ptr();
1392
RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
1393
}
1394
}
1395
1396
// sdf
1397
1398
Vector<int> sdf_indices;
1399
1400
if (p_points.size()) {
1401
if (p_closed) {
1402
sdf_indices = Geometry2D::triangulate_polygon(p_points);
1403
oc->sdf_is_lines = false;
1404
} else {
1405
int max = p_points.size();
1406
sdf_indices.resize(max * 2);
1407
1408
int *iw = sdf_indices.ptrw();
1409
for (int i = 0; i < max; i++) {
1410
iw[i * 2 + 0] = i;
1411
iw[i * 2 + 1] = (i + 1) % max;
1412
}
1413
oc->sdf_is_lines = true;
1414
}
1415
}
1416
1417
if (((oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size()) || p_points.is_empty()) && oc->sdf_vertex_array.is_valid()) {
1418
RD::get_singleton()->free_rid(oc->sdf_vertex_array);
1419
RD::get_singleton()->free_rid(oc->sdf_vertex_buffer);
1420
RD::get_singleton()->free_rid(oc->sdf_index_array);
1421
RD::get_singleton()->free_rid(oc->sdf_index_buffer);
1422
1423
oc->sdf_vertex_array = RID();
1424
oc->sdf_vertex_buffer = RID();
1425
oc->sdf_index_array = RID();
1426
oc->sdf_index_buffer = RID();
1427
1428
oc->sdf_index_count = sdf_indices.size();
1429
oc->sdf_point_count = p_points.size();
1430
1431
oc->sdf_is_lines = false;
1432
}
1433
1434
if (sdf_indices.size()) {
1435
if (oc->sdf_vertex_array.is_null()) {
1436
//create from scratch
1437
//vertices
1438
#ifdef REAL_T_IS_DOUBLE
1439
PackedFloat32Array float_points;
1440
float_points.resize(p_points.size() * 2);
1441
float *float_points_ptr = (float *)float_points.ptrw();
1442
for (int i = 0; i < p_points.size(); i++) {
1443
float_points_ptr[i * 2] = p_points[i].x;
1444
float_points_ptr[i * 2 + 1] = p_points[i].y;
1445
}
1446
oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.span().reinterpret<uint8_t>());
1447
#else
1448
oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.span().reinterpret<uint8_t>());
1449
#endif
1450
oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.span().reinterpret<uint8_t>());
1451
oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
1452
1453
Vector<RID> buffer;
1454
buffer.push_back(oc->sdf_vertex_buffer);
1455
oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
1456
//indices
1457
1458
} else {
1459
//update existing
1460
#ifdef REAL_T_IS_DOUBLE
1461
PackedFloat32Array float_points;
1462
float_points.resize(p_points.size() * 2);
1463
float *float_points_ptr = (float *)float_points.ptrw();
1464
for (int i = 0; i < p_points.size(); i++) {
1465
float_points_ptr[i * 2] = p_points[i].x;
1466
float_points_ptr[i * 2 + 1] = p_points[i].y;
1467
}
1468
RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());
1469
#else
1470
RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());
1471
#endif
1472
RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
1473
}
1474
}
1475
}
1476
1477
void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
1478
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
1479
ERR_FAIL_NULL(oc);
1480
oc->cull_mode = p_mode;
1481
}
1482
1483
void RendererCanvasRenderRD::CanvasShaderData::_clear_vertex_input_mask_cache() {
1484
for (uint32_t i = 0; i < VERTEX_INPUT_MASKS_SIZE; i++) {
1485
vertex_input_masks[i].store(0);
1486
}
1487
}
1488
1489
void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pipeline_key) {
1490
#if PRINT_PIPELINE_COMPILATION_KEYS
1491
print_line(
1492
"HASH:", p_pipeline_key.hash(),
1493
"VERSION:", version,
1494
"VARIANT:", p_pipeline_key.variant,
1495
"FRAMEBUFFER:", p_pipeline_key.framebuffer_format_id,
1496
"VERTEX:", p_pipeline_key.vertex_format_id,
1497
"PRIMITIVE:", p_pipeline_key.render_primitive,
1498
"SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0,
1499
"LCD:", p_pipeline_key.lcd_blend);
1500
#endif
1501
1502
RendererRD::MaterialStorage::ShaderData::BlendMode blend_mode_rd = RendererRD::MaterialStorage::ShaderData::BlendMode(blend_mode);
1503
RD::PipelineColorBlendState blend_state;
1504
RD::PipelineColorBlendState::Attachment attachment;
1505
uint32_t dynamic_state_flags = 0;
1506
if (p_pipeline_key.lcd_blend) {
1507
attachment.enable_blend = true;
1508
attachment.alpha_blend_op = RD::BLEND_OP_ADD;
1509
attachment.color_blend_op = RD::BLEND_OP_ADD;
1510
attachment.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
1511
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
1512
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
1513
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
1514
dynamic_state_flags = RD::DYNAMIC_STATE_BLEND_CONSTANTS;
1515
} else {
1516
attachment = RendererRD::MaterialStorage::ShaderData::blend_mode_to_blend_attachment(blend_mode_rd);
1517
}
1518
1519
blend_state.attachments.push_back(attachment);
1520
1521
RD::PipelineMultisampleState multisample_state;
1522
multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);
1523
1524
// Convert the specialization from the key to pipeline specialization constants.
1525
Vector<RD::PipelineSpecializationConstant> specialization_constants;
1526
RD::PipelineSpecializationConstant sc;
1527
sc.constant_id = 0;
1528
sc.int_value = p_pipeline_key.shader_specialization.packed_0;
1529
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
1530
specialization_constants.push_back(sc);
1531
1532
RID shader_rid = get_shader(p_pipeline_key.variant, p_pipeline_key.ubershader);
1533
ERR_FAIL_COND(shader_rid.is_null());
1534
1535
RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, p_pipeline_key.render_primitive, RD::PipelineRasterizationState(), multisample_state, RD::PipelineDepthStencilState(), blend_state, dynamic_state_flags, 0, specialization_constants);
1536
ERR_FAIL_COND(pipeline.is_null());
1537
1538
pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);
1539
}
1540
1541
void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
1542
//compile
1543
1544
code = p_code;
1545
ubo_size = 0;
1546
uniforms.clear();
1547
uses_screen_texture = false;
1548
uses_screen_texture_mipmaps = false;
1549
uses_sdf = false;
1550
uses_time = false;
1551
_clear_vertex_input_mask_cache();
1552
1553
if (code.is_empty()) {
1554
return; //just invalid, but no error
1555
}
1556
1557
ShaderCompiler::GeneratedCode gen_code;
1558
1559
blend_mode = BLEND_MODE_MIX;
1560
1561
ShaderCompiler::IdentifierActions actions;
1562
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
1563
actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
1564
actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
1565
1566
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
1567
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
1568
actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
1569
actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
1570
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULTIPLIED_ALPHA);
1571
actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
1572
1573
actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
1574
actions.usage_flag_pointers["TIME"] = &uses_time;
1575
1576
actions.uniforms = &uniforms;
1577
1578
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1579
MutexLock lock(canvas_singleton->shader.mutex);
1580
1581
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
1582
if (err != OK) {
1583
if (version.is_valid()) {
1584
canvas_singleton->shader.canvas_shader.version_free(version);
1585
version = RID();
1586
}
1587
ERR_FAIL_MSG("Shader compilation failed.");
1588
}
1589
1590
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
1591
uses_screen_texture = gen_code.uses_screen_texture;
1592
1593
pipeline_hash_map.clear_pipelines();
1594
1595
if (version.is_null()) {
1596
version = canvas_singleton->shader.canvas_shader.version_create(false);
1597
}
1598
1599
#if 0
1600
print_line("**compiling shader:");
1601
print_line("**defines:\n");
1602
for (int i = 0; i < gen_code.defines.size(); i++) {
1603
print_line(gen_code.defines[i]);
1604
}
1605
1606
HashMap<String, String>::Iterator el = gen_code.code.begin();
1607
while (el) {
1608
print_line("\n**code " + el->key + ":\n" + el->value);
1609
++el;
1610
}
1611
1612
print_line("\n**uniforms:\n" + gen_code.uniforms);
1613
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
1614
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
1615
#endif
1616
canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
1617
1618
ubo_size = gen_code.uniform_total_size;
1619
ubo_offsets = gen_code.uniform_offsets;
1620
texture_uniforms = gen_code.texture_uniforms;
1621
}
1622
1623
bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
1624
return false;
1625
}
1626
1627
bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
1628
return false;
1629
}
1630
1631
RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
1632
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1633
MutexLock lock(canvas_singleton->shader.mutex);
1634
return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
1635
}
1636
1637
Pair<ShaderRD *, RID> RendererCanvasRenderRD::CanvasShaderData::get_native_shader_and_version() const {
1638
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1639
return { &canvas_singleton->shader.canvas_shader, version };
1640
}
1641
1642
RID RendererCanvasRenderRD::CanvasShaderData::get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const {
1643
if (version.is_valid()) {
1644
uint32_t variant_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
1645
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1646
MutexLock lock(canvas_singleton->shader.mutex);
1647
return canvas_singleton->shader.canvas_shader.version_get_shader(version, variant_index);
1648
} else {
1649
return RID();
1650
}
1651
}
1652
1653
uint64_t RendererCanvasRenderRD::CanvasShaderData::get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader) {
1654
// Vertex input masks require knowledge of the shader. Since querying the shader can be expensive due to high contention and the necessary mutex, we cache the result instead.
1655
uint32_t input_mask_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
1656
uint64_t input_mask = vertex_input_masks[input_mask_index].load(std::memory_order_relaxed);
1657
if (input_mask == 0) {
1658
RID shader_rid = get_shader(p_shader_variant, p_ubershader);
1659
ERR_FAIL_COND_V(shader_rid.is_null(), 0);
1660
1661
input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_rid);
1662
vertex_input_masks[input_mask_index].store(input_mask, std::memory_order_relaxed);
1663
}
1664
1665
return input_mask;
1666
}
1667
1668
bool RendererCanvasRenderRD::CanvasShaderData::is_valid() const {
1669
if (version.is_valid()) {
1670
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1671
MutexLock lock(canvas_singleton->shader.mutex);
1672
return canvas_singleton->shader.canvas_shader.version_is_valid(version);
1673
} else {
1674
return false;
1675
}
1676
}
1677
1678
RendererCanvasRenderRD::CanvasShaderData::CanvasShaderData() {
1679
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1680
pipeline_hash_map.set_creation_object_and_function(this, &CanvasShaderData::_create_pipeline);
1681
pipeline_hash_map.set_compilations(&canvas_singleton->shader.pipeline_compilations[0], &canvas_singleton->shader.mutex);
1682
}
1683
1684
RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
1685
pipeline_hash_map.clear_pipelines();
1686
1687
if (version.is_valid()) {
1688
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1689
MutexLock lock(canvas_singleton->shader.mutex);
1690
canvas_singleton->shader.canvas_shader.version_free(version);
1691
}
1692
}
1693
1694
RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
1695
CanvasShaderData *shader_data = memnew(CanvasShaderData);
1696
return shader_data;
1697
}
1698
1699
bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
1700
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1701
MutexLock lock(canvas_singleton->shader.mutex);
1702
RID shader_to_update = canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0);
1703
bool uniform_set_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_to_update, MATERIAL_UNIFORM_SET, true, false);
1704
bool uniform_set_srgb_changed = update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set_srgb, shader_to_update, MATERIAL_UNIFORM_SET, false, false);
1705
return uniform_set_changed || uniform_set_srgb_changed;
1706
}
1707
1708
RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
1709
free_parameters_uniform_set(uniform_set);
1710
free_parameters_uniform_set(uniform_set_srgb);
1711
}
1712
1713
RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
1714
CanvasMaterialData *material_data = memnew(CanvasMaterialData);
1715
material_data->shader_data = p_shader;
1716
//update will happen later anyway so do nothing.
1717
return material_data;
1718
}
1719
1720
void RendererCanvasRenderRD::set_time(double p_time) {
1721
state.time = p_time;
1722
}
1723
1724
void RendererCanvasRenderRD::update() {
1725
}
1726
1727
RendererCanvasRenderRD::RendererCanvasRenderRD() {
1728
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1729
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1730
1731
{ //create default samplers
1732
1733
default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
1734
default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
1735
}
1736
1737
// preallocate slots for uniform set 3
1738
state.batch_texture_uniforms.resize(4);
1739
1740
{ //shader variants
1741
1742
String global_defines;
1743
global_defines += "#define MAX_LIGHTS " + itos(MAX_LIGHTS_PER_RENDER) + "\n";
1744
global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
1745
1746
state.light_uniforms = memnew_arr(LightUniform, MAX_LIGHTS_PER_RENDER);
1747
Vector<String> variants;
1748
const uint32_t ubershader_iterations = 1;
1749
for (uint32_t ubershader = 0; ubershader < ubershader_iterations; ubershader++) {
1750
const String base_define = ubershader ? "\n#define UBERSHADER\n" : "";
1751
variants.push_back(base_define + ""); // SHADER_VARIANT_QUAD
1752
variants.push_back(base_define + "#define USE_NINEPATCH\n"); // SHADER_VARIANT_NINEPATCH
1753
variants.push_back(base_define + "#define USE_PRIMITIVE\n"); // SHADER_VARIANT_PRIMITIVE
1754
variants.push_back(base_define + "#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_PRIMITIVE_POINTS
1755
variants.push_back(base_define + "#define USE_ATTRIBUTES\n"); // SHADER_VARIANT_ATTRIBUTES
1756
variants.push_back(base_define + "#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_ATTRIBUTES_POINTS
1757
}
1758
1759
shader.canvas_shader.initialize(variants, global_defines, {}, {});
1760
1761
shader.default_version_data = memnew(CanvasShaderData);
1762
shader.default_version_data->version = shader.canvas_shader.version_create();
1763
shader.default_version_data->blend_mode = RendererRD::MaterialStorage::ShaderData::BLEND_MODE_MIX;
1764
shader.default_version_rd_shader = shader.default_version_data->get_shader(SHADER_VARIANT_QUAD, false);
1765
}
1766
1767
{
1768
//shader compiler
1769
ShaderCompiler::DefaultIdentifierActions actions;
1770
1771
actions.renames["VERTEX"] = "vertex";
1772
actions.renames["LIGHT_VERTEX"] = "light_vertex";
1773
actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
1774
actions.renames["UV"] = "uv";
1775
actions.renames["POINT_SIZE"] = "point_size";
1776
1777
actions.renames["MODEL_MATRIX"] = "model_matrix";
1778
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
1779
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
1780
actions.renames["TIME"] = "canvas_data.time";
1781
actions.renames["PI"] = String::num(Math::PI);
1782
actions.renames["TAU"] = String::num(Math::TAU);
1783
actions.renames["E"] = String::num(Math::E);
1784
actions.renames["AT_LIGHT_PASS"] = "false";
1785
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
1786
1787
actions.renames["COLOR"] = "color";
1788
actions.renames["NORMAL"] = "normal";
1789
actions.renames["NORMAL_MAP"] = "normal_map";
1790
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
1791
actions.renames["TEXTURE"] = "color_texture";
1792
actions.renames["TEXTURE_PIXEL_SIZE"] = "read_draw_data_color_texture_pixel_size";
1793
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
1794
actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
1795
actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
1796
actions.renames["SCREEN_UV"] = "screen_uv";
1797
actions.renames["REGION_RECT"] = "region_rect";
1798
actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
1799
actions.renames["FRAGCOORD"] = "gl_FragCoord";
1800
actions.renames["POINT_COORD"] = "gl_PointCoord";
1801
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
1802
actions.renames["VERTEX_ID"] = "gl_VertexIndex";
1803
1804
actions.renames["CUSTOM0"] = "custom0";
1805
actions.renames["CUSTOM1"] = "custom1";
1806
1807
actions.renames["LIGHT_POSITION"] = "light_position";
1808
actions.renames["LIGHT_DIRECTION"] = "light_direction";
1809
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
1810
actions.renames["LIGHT_COLOR"] = "light_color";
1811
actions.renames["LIGHT_ENERGY"] = "light_energy";
1812
actions.renames["LIGHT"] = "light";
1813
actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
1814
1815
actions.renames["texture_sdf"] = "texture_sdf";
1816
actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
1817
actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
1818
actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
1819
1820
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
1821
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
1822
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
1823
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
1824
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
1825
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
1826
actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
1827
actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
1828
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
1829
1830
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
1831
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
1832
actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
1833
actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
1834
1835
actions.custom_samplers["TEXTURE"] = "texture_sampler";
1836
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
1837
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
1838
actions.base_texture_binding_index = 1;
1839
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
1840
actions.base_uniform_string = "material.";
1841
actions.default_filter = ShaderLanguage::FILTER_LINEAR;
1842
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
1843
actions.base_varying_index = 9;
1844
1845
actions.global_buffer_array_variable = "global_shader_uniforms.data";
1846
actions.instance_uniform_index_variable = "read_draw_data_instance_offset";
1847
1848
shader.compiler.initialize(actions);
1849
}
1850
1851
{ //shadow rendering
1852
Vector<String> versions;
1853
versions.push_back("\n#define MODE_SHADOW\n"); // Shadow.
1854
versions.push_back("\n#define MODE_SHADOW\n#define POSITIONAL_SHADOW\n"); // Positional shadow.
1855
versions.push_back("\n#define MODE_SDF\n"); // SDF.
1856
shadow_render.shader.initialize(versions);
1857
1858
{
1859
Vector<RD::AttachmentFormat> attachments;
1860
1861
RD::AttachmentFormat af_color;
1862
af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
1863
af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1864
1865
attachments.push_back(af_color);
1866
1867
RD::AttachmentFormat af_depth;
1868
af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
1869
af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
1870
1871
attachments.push_back(af_depth);
1872
1873
shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
1874
}
1875
1876
{
1877
Vector<RD::AttachmentFormat> attachments;
1878
1879
RD::AttachmentFormat af_color;
1880
af_color.format = RD::DATA_FORMAT_R8_UNORM;
1881
af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1882
1883
attachments.push_back(af_color);
1884
1885
shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
1886
}
1887
1888
//pipelines
1889
Vector<RD::VertexAttribute> vf;
1890
RD::VertexAttribute vd;
1891
vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
1892
vd.stride = sizeof(float) * 3;
1893
vd.location = 0;
1894
vd.offset = 0;
1895
vf.push_back(vd);
1896
shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
1897
1898
vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
1899
vd.stride = sizeof(float) * 2;
1900
1901
vf.write[0] = vd;
1902
shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
1903
1904
shadow_render.shader_version = shadow_render.shader.version_create();
1905
1906
for (int i = 0; i < 2; i++) {
1907
RD::PipelineRasterizationState rs;
1908
RD::PipelineDepthStencilState ds;
1909
ds.enable_depth_write = true;
1910
ds.enable_depth_test = true;
1911
ds.depth_compare_operator = RD::COMPARE_OP_LESS;
1912
shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, ShadowRenderMode(i)), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
1913
}
1914
1915
for (int i = 0; i < 2; i++) {
1916
shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
1917
}
1918
1919
// Unload shader modules to save memory.
1920
RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW));
1921
RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW));
1922
RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF));
1923
}
1924
1925
{ //bindings
1926
1927
state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
1928
state.lights_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightUniform) * MAX_LIGHTS_PER_RENDER);
1929
1930
RD::SamplerState shadow_sampler_state;
1931
shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
1932
shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
1933
shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
1934
state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
1935
}
1936
1937
{
1938
//polygon buffers
1939
polygon_buffers.last_id = 1;
1940
}
1941
1942
{ // default index buffer
1943
1944
Vector<uint8_t> pv;
1945
pv.resize(6 * 2);
1946
{
1947
uint8_t *w = pv.ptrw();
1948
uint16_t *p16 = (uint16_t *)w;
1949
p16[0] = 0;
1950
p16[1] = 1;
1951
p16[2] = 2;
1952
p16[3] = 0;
1953
p16[4] = 2;
1954
p16[5] = 3;
1955
}
1956
shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
1957
shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
1958
}
1959
1960
{
1961
Vector<RD::VertexAttribute> vf;
1962
uint32_t offset = 0;
1963
RD::VertexAttribute vd;
1964
vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
1965
vd.stride = sizeof(InstanceData);
1966
vd.frequency = RD::VERTEX_FREQUENCY_INSTANCE;
1967
vd.location = 8;
1968
vd.binding = 0; // Explicitly assign binding 0 for instance data.
1969
vd.offset = offset;
1970
offset += sizeof(float) * 4;
1971
vf.push_back(vd); // attrib_A
1972
1973
vd.location = 9;
1974
vd.offset = offset;
1975
offset += sizeof(float) * 4;
1976
vf.push_back(vd); // attrib_B
1977
1978
vd.location = 10;
1979
vd.offset = offset;
1980
offset += sizeof(float) * 4;
1981
vf.push_back(vd); // attrib_C
1982
1983
vd.location = 11;
1984
vd.offset = offset;
1985
offset += sizeof(float) * 4;
1986
vf.push_back(vd); // attrib_D
1987
1988
vd.location = 12;
1989
vd.offset = offset;
1990
offset += sizeof(float) * 4;
1991
vf.push_back(vd); // attrib_E
1992
1993
uint32_t attrib_F_index = vf.size();
1994
vd.location = 13;
1995
vd.offset = offset;
1996
offset += sizeof(float) * 4;
1997
vf.push_back(vd); // attrib_F (RECT, NINEPATCH)
1998
1999
vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
2000
vd.location = 14;
2001
vd.offset = offset;
2002
offset += sizeof(uint32_t) * 4;
2003
vf.push_back(vd); // attrib_G
2004
2005
vd.location = 15;
2006
vd.offset = offset;
2007
offset += sizeof(uint32_t) * 4;
2008
vf.push_back(vd); // attrib_H
2009
2010
// RECT, NINEPATCH
2011
shader.quad_vertex_format_id = RD::get_singleton()->vertex_format_create(vf);
2012
2013
// PRIMITIVE
2014
vf.write[attrib_F_index].format = RD::DATA_FORMAT_R32G32B32A32_UINT;
2015
shader.primitive_vertex_format_id = RD::get_singleton()->vertex_format_create(vf);
2016
}
2017
2018
{ //primitive
2019
primitive_arrays.index_array[0] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
2020
primitive_arrays.index_array[1] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
2021
primitive_arrays.index_array[2] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
2022
primitive_arrays.index_array[3] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
2023
}
2024
2025
{
2026
//default shadow texture to keep uniform set happy
2027
RD::TextureFormat tf;
2028
tf.texture_type = RD::TEXTURE_TYPE_2D;
2029
tf.width = 4;
2030
tf.height = 4;
2031
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
2032
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
2033
2034
state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
2035
}
2036
2037
{
2038
Vector<RD::Uniform> uniforms;
2039
2040
{
2041
RD::Uniform u;
2042
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
2043
u.binding = 0;
2044
u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
2045
uniforms.push_back(u);
2046
}
2047
2048
state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
2049
}
2050
2051
default_canvas_texture = texture_storage->canvas_texture_allocate();
2052
texture_storage->canvas_texture_initialize(default_canvas_texture);
2053
2054
RendererRD::TextureStorage::CanvasTextureInfo info = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(default_canvas_texture, default_filter, default_repeat, false, false);
2055
default_texture_info.diffuse = info.diffuse;
2056
default_texture_info.normal = info.normal;
2057
default_texture_info.specular = info.specular;
2058
default_texture_info.sampler = info.sampler;
2059
2060
state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
2061
2062
//create functions for shader and material
2063
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
2064
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
2065
2066
state.time = 0;
2067
2068
{
2069
default_canvas_group_shader = material_storage->shader_allocate();
2070
material_storage->shader_initialize(default_canvas_group_shader);
2071
2072
material_storage->shader_set_code(default_canvas_group_shader, R"(
2073
// Default CanvasGroup shader.
2074
2075
shader_type canvas_item;
2076
render_mode unshaded;
2077
2078
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
2079
2080
void fragment() {
2081
vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
2082
2083
if (c.a > 0.0001) {
2084
c.rgb /= c.a;
2085
}
2086
2087
COLOR *= c;
2088
}
2089
)");
2090
default_canvas_group_material = material_storage->material_allocate();
2091
material_storage->material_initialize(default_canvas_group_material);
2092
2093
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
2094
}
2095
2096
{
2097
default_clip_children_shader = material_storage->shader_allocate();
2098
material_storage->shader_initialize(default_clip_children_shader);
2099
2100
material_storage->shader_set_code(default_clip_children_shader, R"(
2101
// Default clip children shader.
2102
2103
shader_type canvas_item;
2104
render_mode unshaded;
2105
2106
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
2107
2108
void fragment() {
2109
vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
2110
COLOR.rgb = c.rgb;
2111
}
2112
)");
2113
default_clip_children_material = material_storage->material_allocate();
2114
material_storage->material_initialize(default_clip_children_material);
2115
2116
material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
2117
}
2118
2119
{
2120
uint32_t cache_size = uint32_t(GLOBAL_GET("rendering/2d/batching/uniform_set_cache_size"));
2121
rid_set_to_uniform_set.set_capacity(cache_size);
2122
}
2123
2124
{
2125
state.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/2d/batching/item_buffer_size"));
2126
state.max_instance_buffer_size = state.max_instances_per_buffer * sizeof(InstanceData);
2127
state.canvas_instance_batches.reserve(200);
2128
state.instance_buffers.set_vertex_size(0, state.max_instance_buffer_size);
2129
}
2130
}
2131
2132
bool RendererCanvasRenderRD::free(RID p_rid) {
2133
if (canvas_light_owner.owns(p_rid)) {
2134
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
2135
ERR_FAIL_NULL_V(cl, false);
2136
light_set_use_shadow(p_rid, false);
2137
canvas_light_owner.free(p_rid);
2138
} else if (occluder_polygon_owner.owns(p_rid)) {
2139
occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
2140
occluder_polygon_owner.free(p_rid);
2141
} else {
2142
return false;
2143
}
2144
2145
return true;
2146
}
2147
2148
void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
2149
p_size = MAX(1, nearest_power_of_2_templated(p_size));
2150
if (p_size == state.shadow_texture_size) {
2151
return;
2152
}
2153
state.shadow_texture_size = p_size;
2154
if (state.shadow_fb.is_valid()) {
2155
RD::get_singleton()->free_rid(state.shadow_texture);
2156
RD::get_singleton()->free_rid(state.shadow_depth_texture);
2157
state.shadow_fb = RID();
2158
2159
{
2160
//create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
2161
RD::TextureFormat tf;
2162
tf.texture_type = RD::TEXTURE_TYPE_2D;
2163
tf.width = 4;
2164
tf.height = 4;
2165
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
2166
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
2167
2168
state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
2169
}
2170
}
2171
}
2172
2173
void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {
2174
debug_redraw = p_enabled;
2175
debug_redraw_time = p_time;
2176
debug_redraw_color = p_color;
2177
}
2178
2179
uint32_t RendererCanvasRenderRD::get_pipeline_compilations(RS::PipelineSource p_source) {
2180
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
2181
MutexLock lock(canvas_singleton->shader.mutex);
2182
return shader.pipeline_compilations[p_source];
2183
}
2184
2185
void RendererCanvasRenderRD::_render_batch_items(RenderTarget 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, RenderingMethod::RenderInfo *r_render_info) {
2186
// Record batches
2187
{
2188
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
2189
Item *current_clip = nullptr;
2190
2191
// Record Batches.
2192
// First item always forms its own batch.
2193
bool batch_broken = false;
2194
Batch *current_batch = _new_batch(batch_broken);
2195
2196
for (int i = 0; i < p_item_count; i++) {
2197
Item *ci = items[i];
2198
2199
if (ci->final_clip_owner != current_batch->clip) {
2200
current_batch = _new_batch(batch_broken);
2201
current_batch->clip = ci->final_clip_owner;
2202
current_clip = ci->final_clip_owner;
2203
}
2204
2205
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
2206
2207
if (ci->use_canvas_group) {
2208
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
2209
material = default_clip_children_material;
2210
} else {
2211
if (material.is_null()) {
2212
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
2213
material = default_clip_children_material;
2214
} else {
2215
material = default_canvas_group_material;
2216
}
2217
}
2218
}
2219
}
2220
2221
if (material != current_batch->material) {
2222
current_batch = _new_batch(batch_broken);
2223
2224
CanvasMaterialData *material_data = nullptr;
2225
if (material.is_valid()) {
2226
material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
2227
}
2228
2229
current_batch->material = material;
2230
current_batch->material_data = material_data;
2231
}
2232
2233
if (ci->repeat_source_item == nullptr || ci->repeat_size == Vector2()) {
2234
Transform2D base_transform = p_canvas_transform_inverse * ci->final_transform;
2235
_record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, batch_broken, r_sdf_used, current_batch);
2236
} else {
2237
Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
2238
Point2 offset;
2239
int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;
2240
int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;
2241
for (int ry = 0; ry <= repeat_times_y; ry++) {
2242
offset.y = start_pos.y + ry * ci->repeat_size.y;
2243
for (int rx = 0; rx <= repeat_times_x; rx++) {
2244
offset.x = start_pos.x + rx * ci->repeat_size.x;
2245
Transform2D base_transform = ci->final_transform;
2246
base_transform.columns[2] += ci->repeat_source_item->final_transform.basis_xform(offset);
2247
base_transform = p_canvas_transform_inverse * base_transform;
2248
_record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, batch_broken, r_sdf_used, current_batch);
2249
}
2250
}
2251
}
2252
}
2253
}
2254
2255
if (state.canvas_instance_batches.is_empty()) {
2256
// Nothing to render, just return.
2257
return;
2258
}
2259
2260
// Render batches
2261
2262
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
2263
2264
RID framebuffer;
2265
RID fb_uniform_set;
2266
bool clear = false;
2267
Color clear_color;
2268
2269
if (p_to_backbuffer) {
2270
framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target.render_target);
2271
fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target.render_target);
2272
} else {
2273
framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target.render_target);
2274
texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target.render_target, false); // If MSAA is enabled, our framebuffer will be resolved!
2275
2276
if (texture_storage->render_target_is_clear_requested(p_to_render_target.render_target)) {
2277
clear = true;
2278
clear_color = texture_storage->render_target_get_clear_request_color(p_to_render_target.render_target);
2279
if (texture_storage->render_target_is_using_hdr(p_to_render_target.render_target)) {
2280
clear_color = clear_color.srgb_to_linear();
2281
}
2282
texture_storage->render_target_disable_clear_request(p_to_render_target.render_target);
2283
}
2284
// TODO: Obtain from framebuffer format eventually when this is implemented.
2285
fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target.render_target);
2286
}
2287
2288
if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
2289
fb_uniform_set = _create_base_uniform_set(p_to_render_target.render_target, p_to_backbuffer);
2290
}
2291
2292
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
2293
2294
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::DRAW_CLEAR_COLOR_0 : RD::DRAW_DEFAULT_ALL, clear_color, 1.0f, 0, Rect2(), RDD::BreadcrumbMarker::UI_PASS);
2295
2296
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
2297
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
2298
2299
Item *current_clip = nullptr;
2300
state.current_batch_uniform_set = RID();
2301
2302
for (uint32_t i = 0; i <= state.current_batch_index; i++) {
2303
Batch *current_batch = &state.canvas_instance_batches[i];
2304
// Skipping when there is no instances.
2305
if (current_batch->instance_count == 0) {
2306
continue;
2307
}
2308
2309
//setup clip
2310
if (current_clip != current_batch->clip) {
2311
current_clip = current_batch->clip;
2312
if (current_clip) {
2313
RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
2314
} else {
2315
RD::get_singleton()->draw_list_disable_scissor(draw_list);
2316
}
2317
}
2318
2319
CanvasShaderData *shader_data = shader.default_version_data;
2320
CanvasMaterialData *material_data = current_batch->material_data;
2321
if (material_data) {
2322
if (material_data->shader_data->version.is_valid() && material_data->shader_data->is_valid()) {
2323
shader_data = material_data->shader_data;
2324
// Update uniform set.
2325
RID uniform_set = texture_storage->render_target_is_using_hdr(p_to_render_target.render_target) ? material_data->uniform_set : material_data->uniform_set_srgb;
2326
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
2327
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
2328
material_data->set_as_used();
2329
}
2330
}
2331
}
2332
2333
_render_batch(draw_list, shader_data, fb_format, p_lights, current_batch, r_render_info);
2334
}
2335
2336
RD::get_singleton()->draw_list_end();
2337
2338
state.current_batch_index = 0;
2339
state.canvas_instance_batches.clear();
2340
}
2341
2342
void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch) {
2343
const RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? default_filter : p_item->texture_filter;
2344
const RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? default_repeat : p_item->texture_repeat;
2345
2346
Transform2D base_transform = p_base_transform;
2347
2348
InstanceData template_instance;
2349
memset(&template_instance, 0, sizeof(InstanceData));
2350
2351
Transform2D draw_transform; // Used by transform command
2352
_update_transform_2d_to_mat2x3(base_transform, template_instance.world);
2353
2354
Color base_color = p_item->final_modulate;
2355
bool use_linear_colors = p_render_target.use_linear_colors;
2356
template_instance.instance_uniforms_ofs = static_cast<uint32_t>(p_item->instance_allocated_shader_uniforms_offset);
2357
2358
bool reclip = false;
2359
2360
bool skipping = false;
2361
2362
uint16_t light_count = 0;
2363
uint16_t shadow_mask = 0;
2364
2365
{
2366
Light *light = p_lights;
2367
2368
while (light) {
2369
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(light->rect_cache)) {
2370
uint32_t light_index = light->render_index_cache;
2371
// TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
2372
template_instance.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
2373
2374
if (p_item->light_mask & light->item_shadow_mask) {
2375
shadow_mask |= 1 << light_count;
2376
}
2377
2378
light_count++;
2379
2380
if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
2381
break;
2382
}
2383
}
2384
light = light->next_ptr;
2385
}
2386
2387
template_instance.flags |= light_count << INSTANCE_FLAGS_LIGHT_COUNT_SHIFT;
2388
template_instance.flags |= shadow_mask << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT;
2389
}
2390
2391
bool use_lighting = (light_count > 0 || using_directional_lights);
2392
2393
if (use_lighting != r_current_batch->use_lighting) {
2394
r_current_batch = _new_batch(r_batch_broken);
2395
r_current_batch->use_lighting = use_lighting;
2396
}
2397
2398
const Item::Command *c = p_item->commands;
2399
while (c) {
2400
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
2401
c = c->next;
2402
continue;
2403
}
2404
2405
switch (c->type) {
2406
case Item::Command::TYPE_RECT: {
2407
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
2408
2409
// 1: If commands are different, start a new batch.
2410
if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
2411
r_current_batch = _new_batch(r_batch_broken);
2412
r_current_batch->command_type = Item::Command::TYPE_RECT;
2413
r_current_batch->command = c;
2414
// default variant
2415
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
2416
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2417
r_current_batch->flags = 0;
2418
}
2419
2420
RenderingServer::CanvasItemTextureRepeat rect_repeat = texture_repeat;
2421
if (bool(rect->flags & CANVAS_RECT_TILE)) {
2422
rect_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
2423
}
2424
2425
Color modulated = rect->modulate * base_color;
2426
if (use_linear_colors) {
2427
modulated = modulated.srgb_to_linear();
2428
}
2429
2430
bool has_blend = bool(rect->flags & CANVAS_RECT_LCD);
2431
// Start a new batch if the blend mode has changed,
2432
// or blend mode is enabled and the modulation has changed.
2433
if (has_blend != r_current_batch->has_blend || (has_blend && modulated != r_current_batch->modulate)) {
2434
r_current_batch = _new_batch(r_batch_broken);
2435
r_current_batch->has_blend = has_blend;
2436
r_current_batch->modulate = modulated;
2437
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
2438
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2439
}
2440
2441
bool has_msdf = bool(rect->flags & CANVAS_RECT_MSDF);
2442
TextureState tex_state(rect->texture, texture_filter, rect_repeat, has_msdf, use_linear_colors);
2443
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2444
if (!tex_info) {
2445
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2446
_prepare_batch_texture_info(rect->texture, tex_state, tex_info);
2447
}
2448
2449
if (has_msdf != r_current_batch->use_msdf || rect->px_range != r_current_batch->msdf_pix_range || rect->outline != r_current_batch->msdf_outline) {
2450
r_current_batch = _new_batch(r_batch_broken);
2451
r_current_batch->use_msdf = has_msdf;
2452
r_current_batch->msdf_pix_range = rect->px_range;
2453
r_current_batch->msdf_outline = rect->outline;
2454
}
2455
2456
bool has_lcd = bool(rect->flags & CANVAS_RECT_LCD);
2457
if (has_lcd != r_current_batch->use_lcd) {
2458
r_current_batch = _new_batch(r_batch_broken);
2459
r_current_batch->use_lcd = has_lcd;
2460
}
2461
2462
if (r_current_batch->tex_info != tex_info) {
2463
r_current_batch = _new_batch(r_batch_broken);
2464
r_current_batch->tex_info = tex_info;
2465
}
2466
2467
InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
2468
Rect2 src_rect;
2469
Rect2 dst_rect;
2470
2471
if (rect->texture.is_valid()) {
2472
src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * tex_info->texpixel_size, rect->source.size * tex_info->texpixel_size) : Rect2(0, 0, 1, 1);
2473
dst_rect = Rect2(rect->rect.position, rect->rect.size);
2474
2475
if (dst_rect.size.width < 0) {
2476
dst_rect.position.x += dst_rect.size.width;
2477
dst_rect.size.width *= -1;
2478
}
2479
if (dst_rect.size.height < 0) {
2480
dst_rect.position.y += dst_rect.size.height;
2481
dst_rect.size.height *= -1;
2482
}
2483
2484
if (rect->flags & CANVAS_RECT_FLIP_H) {
2485
src_rect.size.x *= -1;
2486
}
2487
2488
if (rect->flags & CANVAS_RECT_FLIP_V) {
2489
src_rect.size.y *= -1;
2490
}
2491
2492
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
2493
instance_data->flags |= INSTANCE_FLAGS_TRANSPOSE_RECT;
2494
}
2495
2496
if (rect->flags & CANVAS_RECT_CLIP_UV) {
2497
instance_data->flags |= INSTANCE_FLAGS_CLIP_RECT_UV;
2498
}
2499
2500
} else {
2501
dst_rect = Rect2(rect->rect.position, rect->rect.size);
2502
2503
if (dst_rect.size.width < 0) {
2504
dst_rect.position.x += dst_rect.size.width;
2505
dst_rect.size.width *= -1;
2506
}
2507
if (dst_rect.size.height < 0) {
2508
dst_rect.position.y += dst_rect.size.height;
2509
dst_rect.size.height *= -1;
2510
}
2511
2512
src_rect = Rect2(0, 0, 1, 1);
2513
}
2514
2515
instance_data->modulation[0] = modulated.r;
2516
instance_data->modulation[1] = modulated.g;
2517
instance_data->modulation[2] = modulated.b;
2518
instance_data->modulation[3] = modulated.a;
2519
2520
instance_data->src_rect[0] = src_rect.position.x;
2521
instance_data->src_rect[1] = src_rect.position.y;
2522
instance_data->src_rect[2] = src_rect.size.width;
2523
instance_data->src_rect[3] = src_rect.size.height;
2524
2525
instance_data->dst_rect[0] = dst_rect.position.x;
2526
instance_data->dst_rect[1] = dst_rect.position.y;
2527
instance_data->dst_rect[2] = dst_rect.size.width;
2528
instance_data->dst_rect[3] = dst_rect.size.height;
2529
2530
_add_to_batch(r_batch_broken, r_current_batch);
2531
} break;
2532
2533
case Item::Command::TYPE_NINEPATCH: {
2534
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
2535
2536
if (r_current_batch->command_type != Item::Command::TYPE_NINEPATCH) {
2537
r_current_batch = _new_batch(r_batch_broken);
2538
r_current_batch->command_type = Item::Command::TYPE_NINEPATCH;
2539
r_current_batch->command = c;
2540
r_current_batch->has_blend = false;
2541
r_current_batch->shader_variant = SHADER_VARIANT_NINEPATCH;
2542
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2543
r_current_batch->flags = 0;
2544
r_current_batch->use_msdf = false;
2545
}
2546
2547
TextureState tex_state(np->texture, texture_filter, texture_repeat, false, use_linear_colors);
2548
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2549
if (!tex_info) {
2550
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2551
_prepare_batch_texture_info(np->texture, tex_state, tex_info);
2552
}
2553
2554
if (r_current_batch->tex_info != tex_info) {
2555
r_current_batch = _new_batch(r_batch_broken);
2556
r_current_batch->tex_info = tex_info;
2557
}
2558
2559
InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
2560
2561
Rect2 src_rect;
2562
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
2563
2564
if (np->texture.is_valid() && np->source != Rect2()) {
2565
src_rect = Rect2(np->source.position.x * tex_info->texpixel_size.width, np->source.position.y * tex_info->texpixel_size.height, np->source.size.x * tex_info->texpixel_size.width, np->source.size.y * tex_info->texpixel_size.height);
2566
instance_data->ninepatch_pixel_size[0] = 1.0 / np->source.size.width;
2567
instance_data->ninepatch_pixel_size[1] = 1.0 / np->source.size.height;
2568
} else {
2569
src_rect = Rect2(0, 0, 1, 1);
2570
// Set the default ninepatch pixel size to the full texture size.
2571
instance_data->ninepatch_pixel_size[0] = tex_info->texpixel_size.width;
2572
instance_data->ninepatch_pixel_size[1] = tex_info->texpixel_size.height;
2573
}
2574
2575
Color modulated = np->color * base_color;
2576
if (use_linear_colors) {
2577
modulated = modulated.srgb_to_linear();
2578
}
2579
2580
instance_data->modulation[0] = modulated.r;
2581
instance_data->modulation[1] = modulated.g;
2582
instance_data->modulation[2] = modulated.b;
2583
instance_data->modulation[3] = modulated.a;
2584
2585
instance_data->src_rect[0] = src_rect.position.x;
2586
instance_data->src_rect[1] = src_rect.position.y;
2587
instance_data->src_rect[2] = src_rect.size.width;
2588
instance_data->src_rect[3] = src_rect.size.height;
2589
2590
instance_data->dst_rect[0] = dst_rect.position.x;
2591
instance_data->dst_rect[1] = dst_rect.position.y;
2592
instance_data->dst_rect[2] = dst_rect.size.width;
2593
instance_data->dst_rect[3] = dst_rect.size.height;
2594
2595
instance_data->flags |= int(np->axis_x) << INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT;
2596
instance_data->flags |= int(np->axis_y) << INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT;
2597
2598
if (np->draw_center) {
2599
instance_data->flags |= INSTANCE_FLAGS_NINEPACH_DRAW_CENTER;
2600
}
2601
2602
instance_data->ninepatch_margins[0] = np->margin[SIDE_LEFT];
2603
instance_data->ninepatch_margins[1] = np->margin[SIDE_TOP];
2604
instance_data->ninepatch_margins[2] = np->margin[SIDE_RIGHT];
2605
instance_data->ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
2606
2607
_add_to_batch(r_batch_broken, r_current_batch);
2608
} break;
2609
2610
case Item::Command::TYPE_POLYGON: {
2611
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
2612
2613
// Polygon's can't be batched, so always create a new batch
2614
r_current_batch = _new_batch(r_batch_broken);
2615
2616
r_current_batch->command_type = Item::Command::TYPE_POLYGON;
2617
r_current_batch->has_blend = false;
2618
r_current_batch->command = c;
2619
r_current_batch->flags = 0;
2620
r_current_batch->use_msdf = false;
2621
2622
TextureState tex_state(polygon->texture, texture_filter, texture_repeat, false, use_linear_colors);
2623
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2624
if (!tex_info) {
2625
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2626
_prepare_batch_texture_info(polygon->texture, tex_state, tex_info);
2627
}
2628
2629
if (r_current_batch->tex_info != tex_info) {
2630
r_current_batch = _new_batch(r_batch_broken);
2631
r_current_batch->tex_info = tex_info;
2632
}
2633
2634
// pipeline variant
2635
{
2636
ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
2637
r_current_batch->shader_variant = polygon->primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
2638
r_current_batch->render_primitive = _primitive_type_to_render_primitive(polygon->primitive);
2639
}
2640
2641
InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance, true);
2642
2643
Color color = base_color;
2644
if (use_linear_colors) {
2645
color = color.srgb_to_linear();
2646
}
2647
2648
instance_data->modulation[0] = color.r;
2649
instance_data->modulation[1] = color.g;
2650
instance_data->modulation[2] = color.b;
2651
instance_data->modulation[3] = color.a;
2652
} break;
2653
2654
case Item::Command::TYPE_PRIMITIVE: {
2655
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
2656
2657
if (primitive->point_count != r_current_batch->primitive_points || r_current_batch->command_type != Item::Command::TYPE_PRIMITIVE) {
2658
r_current_batch = _new_batch(r_batch_broken);
2659
r_current_batch->command_type = Item::Command::TYPE_PRIMITIVE;
2660
r_current_batch->has_blend = false;
2661
r_current_batch->command = c;
2662
r_current_batch->primitive_points = primitive->point_count;
2663
r_current_batch->flags = 0;
2664
2665
ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
2666
2667
switch (primitive->point_count) {
2668
case 1:
2669
r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE_POINTS;
2670
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_POINTS;
2671
break;
2672
case 2:
2673
r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
2674
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_LINES;
2675
break;
2676
case 3:
2677
case 4:
2678
r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
2679
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2680
break;
2681
default:
2682
// Unknown point count.
2683
break;
2684
}
2685
}
2686
2687
TextureState tex_state(primitive->texture, texture_filter, texture_repeat, false, use_linear_colors);
2688
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2689
if (!tex_info) {
2690
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2691
_prepare_batch_texture_info(primitive->texture, tex_state, tex_info);
2692
}
2693
2694
if (r_current_batch->tex_info != tex_info) {
2695
r_current_batch = _new_batch(r_batch_broken);
2696
r_current_batch->tex_info = tex_info;
2697
}
2698
2699
InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
2700
2701
for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
2702
instance_data->points[j * 2 + 0] = primitive->points[j].x;
2703
instance_data->points[j * 2 + 1] = primitive->points[j].y;
2704
instance_data->uvs[j * 2 + 0] = primitive->uvs[j].x;
2705
instance_data->uvs[j * 2 + 1] = primitive->uvs[j].y;
2706
Color col = primitive->colors[j] * base_color;
2707
if (use_linear_colors) {
2708
col = col.srgb_to_linear();
2709
}
2710
instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
2711
instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
2712
}
2713
2714
_add_to_batch(r_batch_broken, r_current_batch);
2715
2716
if (primitive->point_count == 4) {
2717
instance_data = new_instance_data(*r_current_batch, template_instance);
2718
2719
for (uint32_t j = 0; j < 3; j++) {
2720
int offset = j == 0 ? 0 : 1;
2721
// Second triangle in the quad. Uses vertices 0, 2, 3.
2722
instance_data->points[j * 2 + 0] = primitive->points[j + offset].x;
2723
instance_data->points[j * 2 + 1] = primitive->points[j + offset].y;
2724
instance_data->uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
2725
instance_data->uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
2726
Color col = primitive->colors[j + offset] * base_color;
2727
if (use_linear_colors) {
2728
col = col.srgb_to_linear();
2729
}
2730
instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
2731
instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
2732
}
2733
2734
_add_to_batch(r_batch_broken, r_current_batch);
2735
}
2736
} break;
2737
2738
case Item::Command::TYPE_MESH:
2739
case Item::Command::TYPE_MULTIMESH:
2740
case Item::Command::TYPE_PARTICLES: {
2741
// Mesh's can't be batched, so always create a new batch
2742
r_current_batch = _new_batch(r_batch_broken);
2743
r_current_batch->command = c;
2744
r_current_batch->command_type = c->type;
2745
r_current_batch->has_blend = false;
2746
r_current_batch->flags = 0;
2747
r_current_batch->use_msdf = false;
2748
2749
InstanceData *instance_data = nullptr;
2750
2751
Color modulate(1, 1, 1, 1);
2752
if (c->type == Item::Command::TYPE_MESH) {
2753
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
2754
TextureState tex_state(m->texture, texture_filter, texture_repeat, false, use_linear_colors);
2755
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2756
if (!tex_info) {
2757
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2758
_prepare_batch_texture_info(m->texture, tex_state, tex_info);
2759
}
2760
r_current_batch->tex_info = tex_info;
2761
instance_data = new_instance_data(*r_current_batch, template_instance, true);
2762
2763
r_current_batch->mesh_instance_count = 1;
2764
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, instance_data->world);
2765
modulate = m->modulate;
2766
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
2767
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
2768
2769
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
2770
RID multimesh = mm->multimesh;
2771
2772
if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
2773
break;
2774
}
2775
2776
r_current_batch->mesh_instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
2777
if (r_current_batch->mesh_instance_count == 0) {
2778
break;
2779
}
2780
2781
TextureState tex_state(mm->texture, texture_filter, texture_repeat, false, use_linear_colors);
2782
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2783
if (!tex_info) {
2784
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2785
_prepare_batch_texture_info(mm->texture, tex_state, tex_info);
2786
}
2787
r_current_batch->tex_info = tex_info;
2788
instance_data = new_instance_data(*r_current_batch, template_instance, true);
2789
2790
r_current_batch->flags |= 1; // multimesh, trails disabled
2791
2792
if (mesh_storage->multimesh_uses_colors(mm->multimesh)) {
2793
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
2794
}
2795
if (mesh_storage->multimesh_uses_custom_data(mm->multimesh)) {
2796
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
2797
}
2798
} else if (c->type == Item::Command::TYPE_PARTICLES) {
2799
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
2800
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
2801
2802
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
2803
TextureState tex_state(pt->texture, texture_filter, texture_repeat, false, use_linear_colors);
2804
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2805
if (!tex_info) {
2806
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2807
_prepare_batch_texture_info(pt->texture, tex_state, tex_info);
2808
}
2809
r_current_batch->tex_info = tex_info;
2810
instance_data = new_instance_data(*r_current_batch, template_instance, true);
2811
2812
uint32_t divisor = 1;
2813
r_current_batch->mesh_instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
2814
r_current_batch->flags |= (divisor & BATCH_FLAGS_INSTANCING_MASK);
2815
r_current_batch->mesh_instance_count /= divisor;
2816
2817
RID particles = pt->particles;
2818
2819
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
2820
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
2821
2822
if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target.render_target)) {
2823
// Pass collision information.
2824
Transform2D xform = p_item->final_transform;
2825
2826
RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target.render_target);
2827
2828
Rect2 to_screen;
2829
{
2830
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target.render_target);
2831
2832
to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
2833
to_screen.position = -sdf_rect.position * to_screen.size;
2834
}
2835
2836
particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
2837
} else {
2838
particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
2839
}
2840
r_sdf_used |= particles_storage->particles_has_collision(particles);
2841
}
2842
2843
Color modulated = modulate * base_color;
2844
if (use_linear_colors) {
2845
modulated = modulated.srgb_to_linear();
2846
}
2847
2848
instance_data->modulation[0] = modulated.r;
2849
instance_data->modulation[1] = modulated.g;
2850
instance_data->modulation[2] = modulated.b;
2851
instance_data->modulation[3] = modulated.a;
2852
} break;
2853
2854
case Item::Command::TYPE_TRANSFORM: {
2855
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
2856
draw_transform = transform->xform;
2857
_update_transform_2d_to_mat2x3(base_transform * transform->xform, template_instance.world);
2858
} break;
2859
2860
case Item::Command::TYPE_CLIP_IGNORE: {
2861
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
2862
if (r_current_clip) {
2863
if (ci->ignore != reclip) {
2864
r_current_batch = _new_batch(r_batch_broken);
2865
if (ci->ignore) {
2866
r_current_batch->clip = nullptr;
2867
reclip = true;
2868
} else {
2869
r_current_batch->clip = r_current_clip;
2870
reclip = false;
2871
}
2872
}
2873
}
2874
} break;
2875
2876
case Item::Command::TYPE_ANIMATION_SLICE: {
2877
const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
2878
double current_time = RSG::rasterizer->get_total_time();
2879
double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
2880
skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
2881
2882
RenderingServerDefault::redraw_request(); // animation visible means redraw request
2883
} break;
2884
}
2885
2886
c = c->next;
2887
r_batch_broken = false;
2888
}
2889
2890
#ifdef DEBUG_ENABLED
2891
if (debug_redraw && p_item->debug_redraw_time > 0.0) {
2892
Color dc = debug_redraw_color;
2893
dc.a *= p_item->debug_redraw_time / debug_redraw_time;
2894
2895
// 1: If commands are different, start a new batch.
2896
if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
2897
r_current_batch = _new_batch(r_batch_broken);
2898
r_current_batch->command_type = Item::Command::TYPE_RECT;
2899
// it is ok to be null for a TYPE_RECT
2900
r_current_batch->command = nullptr;
2901
// default variant
2902
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
2903
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2904
r_current_batch->flags = 0;
2905
}
2906
2907
// 2: If the current batch has lighting, start a new batch.
2908
if (r_current_batch->use_lighting) {
2909
r_current_batch = _new_batch(r_batch_broken);
2910
r_current_batch->use_lighting = false;
2911
}
2912
2913
// 3: If the current batch has blend, start a new batch.
2914
if (r_current_batch->has_blend) {
2915
r_current_batch = _new_batch(r_batch_broken);
2916
r_current_batch->has_blend = false;
2917
}
2918
2919
TextureState tex_state(default_canvas_texture, texture_filter, texture_repeat, false, use_linear_colors);
2920
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2921
if (!tex_info) {
2922
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2923
_prepare_batch_texture_info(default_canvas_texture, tex_state, tex_info);
2924
}
2925
2926
if (r_current_batch->tex_info != tex_info) {
2927
r_current_batch = _new_batch(r_batch_broken);
2928
r_current_batch->tex_info = tex_info;
2929
}
2930
2931
_update_transform_2d_to_mat2x3(base_transform, template_instance.world);
2932
InstanceData *instance_data = new_instance_data(*r_current_batch, template_instance);
2933
2934
Rect2 src_rect;
2935
Rect2 dst_rect;
2936
2937
dst_rect = p_item->rect;
2938
if (dst_rect.size.width < 0) {
2939
dst_rect.position.x += dst_rect.size.width;
2940
dst_rect.size.width *= -1;
2941
}
2942
if (dst_rect.size.height < 0) {
2943
dst_rect.position.y += dst_rect.size.height;
2944
dst_rect.size.height *= -1;
2945
}
2946
2947
src_rect = Rect2(0, 0, 1, 1);
2948
2949
instance_data->modulation[0] = dc.r;
2950
instance_data->modulation[1] = dc.g;
2951
instance_data->modulation[2] = dc.b;
2952
instance_data->modulation[3] = dc.a;
2953
2954
instance_data->src_rect[0] = src_rect.position.x;
2955
instance_data->src_rect[1] = src_rect.position.y;
2956
instance_data->src_rect[2] = src_rect.size.width;
2957
instance_data->src_rect[3] = src_rect.size.height;
2958
2959
instance_data->dst_rect[0] = dst_rect.position.x;
2960
instance_data->dst_rect[1] = dst_rect.position.y;
2961
instance_data->dst_rect[2] = dst_rect.size.width;
2962
instance_data->dst_rect[3] = dst_rect.size.height;
2963
2964
_add_to_batch(r_batch_broken, r_current_batch);
2965
2966
p_item->debug_redraw_time -= RSG::rasterizer->get_frame_delta_time();
2967
2968
RenderingServerDefault::redraw_request();
2969
2970
r_batch_broken = false;
2971
}
2972
#endif
2973
2974
if (r_current_clip && reclip) {
2975
// will make it re-enable clipping if needed afterwards
2976
r_current_clip = nullptr;
2977
}
2978
}
2979
2980
void RendererCanvasRenderRD::_before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid) {
2981
RD::get_singleton()->uniform_set_set_invalidation_callback(p_rid, nullptr, nullptr);
2982
RD::get_singleton()->free_rid(p_rid);
2983
}
2984
2985
void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata) {
2986
const RIDSetKey *key = static_cast<RIDSetKey *>(p_userdata);
2987
static_cast<RendererCanvasRenderRD *>(singleton)->rid_set_to_uniform_set.erase(*key);
2988
}
2989
2990
void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata) {
2991
KeyValue<RID, TightLocalVector<RID>> *kv = static_cast<KeyValue<RID, TightLocalVector<RID>> *>(p_userdata);
2992
RD *rd = RD::get_singleton();
2993
for (RID rid : kv->value) {
2994
// The invalidation callback will also take care of clearing rid_set_to_uniform_set cache.
2995
rd->free_rid(rid);
2996
}
2997
kv->value.clear();
2998
if (p_deleted) {
2999
static_cast<RendererCanvasRenderRD *>(singleton)->canvas_texture_to_uniform_set.erase(kv->key);
3000
}
3001
}
3002
3003
void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info) {
3004
{
3005
RendererRD::TextureStorage *ts = RendererRD::TextureStorage::get_singleton();
3006
3007
RIDSetKey key(p_batch->tex_info->state);
3008
3009
const RID *uniform_set = rid_set_to_uniform_set.getptr(key);
3010
if (uniform_set == nullptr) {
3011
RD::Uniform *uniform_ptrw = state.batch_texture_uniforms.ptrw();
3012
uniform_ptrw[0] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info->diffuse);
3013
uniform_ptrw[1] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info->normal);
3014
uniform_ptrw[2] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info->specular);
3015
uniform_ptrw[3] = RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info->sampler);
3016
3017
RID rid = RD::get_singleton()->uniform_set_create(state.batch_texture_uniforms, shader.default_version_rd_shader, BATCH_UNIFORM_SET);
3018
ERR_FAIL_COND_MSG(rid.is_null(), "Failed to create uniform set for batch.");
3019
3020
const RIDCache::Pair *iter = rid_set_to_uniform_set.insert(key, rid);
3021
uniform_set = &iter->data;
3022
RD::get_singleton()->uniform_set_set_invalidation_callback(rid, RendererCanvasRenderRD::_uniform_set_invalidation_callback, (void *)&iter->key);
3023
3024
// If this is a CanvasTexture, it must be tracked so that any changes to the diffuse, normal,
3025
// or specular channels invalidate all associated uniform sets.
3026
if (ts->owns_canvas_texture(p_batch->tex_info->state.texture)) {
3027
KeyValue<RID, TightLocalVector<RID>> *kv = nullptr;
3028
if (HashMap<RID, TightLocalVector<RID>>::Iterator i = canvas_texture_to_uniform_set.find(p_batch->tex_info->state.texture); i == canvas_texture_to_uniform_set.end()) {
3029
kv = &*canvas_texture_to_uniform_set.insert(p_batch->tex_info->state.texture, { *uniform_set });
3030
} else {
3031
i->value.push_back(rid);
3032
kv = &*i;
3033
}
3034
ts->canvas_texture_set_invalidation_callback(p_batch->tex_info->state.texture, RendererCanvasRenderRD::_canvas_texture_invalidation_callback, kv);
3035
}
3036
}
3037
3038
if (state.current_batch_uniform_set != *uniform_set) {
3039
state.current_batch_uniform_set = *uniform_set;
3040
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, *uniform_set, BATCH_UNIFORM_SET);
3041
}
3042
}
3043
3044
RID pipeline;
3045
PipelineKey pipeline_key;
3046
pipeline_key.framebuffer_format_id = p_framebuffer_format;
3047
pipeline_key.variant = p_batch->shader_variant;
3048
pipeline_key.render_primitive = p_batch->render_primitive;
3049
pipeline_key.shader_specialization.use_lighting = p_batch->use_lighting;
3050
pipeline_key.shader_specialization.use_msdf = p_batch->use_msdf;
3051
pipeline_key.shader_specialization.use_lcd = p_batch->use_lcd;
3052
pipeline_key.lcd_blend = p_batch->has_blend;
3053
3054
switch (p_batch->command_type) {
3055
case Item::Command::TYPE_RECT:
3056
case Item::Command::TYPE_NINEPATCH: {
3057
PushConstant push_constant = p_batch->push_constant();
3058
3059
pipeline_key.vertex_format_id = shader.quad_vertex_format_id;
3060
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
3061
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
3062
if (p_batch->has_blend) {
3063
RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, p_batch->modulate);
3064
}
3065
3066
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
3067
FixedVector<RID, 1> vb = { p_batch->instance_buffer };
3068
FixedVector<uint64_t, 1> vo = { uint64_t(p_batch->start) * sizeof(InstanceData) };
3069
RD::get_singleton()->draw_list_bind_vertex_buffers_format(p_draw_list, shader.quad_vertex_format_id, 1, vb, vo);
3070
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
3071
RD::get_singleton()->draw_list_draw(p_draw_list, true, p_batch->instance_count);
3072
3073
if (r_render_info) {
3074
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_batch->instance_count;
3075
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2 * p_batch->instance_count;
3076
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3077
}
3078
} break;
3079
3080
case Item::Command::TYPE_POLYGON: {
3081
ERR_FAIL_NULL(p_batch->command);
3082
PushConstantAttributes push_constant = p_batch->push_constant_attributes();
3083
3084
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(p_batch->command);
3085
3086
PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
3087
ERR_FAIL_NULL(pb);
3088
3089
pipeline_key.vertex_format_id = pb->vertex_format_id;
3090
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
3091
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
3092
3093
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
3094
RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
3095
if (pb->indices.is_valid()) {
3096
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
3097
}
3098
3099
RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
3100
if (r_render_info) {
3101
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
3102
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(polygon->primitive, pb->primitive_count);
3103
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3104
}
3105
} break;
3106
3107
case Item::Command::TYPE_PRIMITIVE: {
3108
ERR_FAIL_NULL(p_batch->command);
3109
3110
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(p_batch->command);
3111
3112
PushConstant push_constant = p_batch->push_constant();
3113
pipeline_key.vertex_format_id = shader.primitive_vertex_format_id;
3114
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
3115
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
3116
3117
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
3118
FixedVector<RID, 1> vb = { p_batch->instance_buffer };
3119
FixedVector<uint64_t, 1> vo = { uint64_t(p_batch->start) * sizeof(InstanceData) };
3120
RD::get_singleton()->draw_list_bind_vertex_buffers_format(p_draw_list, shader.primitive_vertex_format_id, 1, vb, vo);
3121
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
3122
uint32_t instance_count = p_batch->instance_count;
3123
RD::get_singleton()->draw_list_draw(p_draw_list, true, instance_count);
3124
3125
if (r_render_info) {
3126
const RenderingServer::PrimitiveType rs_primitive[5] = { RS::PRIMITIVE_POINTS, RS::PRIMITIVE_POINTS, RS::PRIMITIVE_LINES, RS::PRIMITIVE_TRIANGLES, RS::PRIMITIVE_TRIANGLES };
3127
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += instance_count;
3128
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(rs_primitive[p_batch->primitive_points], p_batch->primitive_points) * instance_count;
3129
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3130
}
3131
} break;
3132
3133
case Item::Command::TYPE_MESH:
3134
case Item::Command::TYPE_MULTIMESH:
3135
case Item::Command::TYPE_PARTICLES: {
3136
ERR_FAIL_NULL(p_batch->command);
3137
3138
PushConstantAttributes push_constant = p_batch->push_constant_attributes();
3139
3140
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
3141
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
3142
3143
RID mesh;
3144
RID mesh_instance;
3145
3146
if (p_batch->command_type == Item::Command::TYPE_MESH) {
3147
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(p_batch->command);
3148
mesh = m->mesh;
3149
mesh_instance = m->mesh_instance;
3150
} else if (p_batch->command_type == Item::Command::TYPE_MULTIMESH) {
3151
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(p_batch->command);
3152
RID multimesh = mm->multimesh;
3153
mesh = mesh_storage->multimesh_get_mesh(multimesh);
3154
3155
RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
3156
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
3157
} else if (p_batch->command_type == Item::Command::TYPE_PARTICLES) {
3158
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(p_batch->command);
3159
RID particles = pt->particles;
3160
mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
3161
3162
ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
3163
particles_storage->particles_request_process(particles);
3164
3165
if (particles_storage->particles_is_inactive(particles)) {
3166
break;
3167
}
3168
3169
RenderingServerDefault::redraw_request(); // Active particles means redraw request.
3170
3171
int dpc = particles_storage->particles_get_draw_passes(particles);
3172
if (dpc == 0) {
3173
break; // Nothing to draw.
3174
}
3175
3176
RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
3177
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
3178
}
3179
3180
if (mesh.is_null()) {
3181
break;
3182
}
3183
3184
uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
3185
3186
for (uint32_t j = 0; j < surf_count; j++) {
3187
void *surface = mesh_storage->mesh_get_surface(mesh, j);
3188
3189
RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
3190
ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
3191
3192
RID vertex_array;
3193
pipeline_key.variant = primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
3194
pipeline_key.render_primitive = _primitive_type_to_render_primitive(primitive);
3195
pipeline_key.vertex_format_id = RD::INVALID_FORMAT_ID;
3196
3197
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant, mesh_instance, surface, j, &vertex_array);
3198
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
3199
3200
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(push_constant));
3201
3202
RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
3203
3204
if (index_array.is_valid()) {
3205
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
3206
}
3207
3208
RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
3209
RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), p_batch->mesh_instance_count);
3210
3211
if (r_render_info) {
3212
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
3213
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += _indices_to_primitives(primitive, mesh_storage->mesh_surface_get_vertices_drawn_count(surface)) * p_batch->mesh_instance_count;
3214
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3215
}
3216
}
3217
} break;
3218
case Item::Command::TYPE_TRANSFORM:
3219
case Item::Command::TYPE_CLIP_IGNORE:
3220
case Item::Command::TYPE_ANIMATION_SLICE: {
3221
// Can ignore these as they only impact batch creation.
3222
} break;
3223
}
3224
}
3225
3226
RendererCanvasRenderRD::InstanceData *RendererCanvasRenderRD::new_instance_data(Batch &p_current_batch, const InstanceData &template_instance, bool p_use_push_data) {
3227
InstanceData *instance_data = nullptr;
3228
3229
if (unlikely(p_use_push_data)) {
3230
instance_data = &p_current_batch.push_data;
3231
// instance_count must be > 0 to indicate the batch has been used when calling _new_batch, so we set a flag.
3232
p_current_batch.instance_count = PUSH_DATA_INSTANCE_COUNT;
3233
} else {
3234
// Return the intermediary instance data to prevent the caller from accidentally reading write-combined memory pages, which has huge performance implications.
3235
instance_data = &state.intermediary_instance_data;
3236
}
3237
3238
memcpy(instance_data, &template_instance, sizeof(InstanceData));
3239
return instance_data;
3240
}
3241
3242
RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {
3243
if (state.canvas_instance_batches.is_empty()) {
3244
Batch new_batch;
3245
// First try to reuse previous instance buffer if possible.
3246
if (state.prev_instance_data && state.prev_instance_data_index < state.max_instances_per_buffer) {
3247
bool must_remap = state.instance_buffers.prepare_for_map(true);
3248
// must_remap will be false if we're preparing to map the buffer for the same frame and can reuse the existing UMA buffer.
3249
if (!must_remap) {
3250
state.instance_data = state.prev_instance_data;
3251
state.instance_data_index = state.prev_instance_data_index;
3252
}
3253
state.prev_instance_data = nullptr;
3254
state.prev_instance_data_index = 0;
3255
}
3256
// This will still be a valid point when multiple calls to _render_batch_items
3257
// are made in the same draw call.
3258
if (state.instance_data == nullptr) {
3259
// If there is no existing instance buffer, we must allocate a new one.
3260
_allocate_instance_buffer();
3261
} else {
3262
// Otherwise, just use the existing one from where it last left off.
3263
new_batch.start = state.instance_data_index;
3264
}
3265
new_batch.instance_buffer = state.instance_buffers._get(0);
3266
state.canvas_instance_batches.push_back(new_batch);
3267
return state.canvas_instance_batches.ptr();
3268
}
3269
3270
if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
3271
return &state.canvas_instance_batches[state.current_batch_index];
3272
}
3273
3274
r_batch_broken = true;
3275
3276
// Copy the properties of the current batch, we will manually update the things that changed.
3277
Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
3278
new_batch.instance_count = 0;
3279
new_batch.start = state.instance_data_index;
3280
memset(&new_batch.push_data, 0, sizeof(new_batch.push_data));
3281
state.current_batch_index++;
3282
state.canvas_instance_batches.push_back(new_batch);
3283
return &state.canvas_instance_batches[state.current_batch_index];
3284
}
3285
3286
void RendererCanvasRenderRD::_add_to_batch(bool &r_batch_broken, Batch *&r_current_batch) {
3287
DEV_ASSERT(r_current_batch->command_type == Item::Command::TYPE_RECT ||
3288
r_current_batch->command_type == Item::Command::TYPE_NINEPATCH ||
3289
r_current_batch->command_type == Item::Command::TYPE_PRIMITIVE);
3290
r_current_batch->instance_count++;
3291
memcpy(&state.instance_data[state.instance_data_index], &state.intermediary_instance_data, sizeof(InstanceData));
3292
state.instance_data_index++;
3293
if (state.instance_data_index >= state.max_instances_per_buffer) {
3294
RD::get_singleton()->buffer_flush(r_current_batch->instance_buffer);
3295
state.instance_data = nullptr;
3296
_allocate_instance_buffer();
3297
state.instance_data_index = 0;
3298
r_batch_broken = false; // Force a new batch to be created
3299
r_current_batch = _new_batch(r_batch_broken);
3300
r_current_batch->instance_buffer = state.instance_buffers._get(0);
3301
}
3302
}
3303
3304
void RendererCanvasRenderRD::_allocate_instance_buffer() {
3305
state.instance_buffers.prepare_for_upload();
3306
state.instance_data = reinterpret_cast<InstanceData *>(state.instance_buffers.map_raw_for_upload(0));
3307
}
3308
3309
void RendererCanvasRenderRD::_prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info) {
3310
if (p_texture.is_null()) {
3311
p_texture = default_canvas_texture;
3312
}
3313
3314
RendererRD::TextureStorage::CanvasTextureInfo info =
3315
RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(
3316
p_texture,
3317
p_state.texture_filter(),
3318
p_state.texture_repeat(),
3319
p_state.linear_colors(),
3320
p_state.texture_is_data());
3321
// something odd happened
3322
if (info.is_null()) {
3323
_prepare_batch_texture_info(default_canvas_texture, p_state, p_info);
3324
return;
3325
}
3326
3327
p_info->state = p_state;
3328
p_info->diffuse = info.diffuse;
3329
p_info->normal = info.normal;
3330
p_info->specular = info.specular;
3331
p_info->sampler = info.sampler;
3332
3333
// cache values to be copied to instance data
3334
if (info.specular_color.a < 0.999) {
3335
p_info->flags |= BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED;
3336
}
3337
3338
if (info.use_normal) {
3339
p_info->flags |= BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED;
3340
}
3341
3342
uint8_t a = uint8_t(CLAMP(info.specular_color.a * 255.0, 0.0, 255.0));
3343
uint8_t b = uint8_t(CLAMP(info.specular_color.b * 255.0, 0.0, 255.0));
3344
uint8_t g = uint8_t(CLAMP(info.specular_color.g * 255.0, 0.0, 255.0));
3345
uint8_t r = uint8_t(CLAMP(info.specular_color.r * 255.0, 0.0, 255.0));
3346
p_info->specular_shininess = uint32_t(a) << 24 | uint32_t(b) << 16 | uint32_t(g) << 8 | uint32_t(r);
3347
3348
p_info->texpixel_size = Vector2(1.0 / float(info.size.width), 1.0 / float(info.size.height));
3349
}
3350
3351
RendererCanvasRenderRD::~RendererCanvasRenderRD() {
3352
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
3353
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
3354
3355
//canvas state
3356
3357
material_storage->material_free(default_canvas_group_material);
3358
material_storage->shader_free(default_canvas_group_shader);
3359
3360
material_storage->material_free(default_clip_children_material);
3361
material_storage->shader_free(default_clip_children_shader);
3362
3363
{
3364
if (state.canvas_state_buffer.is_valid()) {
3365
RD::get_singleton()->free_rid(state.canvas_state_buffer);
3366
}
3367
3368
memdelete_arr(state.light_uniforms);
3369
RD::get_singleton()->free_rid(state.lights_storage_buffer);
3370
}
3371
3372
//shadow rendering
3373
{
3374
shadow_render.shader.version_free(shadow_render.shader_version);
3375
//this will also automatically clear all pipelines
3376
RD::get_singleton()->free_rid(state.shadow_sampler);
3377
}
3378
3379
//buffers
3380
{
3381
RD::get_singleton()->free_rid(shader.quad_index_array);
3382
RD::get_singleton()->free_rid(shader.quad_index_buffer);
3383
//primitives are erase by dependency
3384
}
3385
3386
if (state.shadow_fb.is_valid()) {
3387
RD::get_singleton()->free_rid(state.shadow_depth_texture);
3388
}
3389
RD::get_singleton()->free_rid(state.shadow_texture);
3390
3391
if (state.shadow_occluder_buffer.is_valid()) {
3392
RD::get_singleton()->free_rid(state.shadow_occluder_buffer);
3393
}
3394
3395
state.instance_buffers.uninit();
3396
3397
// Disable the callback, as we're tearing everything down
3398
texture_storage->canvas_texture_set_invalidation_callback(default_canvas_texture, nullptr, nullptr);
3399
texture_storage->canvas_texture_free(default_canvas_texture);
3400
//pipelines don't need freeing, they are all gone after shaders are gone
3401
3402
memdelete(shader.default_version_data);
3403
}
3404
3405