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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 "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(pb.indices);
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}
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if (pb.index_buffer.is_valid()) {
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RD::get_singleton()->free(pb.index_buffer);
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}
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RD::get_singleton()->free(pb.vertex_array);
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RD::get_singleton()->free(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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{
426
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);
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} 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) {
476
if (r_vertex_array != nullptr) {
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RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
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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, *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, *r_vertex_array, r_pipeline_key.vertex_format_id);
483
}
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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 = {};
489
} 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;
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RID pipeline = p_shader_data->pipeline_hash_map.get_pipeline(r_pipeline_key, r_pipeline_key.hash(), wait_for_compilation, source);
496
if (pipeline.is_valid()) {
497
return pipeline;
498
}
499
500
r_pipeline_key.ubershader++;
501
}
502
503
// This case should never be reached unless the shader wasn't available.
504
return RID();
505
}
506
507
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) {
508
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
509
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
510
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
511
512
r_sdf_used = false;
513
int item_count = 0;
514
515
//setup canvas state uniforms if needed
516
517
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
518
519
//setup directional lights if exist
520
521
uint32_t light_count = 0;
522
uint32_t directional_light_count = 0;
523
{
524
Light *l = p_directional_light_list;
525
uint32_t index = 0;
526
527
while (l) {
528
if (index == MAX_LIGHTS_PER_RENDER) {
529
l->render_index_cache = -1;
530
l = l->next_ptr;
531
continue;
532
}
533
534
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
535
if (!clight) { //unused or invalid texture
536
l->render_index_cache = -1;
537
l = l->next_ptr;
538
ERR_CONTINUE(!clight);
539
}
540
541
Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
542
543
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
544
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
545
546
_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
547
548
state.light_uniforms[index].height = l->height; //0..1 here
549
550
for (int i = 0; i < 4; i++) {
551
state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
552
state.light_uniforms[index].color[i] = l->color[i];
553
}
554
555
state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
556
557
if (state.shadow_fb.is_valid()) {
558
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
559
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
560
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
561
} else {
562
state.light_uniforms[index].shadow_pixel_size = 1.0;
563
state.light_uniforms[index].shadow_z_far_inv = 1.0;
564
state.light_uniforms[index].shadow_y_ofs = 0;
565
}
566
567
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
568
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
569
if (clight->shadow.enabled) {
570
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
571
}
572
573
l->render_index_cache = index;
574
575
index++;
576
l = l->next_ptr;
577
}
578
579
light_count = index;
580
directional_light_count = light_count;
581
using_directional_lights = directional_light_count > 0;
582
}
583
584
//setup lights if exist
585
586
{
587
Light *l = p_light_list;
588
uint32_t index = light_count;
589
590
while (l) {
591
if (index == MAX_LIGHTS_PER_RENDER) {
592
l->render_index_cache = -1;
593
l = l->next_ptr;
594
continue;
595
}
596
597
CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
598
if (!clight) { //unused or invalid texture
599
l->render_index_cache = -1;
600
l = l->next_ptr;
601
ERR_CONTINUE(!clight);
602
}
603
604
Transform2D final_xform;
605
if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated) {
606
final_xform = l->xform_curr;
607
} else {
608
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
609
TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);
610
}
611
// Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.
612
Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());
613
state.light_uniforms[index].position[0] = canvas_light_pos.x;
614
state.light_uniforms[index].position[1] = canvas_light_pos.y;
615
616
_update_transform_2d_to_mat2x4(l->light_shader_xform.affine_inverse(), state.light_uniforms[index].matrix);
617
_update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
618
619
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
620
for (int i = 0; i < 4; i++) {
621
state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
622
state.light_uniforms[index].color[i] = l->color[i];
623
}
624
625
state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
626
627
if (state.shadow_fb.is_valid()) {
628
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
629
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
630
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
631
} else {
632
state.light_uniforms[index].shadow_pixel_size = 1.0;
633
state.light_uniforms[index].shadow_z_far_inv = 1.0;
634
state.light_uniforms[index].shadow_y_ofs = 0;
635
}
636
637
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
638
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
639
if (clight->shadow.enabled) {
640
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
641
}
642
643
if (clight->texture.is_valid()) {
644
Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
645
state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
646
state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
647
state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
648
state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
649
650
} else {
651
state.light_uniforms[index].atlas_rect[0] = 0;
652
state.light_uniforms[index].atlas_rect[1] = 0;
653
state.light_uniforms[index].atlas_rect[2] = 0;
654
state.light_uniforms[index].atlas_rect[3] = 0;
655
}
656
657
l->render_index_cache = index;
658
659
index++;
660
l = l->next_ptr;
661
}
662
663
light_count = index;
664
}
665
666
if (light_count > 0) {
667
RD::get_singleton()->buffer_update(state.lights_storage_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
668
}
669
670
bool use_linear_colors = texture_storage->render_target_is_using_hdr(p_to_render_target);
671
672
{
673
//update canvas state uniform buffer
674
State::Buffer state_buffer;
675
676
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
677
678
Transform3D screen_transform;
679
screen_transform.translate_local(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
680
screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
681
_update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
682
_update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
683
684
Transform2D normal_transform = p_canvas_transform;
685
normal_transform.columns[0].normalize();
686
normal_transform.columns[1].normalize();
687
normal_transform.columns[2] = Vector2();
688
_update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
689
690
Color modulate = p_modulate;
691
if (use_linear_colors) {
692
modulate = p_modulate.srgb_to_linear();
693
}
694
state_buffer.canvas_modulate[0] = modulate.r;
695
state_buffer.canvas_modulate[1] = modulate.g;
696
state_buffer.canvas_modulate[2] = modulate.b;
697
state_buffer.canvas_modulate[3] = modulate.a;
698
699
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
700
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
701
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
702
703
state_buffer.time = state.time;
704
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
705
706
state_buffer.directional_light_count = directional_light_count;
707
708
Vector2 canvas_scale = p_canvas_transform.get_scale();
709
710
state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
711
state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
712
713
state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
714
state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
715
716
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
717
Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
718
719
state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
720
state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
721
state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
722
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
723
724
//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
725
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
726
state_buffer.shadow_pixel_size = 1.0f / (float)(state.shadow_texture_size);
727
728
state_buffer.flags = use_linear_colors ? CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR : 0;
729
730
RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
731
}
732
733
{ //default filter/repeat
734
default_filter = p_default_filter;
735
default_repeat = p_default_repeat;
736
}
737
738
Item *ci = p_item_list;
739
740
//fill the list until rendering is possible.
741
bool material_screen_texture_cached = false;
742
bool material_screen_texture_mipmaps_cached = false;
743
744
Rect2 back_buffer_rect;
745
bool backbuffer_copy = false;
746
bool backbuffer_gen_mipmaps = false;
747
748
Item *canvas_group_owner = nullptr;
749
bool skip_item = false;
750
751
state.last_instance_index = 0;
752
753
bool update_skeletons = false;
754
bool time_used = false;
755
756
bool backbuffer_cleared = false;
757
758
RenderTarget to_render_target;
759
to_render_target.render_target = p_to_render_target;
760
to_render_target.use_linear_colors = use_linear_colors;
761
762
while (ci) {
763
if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
764
backbuffer_copy = true;
765
766
if (ci->copy_back_buffer->full) {
767
back_buffer_rect = Rect2();
768
} else {
769
back_buffer_rect = ci->copy_back_buffer->rect;
770
}
771
}
772
773
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
774
775
if (material.is_valid()) {
776
CanvasMaterialData *md = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
777
if (md && md->shader_data->is_valid()) {
778
if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
779
if (!material_screen_texture_cached) {
780
backbuffer_copy = true;
781
back_buffer_rect = Rect2();
782
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
783
} else if (!material_screen_texture_mipmaps_cached) {
784
backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
785
}
786
}
787
788
if (md->shader_data->uses_sdf) {
789
r_sdf_used = true;
790
}
791
if (md->shader_data->uses_time) {
792
time_used = true;
793
}
794
}
795
}
796
797
if (ci->skeleton.is_valid()) {
798
const Item::Command *c = ci->commands;
799
800
while (c) {
801
if (c->type == Item::Command::TYPE_MESH) {
802
const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c);
803
if (cm->mesh_instance.is_valid()) {
804
mesh_storage->mesh_instance_check_for_update(cm->mesh_instance);
805
mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform);
806
update_skeletons = true;
807
}
808
}
809
c = c->next;
810
}
811
}
812
813
if (ci->canvas_group_owner != nullptr) {
814
if (canvas_group_owner == nullptr) {
815
// Canvas group begins here, render until before this item
816
if (update_skeletons) {
817
mesh_storage->update_mesh_instances();
818
update_skeletons = false;
819
}
820
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
821
item_count = 0;
822
823
if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
824
Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
825
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
826
if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
827
ci->canvas_group_owner->use_canvas_group = false;
828
items[item_count++] = ci->canvas_group_owner;
829
}
830
} else if (!backbuffer_cleared) {
831
texture_storage->render_target_clear_back_buffer(p_to_render_target, Rect2i(), Color(0, 0, 0, 0));
832
backbuffer_cleared = true;
833
}
834
835
backbuffer_copy = false;
836
canvas_group_owner = ci->canvas_group_owner; //continue until owner found
837
}
838
839
ci->canvas_group_owner = nullptr; //must be cleared
840
}
841
842
if (canvas_group_owner == nullptr && ci->canvas_group != nullptr && ci->canvas_group->mode != RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
843
skip_item = true;
844
}
845
846
if (ci == canvas_group_owner) {
847
if (update_skeletons) {
848
mesh_storage->update_mesh_instances();
849
update_skeletons = false;
850
}
851
852
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
853
item_count = 0;
854
855
if (ci->canvas_group->blur_mipmaps) {
856
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
857
}
858
859
canvas_group_owner = nullptr;
860
// Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it.
861
backbuffer_cleared = false;
862
863
// Tell the renderer to paint this as a canvas group
864
ci->use_canvas_group = true;
865
} else {
866
ci->use_canvas_group = false;
867
}
868
869
if (backbuffer_copy) {
870
//render anything pending, including clearing if no items
871
if (update_skeletons) {
872
mesh_storage->update_mesh_instances();
873
update_skeletons = false;
874
}
875
876
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info);
877
item_count = 0;
878
879
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
880
881
backbuffer_copy = false;
882
material_screen_texture_cached = true; // After a backbuffer copy, screen texture makes no further copies.
883
material_screen_texture_mipmaps_cached = backbuffer_gen_mipmaps;
884
backbuffer_gen_mipmaps = false;
885
}
886
887
if (backbuffer_gen_mipmaps) {
888
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, back_buffer_rect);
889
890
backbuffer_gen_mipmaps = false;
891
material_screen_texture_mipmaps_cached = true;
892
}
893
894
if (skip_item) {
895
skip_item = false;
896
} else {
897
items[item_count++] = ci;
898
}
899
900
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
901
if (update_skeletons) {
902
mesh_storage->update_mesh_instances();
903
update_skeletons = false;
904
}
905
906
_render_batch_items(to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
907
//then reset
908
item_count = 0;
909
}
910
911
ci = ci->next;
912
}
913
914
if (time_used) {
915
RenderingServerDefault::redraw_request();
916
}
917
918
texture_info_map.clear();
919
state.current_data_buffer_index = (state.current_data_buffer_index + 1) % BATCH_DATA_BUFFER_COUNT;
920
state.current_instance_buffer_index = 0;
921
}
922
923
RID RendererCanvasRenderRD::light_create() {
924
CanvasLight canvas_light;
925
return canvas_light_owner.make_rid(canvas_light);
926
}
927
928
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
929
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
930
931
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
932
ERR_FAIL_NULL(cl);
933
if (cl->texture == p_texture) {
934
return;
935
}
936
937
ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture));
938
939
if (cl->texture.is_valid()) {
940
texture_storage->texture_remove_from_decal_atlas(cl->texture);
941
}
942
cl->texture = p_texture;
943
944
if (cl->texture.is_valid()) {
945
texture_storage->texture_add_to_decal_atlas(cl->texture);
946
}
947
}
948
949
void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
950
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
951
ERR_FAIL_NULL(cl);
952
953
cl->shadow.enabled = p_enable;
954
}
955
956
void RendererCanvasRenderRD::_update_shadow_atlas() {
957
if (state.shadow_fb == RID()) {
958
//ah, we lack the shadow texture..
959
RD::get_singleton()->free(state.shadow_texture); //erase placeholder
960
961
Vector<RID> fb_textures;
962
963
{ //texture
964
RD::TextureFormat tf;
965
tf.texture_type = RD::TEXTURE_TYPE_2D;
966
tf.width = state.shadow_texture_size;
967
tf.height = MAX_LIGHTS_PER_RENDER * 2;
968
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
969
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
970
971
state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
972
fb_textures.push_back(state.shadow_texture);
973
}
974
{
975
RD::TextureFormat tf;
976
tf.texture_type = RD::TEXTURE_TYPE_2D;
977
tf.width = state.shadow_texture_size;
978
tf.height = MAX_LIGHTS_PER_RENDER * 2;
979
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
980
tf.format = RD::DATA_FORMAT_D32_SFLOAT;
981
tf.is_discardable = true;
982
//chunks to write
983
state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
984
fb_textures.push_back(state.shadow_depth_texture);
985
}
986
987
state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
988
}
989
}
990
991
void RendererCanvasRenderRD::_update_occluder_buffer(uint32_t p_size) {
992
bool needs_update = state.shadow_occluder_buffer.is_null();
993
994
if (p_size > state.shadow_occluder_buffer_size) {
995
needs_update = true;
996
state.shadow_occluder_buffer_size = next_power_of_2(p_size);
997
if (state.shadow_occluder_buffer.is_valid()) {
998
RD::get_singleton()->free(state.shadow_occluder_buffer);
999
}
1000
}
1001
1002
if (needs_update) {
1003
state.shadow_occluder_buffer = RD::get_singleton()->storage_buffer_create(state.shadow_occluder_buffer_size);
1004
1005
Vector<RD::Uniform> uniforms;
1006
1007
{
1008
RD::Uniform u;
1009
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
1010
u.binding = 0;
1011
u.append_id(state.shadow_occluder_buffer);
1012
uniforms.push_back(u);
1013
}
1014
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);
1015
}
1016
}
1017
1018
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) {
1019
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
1020
ERR_FAIL_COND(!cl->shadow.enabled);
1021
1022
_update_shadow_atlas();
1023
1024
cl->shadow.z_far = p_far;
1025
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);
1026
Color cc = Color(p_far, p_far, p_far, 1.0);
1027
1028
// First, do a culling pass and record what occluders need to be drawn for this light.
1029
static thread_local LocalVector<OccluderPolygon *> occluders;
1030
static thread_local LocalVector<uint32_t> occluder_indices;
1031
occluders.clear();
1032
occluder_indices.clear();
1033
1034
uint32_t occluder_count = 0;
1035
1036
LightOccluderInstance *instance = p_occluders;
1037
while (instance) {
1038
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
1039
1040
occluder_count++;
1041
1042
if (!co || co->index_array.is_null()) {
1043
instance = instance->next;
1044
continue;
1045
}
1046
1047
if (!(p_light_mask & instance->light_mask) || !p_light_rect.intersects_transformed(instance->xform_cache, instance->aabb_cache)) {
1048
instance = instance->next;
1049
continue;
1050
}
1051
1052
occluders.push_back(co);
1053
occluder_indices.push_back(occluder_count - 1);
1054
1055
instance = instance->next;
1056
}
1057
1058
// Then, upload all the occluder transforms to a shared buffer.
1059
// We only do this for the first light so we can avoid uploading the same
1060
// Transforms over and over again.
1061
if (p_shadow_index == 0 && occluder_count > 0) {
1062
static thread_local LocalVector<float> transforms;
1063
transforms.clear();
1064
transforms.resize(occluder_count * 8);
1065
1066
instance = p_occluders;
1067
uint32_t index = 0;
1068
while (instance) {
1069
_update_transform_2d_to_mat2x4(instance->xform_cache, &transforms[index * 8]);
1070
index++;
1071
instance = instance->next;
1072
}
1073
1074
_update_occluder_buffer(occluder_count * 8 * sizeof(float));
1075
RD::get_singleton()->buffer_update(state.shadow_occluder_buffer, 0, transforms.size() * sizeof(float), transforms.ptr());
1076
}
1077
1078
Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
1079
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, VectorView(&cc, 1), 1.0f, 0, rect);
1080
1081
if (state.shadow_occluder_buffer.is_valid()) {
1082
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_POSITIONAL_SHADOW]);
1083
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.shadow_ocluder_uniform_set, 0);
1084
1085
for (int i = 0; i < 4; i++) {
1086
Rect2i sub_rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
1087
RD::get_singleton()->draw_list_set_viewport(draw_list, sub_rect);
1088
1089
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
1090
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) };
1091
1092
PositionalShadowRenderPushConstant push_constant;
1093
_update_transform_2d_to_mat2x4(p_light_xform, push_constant.modelview);
1094
push_constant.direction[0] = directions[i].x;
1095
push_constant.direction[1] = directions[i].y;
1096
push_constant.rotation[0] = rotations[i].x;
1097
push_constant.rotation[1] = rotations[i].y;
1098
push_constant.rotation[2] = rotations[i].z;
1099
push_constant.rotation[3] = rotations[i].w;
1100
push_constant.z_far = p_far;
1101
push_constant.z_near = p_near;
1102
1103
for (uint32_t j = 0; j < occluders.size(); j++) {
1104
OccluderPolygon *co = occluders[j];
1105
1106
push_constant.pad = occluder_indices[j];
1107
push_constant.cull_mode = uint32_t(co->cull_mode);
1108
1109
// The slowest part about this whole function is that we have to draw the occluders one by one, 4 times.
1110
// We can optimize this so that all occluders draw at once if we store vertices and indices in a giant
1111
// SSBO and just save an index into that SSBO for each occluder.
1112
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
1113
RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
1114
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PositionalShadowRenderPushConstant));
1115
1116
RD::get_singleton()->draw_list_draw(draw_list, true);
1117
}
1118
}
1119
}
1120
RD::get_singleton()->draw_list_end();
1121
}
1122
1123
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) {
1124
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
1125
ERR_FAIL_COND(!cl->shadow.enabled);
1126
1127
_update_shadow_atlas();
1128
1129
Vector2 light_dir = p_light_xform.columns[1].normalized();
1130
1131
Vector2 center = p_clip_rect.get_center();
1132
1133
float to_edge_distance = Math::abs(light_dir.dot(p_clip_rect.get_support(-light_dir)) - light_dir.dot(center));
1134
1135
Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
1136
float distance = to_edge_distance * 2.0 + p_cull_distance;
1137
float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
1138
1139
cl->shadow.z_far = distance;
1140
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(MAX_LIGHTS_PER_RENDER * 2);
1141
1142
Transform2D to_light_xform;
1143
1144
to_light_xform[2] = from_pos;
1145
to_light_xform[1] = light_dir;
1146
to_light_xform[0] = -light_dir.orthogonal();
1147
1148
to_light_xform.invert();
1149
1150
Vector<Color> cc;
1151
cc.push_back(Color(1, 1, 1, 1));
1152
1153
Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
1154
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::DRAW_CLEAR_ALL, cc, 1.0f, 0, rect);
1155
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW]);
1156
1157
Projection projection;
1158
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
1159
projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
1160
1161
ShadowRenderPushConstant push_constant;
1162
for (int y = 0; y < 4; y++) {
1163
for (int x = 0; x < 4; x++) {
1164
push_constant.projection[y * 4 + x] = projection.columns[y][x];
1165
}
1166
}
1167
1168
push_constant.direction[0] = 0.0;
1169
push_constant.direction[1] = 1.0;
1170
push_constant.z_far = distance;
1171
1172
LightOccluderInstance *instance = p_occluders;
1173
1174
while (instance) {
1175
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
1176
1177
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
1178
instance = instance->next;
1179
continue;
1180
}
1181
1182
_update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
1183
push_constant.cull_mode = uint32_t(co->cull_mode);
1184
1185
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
1186
RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
1187
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
1188
1189
RD::get_singleton()->draw_list_draw(draw_list, true);
1190
1191
instance = instance->next;
1192
}
1193
1194
RD::get_singleton()->draw_list_end();
1195
1196
Transform2D to_shadow;
1197
to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
1198
to_shadow.columns[2].x = 0.5;
1199
1200
cl->shadow.directional_xform = to_shadow * to_light_xform;
1201
}
1202
1203
void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
1204
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1205
1206
RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
1207
Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
1208
1209
Transform2D to_sdf;
1210
to_sdf.columns[0] *= rect.size.width;
1211
to_sdf.columns[1] *= rect.size.height;
1212
to_sdf.columns[2] = rect.position;
1213
1214
Transform2D to_clip;
1215
to_clip.columns[0] *= 2.0;
1216
to_clip.columns[1] *= 2.0;
1217
to_clip.columns[2] = -Vector2(1.0, 1.0);
1218
1219
to_clip = to_clip * to_sdf.affine_inverse();
1220
1221
Vector<Color> cc;
1222
cc.push_back(Color(0, 0, 0, 0));
1223
1224
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::DRAW_CLEAR_ALL, cc);
1225
1226
Projection projection;
1227
1228
ShadowRenderPushConstant push_constant;
1229
for (int y = 0; y < 4; y++) {
1230
for (int x = 0; x < 4; x++) {
1231
push_constant.projection[y * 4 + x] = projection.columns[y][x];
1232
}
1233
}
1234
1235
push_constant.direction[0] = 0.0;
1236
push_constant.direction[1] = 0.0;
1237
push_constant.z_far = 0;
1238
push_constant.cull_mode = 0;
1239
1240
LightOccluderInstance *instance = p_occluders;
1241
1242
while (instance) {
1243
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
1244
1245
if (!co || co->sdf_index_array.is_null() || !instance->sdf_collision) {
1246
instance = instance->next;
1247
continue;
1248
}
1249
1250
_update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
1251
1252
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]);
1253
RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
1254
RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
1255
RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
1256
1257
RD::get_singleton()->draw_list_draw(draw_list, true);
1258
1259
instance = instance->next;
1260
}
1261
1262
RD::get_singleton()->draw_list_end();
1263
1264
texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
1265
}
1266
1267
RID RendererCanvasRenderRD::occluder_polygon_create() {
1268
OccluderPolygon occluder;
1269
occluder.line_point_count = 0;
1270
occluder.sdf_point_count = 0;
1271
occluder.sdf_index_count = 0;
1272
occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
1273
return occluder_polygon_owner.make_rid(occluder);
1274
}
1275
1276
void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
1277
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
1278
ERR_FAIL_NULL(oc);
1279
1280
Vector<Vector2> lines;
1281
1282
if (p_points.size()) {
1283
int lc = p_points.size() * 2;
1284
1285
lines.resize(lc - (p_closed ? 0 : 2));
1286
{
1287
Vector2 *w = lines.ptrw();
1288
const Vector2 *r = p_points.ptr();
1289
1290
int max = lc / 2;
1291
if (!p_closed) {
1292
max--;
1293
}
1294
for (int i = 0; i < max; i++) {
1295
Vector2 a = r[i];
1296
Vector2 b = r[(i + 1) % (lc / 2)];
1297
w[i * 2 + 0] = a;
1298
w[i * 2 + 1] = b;
1299
}
1300
}
1301
}
1302
1303
if ((oc->line_point_count != lines.size() || lines.is_empty()) && oc->vertex_array.is_valid()) {
1304
RD::get_singleton()->free(oc->vertex_array);
1305
RD::get_singleton()->free(oc->vertex_buffer);
1306
RD::get_singleton()->free(oc->index_array);
1307
RD::get_singleton()->free(oc->index_buffer);
1308
1309
oc->vertex_array = RID();
1310
oc->vertex_buffer = RID();
1311
oc->index_array = RID();
1312
oc->index_buffer = RID();
1313
1314
oc->line_point_count = lines.size();
1315
}
1316
1317
if (lines.size()) {
1318
oc->line_point_count = lines.size();
1319
Vector<uint8_t> geometry;
1320
Vector<uint8_t> indices;
1321
int lc = lines.size();
1322
1323
geometry.resize(lc * 6 * sizeof(float));
1324
indices.resize(lc * 3 * sizeof(uint16_t));
1325
1326
{
1327
uint8_t *vw = geometry.ptrw();
1328
float *vwptr = reinterpret_cast<float *>(vw);
1329
uint8_t *iw = indices.ptrw();
1330
uint16_t *iwptr = (uint16_t *)iw;
1331
1332
const Vector2 *lr = lines.ptr();
1333
1334
const int POLY_HEIGHT = 16384;
1335
1336
for (int i = 0; i < lc / 2; i++) {
1337
vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
1338
vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
1339
vwptr[i * 12 + 2] = POLY_HEIGHT;
1340
1341
vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
1342
vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
1343
vwptr[i * 12 + 5] = POLY_HEIGHT;
1344
1345
vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
1346
vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
1347
vwptr[i * 12 + 8] = -POLY_HEIGHT;
1348
1349
vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
1350
vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
1351
vwptr[i * 12 + 11] = -POLY_HEIGHT;
1352
1353
iwptr[i * 6 + 0] = i * 4 + 0;
1354
iwptr[i * 6 + 1] = i * 4 + 1;
1355
iwptr[i * 6 + 2] = i * 4 + 2;
1356
1357
iwptr[i * 6 + 3] = i * 4 + 2;
1358
iwptr[i * 6 + 4] = i * 4 + 3;
1359
iwptr[i * 6 + 5] = i * 4 + 0;
1360
}
1361
}
1362
1363
//if same buffer len is being set, just use buffer_update to avoid a pipeline flush
1364
1365
if (oc->vertex_array.is_null()) {
1366
//create from scratch
1367
//vertices
1368
oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(float), geometry);
1369
1370
Vector<RID> buffer;
1371
buffer.push_back(oc->vertex_buffer);
1372
oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer);
1373
//indices
1374
1375
oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices);
1376
oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc);
1377
1378
} else {
1379
//update existing
1380
const uint8_t *vr = geometry.ptr();
1381
RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr);
1382
const uint8_t *ir = indices.ptr();
1383
RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
1384
}
1385
}
1386
1387
// sdf
1388
1389
Vector<int> sdf_indices;
1390
1391
if (p_points.size()) {
1392
if (p_closed) {
1393
sdf_indices = Geometry2D::triangulate_polygon(p_points);
1394
oc->sdf_is_lines = false;
1395
} else {
1396
int max = p_points.size();
1397
sdf_indices.resize(max * 2);
1398
1399
int *iw = sdf_indices.ptrw();
1400
for (int i = 0; i < max; i++) {
1401
iw[i * 2 + 0] = i;
1402
iw[i * 2 + 1] = (i + 1) % max;
1403
}
1404
oc->sdf_is_lines = true;
1405
}
1406
}
1407
1408
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()) {
1409
RD::get_singleton()->free(oc->sdf_vertex_array);
1410
RD::get_singleton()->free(oc->sdf_vertex_buffer);
1411
RD::get_singleton()->free(oc->sdf_index_array);
1412
RD::get_singleton()->free(oc->sdf_index_buffer);
1413
1414
oc->sdf_vertex_array = RID();
1415
oc->sdf_vertex_buffer = RID();
1416
oc->sdf_index_array = RID();
1417
oc->sdf_index_buffer = RID();
1418
1419
oc->sdf_index_count = sdf_indices.size();
1420
oc->sdf_point_count = p_points.size();
1421
1422
oc->sdf_is_lines = false;
1423
}
1424
1425
if (sdf_indices.size()) {
1426
if (oc->sdf_vertex_array.is_null()) {
1427
//create from scratch
1428
//vertices
1429
#ifdef REAL_T_IS_DOUBLE
1430
PackedFloat32Array float_points;
1431
float_points.resize(p_points.size() * 2);
1432
float *float_points_ptr = (float *)float_points.ptrw();
1433
for (int i = 0; i < p_points.size(); i++) {
1434
float_points_ptr[i * 2] = p_points[i].x;
1435
float_points_ptr[i * 2 + 1] = p_points[i].y;
1436
}
1437
oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), float_points.span().reinterpret<uint8_t>());
1438
#else
1439
oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(float), p_points.span().reinterpret<uint8_t>());
1440
#endif
1441
oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.span().reinterpret<uint8_t>());
1442
oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
1443
1444
Vector<RID> buffer;
1445
buffer.push_back(oc->sdf_vertex_buffer);
1446
oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
1447
//indices
1448
1449
} else {
1450
//update existing
1451
#ifdef REAL_T_IS_DOUBLE
1452
PackedFloat32Array float_points;
1453
float_points.resize(p_points.size() * 2);
1454
float *float_points_ptr = (float *)float_points.ptrw();
1455
for (int i = 0; i < p_points.size(); i++) {
1456
float_points_ptr[i * 2] = p_points[i].x;
1457
float_points_ptr[i * 2 + 1] = p_points[i].y;
1458
}
1459
RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), float_points.ptr());
1460
#else
1461
RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(float) * 2 * p_points.size(), p_points.ptr());
1462
#endif
1463
RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
1464
}
1465
}
1466
}
1467
1468
void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
1469
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
1470
ERR_FAIL_NULL(oc);
1471
oc->cull_mode = p_mode;
1472
}
1473
1474
void RendererCanvasRenderRD::CanvasShaderData::_clear_vertex_input_mask_cache() {
1475
for (uint32_t i = 0; i < VERTEX_INPUT_MASKS_SIZE; i++) {
1476
vertex_input_masks[i].store(0);
1477
}
1478
}
1479
1480
void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pipeline_key) {
1481
#if PRINT_PIPELINE_COMPILATION_KEYS
1482
print_line(
1483
"HASH:", p_pipeline_key.hash(),
1484
"VERSION:", version,
1485
"VARIANT:", p_pipeline_key.variant,
1486
"FRAMEBUFFER:", p_pipeline_key.framebuffer_format_id,
1487
"VERTEX:", p_pipeline_key.vertex_format_id,
1488
"PRIMITIVE:", p_pipeline_key.render_primitive,
1489
"SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0,
1490
"LCD:", p_pipeline_key.lcd_blend);
1491
#endif
1492
1493
RendererRD::MaterialStorage::ShaderData::BlendMode blend_mode_rd = RendererRD::MaterialStorage::ShaderData::BlendMode(blend_mode);
1494
RD::PipelineColorBlendState blend_state;
1495
RD::PipelineColorBlendState::Attachment attachment;
1496
uint32_t dynamic_state_flags = 0;
1497
if (p_pipeline_key.lcd_blend) {
1498
attachment.enable_blend = true;
1499
attachment.alpha_blend_op = RD::BLEND_OP_ADD;
1500
attachment.color_blend_op = RD::BLEND_OP_ADD;
1501
attachment.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
1502
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
1503
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
1504
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
1505
dynamic_state_flags = RD::DYNAMIC_STATE_BLEND_CONSTANTS;
1506
} else {
1507
attachment = RendererRD::MaterialStorage::ShaderData::blend_mode_to_blend_attachment(blend_mode_rd);
1508
}
1509
1510
blend_state.attachments.push_back(attachment);
1511
1512
RD::PipelineMultisampleState multisample_state;
1513
multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);
1514
1515
// Convert the specialization from the key to pipeline specialization constants.
1516
Vector<RD::PipelineSpecializationConstant> specialization_constants;
1517
RD::PipelineSpecializationConstant sc;
1518
sc.constant_id = 0;
1519
sc.int_value = p_pipeline_key.shader_specialization.packed_0;
1520
sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
1521
specialization_constants.push_back(sc);
1522
1523
RID shader_rid = get_shader(p_pipeline_key.variant, p_pipeline_key.ubershader);
1524
ERR_FAIL_COND(shader_rid.is_null());
1525
1526
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);
1527
ERR_FAIL_COND(pipeline.is_null());
1528
1529
pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);
1530
}
1531
1532
void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
1533
//compile
1534
1535
code = p_code;
1536
ubo_size = 0;
1537
uniforms.clear();
1538
uses_screen_texture = false;
1539
uses_screen_texture_mipmaps = false;
1540
uses_sdf = false;
1541
uses_time = false;
1542
_clear_vertex_input_mask_cache();
1543
1544
if (code.is_empty()) {
1545
return; //just invalid, but no error
1546
}
1547
1548
ShaderCompiler::GeneratedCode gen_code;
1549
1550
blend_mode = BLEND_MODE_MIX;
1551
1552
ShaderCompiler::IdentifierActions actions;
1553
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
1554
actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT;
1555
actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT;
1556
1557
actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
1558
actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
1559
actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
1560
actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
1561
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULTIPLIED_ALPHA);
1562
actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
1563
1564
actions.usage_flag_pointers["texture_sdf"] = &uses_sdf;
1565
actions.usage_flag_pointers["TIME"] = &uses_time;
1566
1567
actions.uniforms = &uniforms;
1568
1569
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1570
MutexLock lock(canvas_singleton->shader.mutex);
1571
1572
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
1573
if (err != OK) {
1574
if (version.is_valid()) {
1575
canvas_singleton->shader.canvas_shader.version_free(version);
1576
version = RID();
1577
}
1578
ERR_FAIL_MSG("Shader compilation failed.");
1579
}
1580
1581
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
1582
uses_screen_texture = gen_code.uses_screen_texture;
1583
1584
pipeline_hash_map.clear_pipelines();
1585
1586
if (version.is_null()) {
1587
version = canvas_singleton->shader.canvas_shader.version_create(false);
1588
}
1589
1590
#if 0
1591
print_line("**compiling shader:");
1592
print_line("**defines:\n");
1593
for (int i = 0; i < gen_code.defines.size(); i++) {
1594
print_line(gen_code.defines[i]);
1595
}
1596
1597
HashMap<String, String>::Iterator el = gen_code.code.begin();
1598
while (el) {
1599
print_line("\n**code " + el->key + ":\n" + el->value);
1600
++el;
1601
}
1602
1603
print_line("\n**uniforms:\n" + gen_code.uniforms);
1604
print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
1605
print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
1606
#endif
1607
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);
1608
1609
ubo_size = gen_code.uniform_total_size;
1610
ubo_offsets = gen_code.uniform_offsets;
1611
texture_uniforms = gen_code.texture_uniforms;
1612
}
1613
1614
bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const {
1615
return false;
1616
}
1617
1618
bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const {
1619
return false;
1620
}
1621
1622
RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const {
1623
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1624
MutexLock lock(canvas_singleton->shader.mutex);
1625
return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
1626
}
1627
1628
Pair<ShaderRD *, RID> RendererCanvasRenderRD::CanvasShaderData::get_native_shader_and_version() const {
1629
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1630
return { &canvas_singleton->shader.canvas_shader, version };
1631
}
1632
1633
RID RendererCanvasRenderRD::CanvasShaderData::get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const {
1634
if (version.is_valid()) {
1635
uint32_t variant_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
1636
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1637
MutexLock lock(canvas_singleton->shader.mutex);
1638
return canvas_singleton->shader.canvas_shader.version_get_shader(version, variant_index);
1639
} else {
1640
return RID();
1641
}
1642
}
1643
1644
uint64_t RendererCanvasRenderRD::CanvasShaderData::get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader) {
1645
// 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.
1646
uint32_t input_mask_index = p_shader_variant + (p_ubershader ? SHADER_VARIANT_MAX : 0);
1647
uint64_t input_mask = vertex_input_masks[input_mask_index].load(std::memory_order_relaxed);
1648
if (input_mask == 0) {
1649
RID shader_rid = get_shader(p_shader_variant, p_ubershader);
1650
ERR_FAIL_COND_V(shader_rid.is_null(), 0);
1651
1652
input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_rid);
1653
vertex_input_masks[input_mask_index].store(input_mask, std::memory_order_relaxed);
1654
}
1655
1656
return input_mask;
1657
}
1658
1659
bool RendererCanvasRenderRD::CanvasShaderData::is_valid() const {
1660
if (version.is_valid()) {
1661
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1662
MutexLock lock(canvas_singleton->shader.mutex);
1663
return canvas_singleton->shader.canvas_shader.version_is_valid(version);
1664
} else {
1665
return false;
1666
}
1667
}
1668
1669
RendererCanvasRenderRD::CanvasShaderData::CanvasShaderData() {
1670
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1671
pipeline_hash_map.set_creation_object_and_function(this, &CanvasShaderData::_create_pipeline);
1672
pipeline_hash_map.set_compilations(&canvas_singleton->shader.pipeline_compilations[0], &canvas_singleton->shader.mutex);
1673
}
1674
1675
RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() {
1676
pipeline_hash_map.clear_pipelines();
1677
1678
if (version.is_valid()) {
1679
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1680
MutexLock lock(canvas_singleton->shader.mutex);
1681
canvas_singleton->shader.canvas_shader.version_free(version);
1682
}
1683
}
1684
1685
RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
1686
CanvasShaderData *shader_data = memnew(CanvasShaderData);
1687
return shader_data;
1688
}
1689
1690
bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
1691
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
1692
MutexLock lock(canvas_singleton->shader.mutex);
1693
RID shader_to_update = canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0);
1694
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);
1695
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);
1696
return uniform_set_changed || uniform_set_srgb_changed;
1697
}
1698
1699
RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() {
1700
free_parameters_uniform_set(uniform_set);
1701
free_parameters_uniform_set(uniform_set_srgb);
1702
}
1703
1704
RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) {
1705
CanvasMaterialData *material_data = memnew(CanvasMaterialData);
1706
material_data->shader_data = p_shader;
1707
//update will happen later anyway so do nothing.
1708
return material_data;
1709
}
1710
1711
void RendererCanvasRenderRD::set_time(double p_time) {
1712
state.time = p_time;
1713
}
1714
1715
void RendererCanvasRenderRD::update() {
1716
}
1717
1718
RendererCanvasRenderRD::RendererCanvasRenderRD() {
1719
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
1720
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
1721
1722
{ //create default samplers
1723
1724
default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
1725
default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
1726
}
1727
1728
// preallocate 5 slots for uniform set 3
1729
state.batch_texture_uniforms.resize(5);
1730
1731
{ //shader variants
1732
1733
String global_defines;
1734
global_defines += "#define MAX_LIGHTS " + itos(MAX_LIGHTS_PER_RENDER) + "\n";
1735
global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
1736
1737
state.light_uniforms = memnew_arr(LightUniform, MAX_LIGHTS_PER_RENDER);
1738
Vector<String> variants;
1739
const uint32_t ubershader_iterations = 1;
1740
for (uint32_t ubershader = 0; ubershader < ubershader_iterations; ubershader++) {
1741
const String base_define = ubershader ? "\n#define UBERSHADER\n" : "";
1742
variants.push_back(base_define + ""); // SHADER_VARIANT_QUAD
1743
variants.push_back(base_define + "#define USE_NINEPATCH\n"); // SHADER_VARIANT_NINEPATCH
1744
variants.push_back(base_define + "#define USE_PRIMITIVE\n"); // SHADER_VARIANT_PRIMITIVE
1745
variants.push_back(base_define + "#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_PRIMITIVE_POINTS
1746
variants.push_back(base_define + "#define USE_ATTRIBUTES\n"); // SHADER_VARIANT_ATTRIBUTES
1747
variants.push_back(base_define + "#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); // SHADER_VARIANT_ATTRIBUTES_POINTS
1748
}
1749
1750
shader.canvas_shader.initialize(variants, global_defines);
1751
1752
shader.default_version_data = memnew(CanvasShaderData);
1753
shader.default_version_data->version = shader.canvas_shader.version_create();
1754
shader.default_version_data->blend_mode = RendererRD::MaterialStorage::ShaderData::BLEND_MODE_MIX;
1755
shader.default_version_rd_shader = shader.default_version_data->get_shader(SHADER_VARIANT_QUAD, false);
1756
}
1757
1758
{
1759
//shader compiler
1760
ShaderCompiler::DefaultIdentifierActions actions;
1761
1762
actions.renames["VERTEX"] = "vertex";
1763
actions.renames["LIGHT_VERTEX"] = "light_vertex";
1764
actions.renames["SHADOW_VERTEX"] = "shadow_vertex";
1765
actions.renames["UV"] = "uv";
1766
actions.renames["POINT_SIZE"] = "point_size";
1767
1768
actions.renames["MODEL_MATRIX"] = "model_matrix";
1769
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
1770
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
1771
actions.renames["TIME"] = "canvas_data.time";
1772
actions.renames["PI"] = String::num(Math::PI);
1773
actions.renames["TAU"] = String::num(Math::TAU);
1774
actions.renames["E"] = String::num(Math::E);
1775
actions.renames["AT_LIGHT_PASS"] = "false";
1776
actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
1777
1778
actions.renames["COLOR"] = "color";
1779
actions.renames["NORMAL"] = "normal";
1780
actions.renames["NORMAL_MAP"] = "normal_map";
1781
actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
1782
actions.renames["TEXTURE"] = "color_texture";
1783
actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
1784
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
1785
actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture";
1786
actions.renames["SPECULAR_SHININESS"] = "specular_shininess";
1787
actions.renames["SCREEN_UV"] = "screen_uv";
1788
actions.renames["REGION_RECT"] = "region_rect";
1789
actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size";
1790
actions.renames["FRAGCOORD"] = "gl_FragCoord";
1791
actions.renames["POINT_COORD"] = "gl_PointCoord";
1792
actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
1793
actions.renames["VERTEX_ID"] = "gl_VertexIndex";
1794
1795
actions.renames["CUSTOM0"] = "custom0";
1796
actions.renames["CUSTOM1"] = "custom1";
1797
1798
actions.renames["LIGHT_POSITION"] = "light_position";
1799
actions.renames["LIGHT_DIRECTION"] = "light_direction";
1800
actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional";
1801
actions.renames["LIGHT_COLOR"] = "light_color";
1802
actions.renames["LIGHT_ENERGY"] = "light_energy";
1803
actions.renames["LIGHT"] = "light";
1804
actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
1805
1806
actions.renames["texture_sdf"] = "texture_sdf";
1807
actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
1808
actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
1809
actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
1810
1811
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
1812
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
1813
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
1814
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
1815
actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
1816
actions.usage_defines["SPECULAR_SHININESS"] = "#define SPECULAR_SHININESS_USED\n";
1817
actions.usage_defines["POINT_SIZE"] = "#define USE_POINT_SIZE\n";
1818
actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n";
1819
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
1820
1821
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
1822
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
1823
actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
1824
actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
1825
1826
actions.custom_samplers["TEXTURE"] = "texture_sampler";
1827
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
1828
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
1829
actions.base_texture_binding_index = 1;
1830
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
1831
actions.base_uniform_string = "material.";
1832
actions.default_filter = ShaderLanguage::FILTER_LINEAR;
1833
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
1834
actions.base_varying_index = 5;
1835
1836
actions.global_buffer_array_variable = "global_shader_uniforms.data";
1837
actions.instance_uniform_index_variable = "instances.data[instance_index].instance_uniforms_ofs";
1838
1839
shader.compiler.initialize(actions);
1840
}
1841
1842
{ //shadow rendering
1843
Vector<String> versions;
1844
versions.push_back("\n#define MODE_SHADOW\n"); // Shadow.
1845
versions.push_back("\n#define MODE_SHADOW\n#define POSITIONAL_SHADOW\n"); // Positional shadow.
1846
versions.push_back("\n#define MODE_SDF\n"); // SDF.
1847
shadow_render.shader.initialize(versions);
1848
1849
{
1850
Vector<RD::AttachmentFormat> attachments;
1851
1852
RD::AttachmentFormat af_color;
1853
af_color.format = RD::DATA_FORMAT_R32_SFLOAT;
1854
af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1855
1856
attachments.push_back(af_color);
1857
1858
RD::AttachmentFormat af_depth;
1859
af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
1860
af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
1861
1862
attachments.push_back(af_depth);
1863
1864
shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
1865
}
1866
1867
{
1868
Vector<RD::AttachmentFormat> attachments;
1869
1870
RD::AttachmentFormat af_color;
1871
af_color.format = RD::DATA_FORMAT_R8_UNORM;
1872
af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
1873
1874
attachments.push_back(af_color);
1875
1876
shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
1877
}
1878
1879
//pipelines
1880
Vector<RD::VertexAttribute> vf;
1881
RD::VertexAttribute vd;
1882
vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
1883
vd.stride = sizeof(float) * 3;
1884
vd.location = 0;
1885
vd.offset = 0;
1886
vf.push_back(vd);
1887
shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
1888
1889
vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
1890
vd.stride = sizeof(float) * 2;
1891
1892
vf.write[0] = vd;
1893
shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
1894
1895
shadow_render.shader_version = shadow_render.shader.version_create();
1896
1897
for (int i = 0; i < 2; i++) {
1898
RD::PipelineRasterizationState rs;
1899
RD::PipelineDepthStencilState ds;
1900
ds.enable_depth_write = true;
1901
ds.enable_depth_test = true;
1902
ds.depth_compare_operator = RD::COMPARE_OP_LESS;
1903
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);
1904
}
1905
1906
for (int i = 0; i < 2; i++) {
1907
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);
1908
}
1909
1910
// Unload shader modules to save memory.
1911
RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_DIRECTIONAL_SHADOW));
1912
RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_POSITIONAL_SHADOW));
1913
RD::get_singleton()->shader_destroy_modules(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF));
1914
}
1915
1916
{ //bindings
1917
1918
state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
1919
state.lights_storage_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightUniform) * MAX_LIGHTS_PER_RENDER);
1920
1921
RD::SamplerState shadow_sampler_state;
1922
shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
1923
shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
1924
shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
1925
state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
1926
}
1927
1928
{
1929
//polygon buffers
1930
polygon_buffers.last_id = 1;
1931
}
1932
1933
{ // default index buffer
1934
1935
Vector<uint8_t> pv;
1936
pv.resize(6 * 2);
1937
{
1938
uint8_t *w = pv.ptrw();
1939
uint16_t *p16 = (uint16_t *)w;
1940
p16[0] = 0;
1941
p16[1] = 1;
1942
p16[2] = 2;
1943
p16[3] = 0;
1944
p16[4] = 2;
1945
p16[5] = 3;
1946
}
1947
shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT16, pv);
1948
shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
1949
}
1950
1951
{ //primitive
1952
primitive_arrays.index_array[0] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1);
1953
primitive_arrays.index_array[1] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2);
1954
primitive_arrays.index_array[2] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3);
1955
primitive_arrays.index_array[3] = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
1956
}
1957
1958
{
1959
//default shadow texture to keep uniform set happy
1960
RD::TextureFormat tf;
1961
tf.texture_type = RD::TEXTURE_TYPE_2D;
1962
tf.width = 4;
1963
tf.height = 4;
1964
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
1965
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
1966
1967
state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
1968
}
1969
1970
{
1971
Vector<RD::Uniform> uniforms;
1972
1973
{
1974
RD::Uniform u;
1975
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
1976
u.binding = 0;
1977
u.append_id(RendererRD::MeshStorage::get_singleton()->get_default_rd_storage_buffer());
1978
uniforms.push_back(u);
1979
}
1980
1981
state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
1982
}
1983
1984
default_canvas_texture = texture_storage->canvas_texture_allocate();
1985
texture_storage->canvas_texture_initialize(default_canvas_texture);
1986
1987
RendererRD::TextureStorage::CanvasTextureInfo info = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(default_canvas_texture, default_filter, default_repeat, false, false);
1988
default_texture_info.diffuse = info.diffuse;
1989
default_texture_info.normal = info.normal;
1990
default_texture_info.specular = info.specular;
1991
default_texture_info.sampler = info.sampler;
1992
1993
state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
1994
1995
//create functions for shader and material
1996
material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_shader_funcs);
1997
material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_2D, _create_material_funcs);
1998
1999
state.time = 0;
2000
2001
{
2002
default_canvas_group_shader = material_storage->shader_allocate();
2003
material_storage->shader_initialize(default_canvas_group_shader);
2004
2005
material_storage->shader_set_code(default_canvas_group_shader, R"(
2006
// Default CanvasGroup shader.
2007
2008
shader_type canvas_item;
2009
render_mode unshaded;
2010
2011
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
2012
2013
void fragment() {
2014
vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
2015
2016
if (c.a > 0.0001) {
2017
c.rgb /= c.a;
2018
}
2019
2020
COLOR *= c;
2021
}
2022
)");
2023
default_canvas_group_material = material_storage->material_allocate();
2024
material_storage->material_initialize(default_canvas_group_material);
2025
2026
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
2027
}
2028
2029
{
2030
default_clip_children_shader = material_storage->shader_allocate();
2031
material_storage->shader_initialize(default_clip_children_shader);
2032
2033
material_storage->shader_set_code(default_clip_children_shader, R"(
2034
// Default clip children shader.
2035
2036
shader_type canvas_item;
2037
render_mode unshaded;
2038
2039
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
2040
2041
void fragment() {
2042
vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0);
2043
COLOR.rgb = c.rgb;
2044
}
2045
)");
2046
default_clip_children_material = material_storage->material_allocate();
2047
material_storage->material_initialize(default_clip_children_material);
2048
2049
material_storage->material_set_shader(default_clip_children_material, default_clip_children_shader);
2050
}
2051
2052
{
2053
uint32_t cache_size = uint32_t(GLOBAL_GET("rendering/2d/batching/uniform_set_cache_size"));
2054
rid_set_to_uniform_set.set_capacity(cache_size);
2055
}
2056
2057
{
2058
state.max_instances_per_buffer = uint32_t(GLOBAL_GET("rendering/2d/batching/item_buffer_size"));
2059
state.max_instance_buffer_size = state.max_instances_per_buffer * sizeof(InstanceData);
2060
state.canvas_instance_batches.reserve(200);
2061
2062
for (uint32_t i = 0; i < BATCH_DATA_BUFFER_COUNT; i++) {
2063
DataBuffer &db = state.canvas_instance_data_buffers[i];
2064
db.instance_buffers.push_back(RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size));
2065
}
2066
state.instance_data_array = memnew_arr(InstanceData, state.max_instances_per_buffer);
2067
}
2068
}
2069
2070
bool RendererCanvasRenderRD::free(RID p_rid) {
2071
if (canvas_light_owner.owns(p_rid)) {
2072
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
2073
ERR_FAIL_NULL_V(cl, false);
2074
light_set_use_shadow(p_rid, false);
2075
canvas_light_owner.free(p_rid);
2076
} else if (occluder_polygon_owner.owns(p_rid)) {
2077
occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
2078
occluder_polygon_owner.free(p_rid);
2079
} else {
2080
return false;
2081
}
2082
2083
return true;
2084
}
2085
2086
void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
2087
p_size = MAX(1, nearest_power_of_2_templated(p_size));
2088
if (p_size == state.shadow_texture_size) {
2089
return;
2090
}
2091
state.shadow_texture_size = p_size;
2092
if (state.shadow_fb.is_valid()) {
2093
RD::get_singleton()->free(state.shadow_texture);
2094
RD::get_singleton()->free(state.shadow_depth_texture);
2095
state.shadow_fb = RID();
2096
2097
{
2098
//create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
2099
RD::TextureFormat tf;
2100
tf.texture_type = RD::TEXTURE_TYPE_2D;
2101
tf.width = 4;
2102
tf.height = 4;
2103
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
2104
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
2105
2106
state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
2107
}
2108
}
2109
}
2110
2111
void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) {
2112
debug_redraw = p_enabled;
2113
debug_redraw_time = p_time;
2114
debug_redraw_color = p_color;
2115
}
2116
2117
uint32_t RendererCanvasRenderRD::get_pipeline_compilations(RS::PipelineSource p_source) {
2118
RendererCanvasRenderRD *canvas_singleton = static_cast<RendererCanvasRenderRD *>(RendererCanvasRender::singleton);
2119
MutexLock lock(canvas_singleton->shader.mutex);
2120
return shader.pipeline_compilations[p_source];
2121
}
2122
2123
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) {
2124
// Record batches
2125
uint32_t instance_index = 0;
2126
{
2127
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
2128
Item *current_clip = nullptr;
2129
2130
// Record Batches.
2131
// First item always forms its own batch.
2132
bool batch_broken = false;
2133
Batch *current_batch = _new_batch(batch_broken);
2134
// Override the start position and index as we want to start from where we finished off last time.
2135
current_batch->start = state.last_instance_index;
2136
2137
for (int i = 0; i < p_item_count; i++) {
2138
Item *ci = items[i];
2139
2140
if (ci->final_clip_owner != current_batch->clip) {
2141
current_batch = _new_batch(batch_broken);
2142
current_batch->clip = ci->final_clip_owner;
2143
current_clip = ci->final_clip_owner;
2144
}
2145
2146
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
2147
2148
if (ci->use_canvas_group) {
2149
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_AND_DRAW) {
2150
material = default_clip_children_material;
2151
} else {
2152
if (material.is_null()) {
2153
if (ci->canvas_group->mode == RS::CANVAS_GROUP_MODE_CLIP_ONLY) {
2154
material = default_clip_children_material;
2155
} else {
2156
material = default_canvas_group_material;
2157
}
2158
}
2159
}
2160
}
2161
2162
if (material != current_batch->material) {
2163
current_batch = _new_batch(batch_broken);
2164
2165
CanvasMaterialData *material_data = nullptr;
2166
if (material.is_valid()) {
2167
material_data = static_cast<CanvasMaterialData *>(material_storage->material_get_data(material, RendererRD::MaterialStorage::SHADER_TYPE_2D));
2168
}
2169
2170
current_batch->material = material;
2171
current_batch->material_data = material_data;
2172
}
2173
2174
if (ci->repeat_source_item == nullptr || ci->repeat_size == Vector2()) {
2175
Transform2D base_transform = p_canvas_transform_inverse * ci->final_transform;
2176
_record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);
2177
} else {
2178
Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
2179
Point2 offset;
2180
int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;
2181
int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;
2182
for (int ry = 0; ry <= repeat_times_y; ry++) {
2183
offset.y = start_pos.y + ry * ci->repeat_size.y;
2184
for (int rx = 0; rx <= repeat_times_x; rx++) {
2185
offset.x = start_pos.x + rx * ci->repeat_size.x;
2186
Transform2D base_transform = ci->final_transform;
2187
base_transform.columns[2] += ci->repeat_source_item->final_transform.basis_xform(offset);
2188
base_transform = p_canvas_transform_inverse * base_transform;
2189
_record_item_commands(ci, p_to_render_target, base_transform, current_clip, p_lights, instance_index, batch_broken, r_sdf_used, current_batch);
2190
}
2191
}
2192
}
2193
}
2194
2195
// Copy over remaining data needed for rendering.
2196
if (instance_index > 0) {
2197
RD::get_singleton()->buffer_update(
2198
state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],
2199
state.last_instance_index * sizeof(InstanceData),
2200
instance_index * sizeof(InstanceData),
2201
state.instance_data_array);
2202
}
2203
}
2204
2205
if (state.canvas_instance_batches.is_empty()) {
2206
// Nothing to render, just return.
2207
return;
2208
}
2209
2210
// Render batches
2211
2212
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
2213
2214
RID framebuffer;
2215
RID fb_uniform_set;
2216
bool clear = false;
2217
Color clear_color;
2218
2219
if (p_to_backbuffer) {
2220
framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target.render_target);
2221
fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target.render_target);
2222
} else {
2223
framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target.render_target);
2224
texture_storage->render_target_set_msaa_needs_resolve(p_to_render_target.render_target, false); // If MSAA is enabled, our framebuffer will be resolved!
2225
2226
if (texture_storage->render_target_is_clear_requested(p_to_render_target.render_target)) {
2227
clear = true;
2228
clear_color = texture_storage->render_target_get_clear_request_color(p_to_render_target.render_target);
2229
texture_storage->render_target_disable_clear_request(p_to_render_target.render_target);
2230
}
2231
// TODO: Obtain from framebuffer format eventually when this is implemented.
2232
fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target.render_target);
2233
}
2234
2235
if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
2236
fb_uniform_set = _create_base_uniform_set(p_to_render_target.render_target, p_to_backbuffer);
2237
}
2238
2239
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
2240
2241
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);
2242
2243
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
2244
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
2245
2246
Item *current_clip = nullptr;
2247
state.current_batch_uniform_set = RID();
2248
2249
for (uint32_t i = 0; i <= state.current_batch_index; i++) {
2250
Batch *current_batch = &state.canvas_instance_batches[i];
2251
// Skipping when there is no instances.
2252
if (current_batch->instance_count == 0) {
2253
continue;
2254
}
2255
2256
//setup clip
2257
if (current_clip != current_batch->clip) {
2258
current_clip = current_batch->clip;
2259
if (current_clip) {
2260
RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect);
2261
} else {
2262
RD::get_singleton()->draw_list_disable_scissor(draw_list);
2263
}
2264
}
2265
2266
CanvasShaderData *shader_data = shader.default_version_data;
2267
CanvasMaterialData *material_data = current_batch->material_data;
2268
if (material_data) {
2269
if (material_data->shader_data->version.is_valid() && material_data->shader_data->is_valid()) {
2270
shader_data = material_data->shader_data;
2271
// Update uniform set.
2272
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;
2273
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { // Material may not have a uniform set.
2274
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set, MATERIAL_UNIFORM_SET);
2275
material_data->set_as_used();
2276
}
2277
}
2278
}
2279
2280
_render_batch(draw_list, shader_data, fb_format, p_lights, current_batch, r_render_info);
2281
}
2282
2283
RD::get_singleton()->draw_list_end();
2284
2285
state.current_batch_index = 0;
2286
state.canvas_instance_batches.clear();
2287
state.last_instance_index += instance_index;
2288
}
2289
2290
RendererCanvasRenderRD::InstanceData *RendererCanvasRenderRD::new_instance_data(float *p_world, uint32_t *p_lights, uint32_t p_base_flags, uint32_t p_index, uint32_t p_uniforms_ofs, TextureInfo *p_info) {
2291
InstanceData *instance_data = &state.instance_data_array[p_index];
2292
// Zero out most fields.
2293
for (int i = 0; i < 4; i++) {
2294
instance_data->modulation[i] = 0.0;
2295
instance_data->ninepatch_margins[i] = 0.0;
2296
instance_data->src_rect[i] = 0.0;
2297
instance_data->dst_rect[i] = 0.0;
2298
}
2299
2300
instance_data->pad[0] = 0.0;
2301
instance_data->pad[1] = 0.0;
2302
2303
instance_data->lights[0] = p_lights[0];
2304
instance_data->lights[1] = p_lights[1];
2305
instance_data->lights[2] = p_lights[2];
2306
instance_data->lights[3] = p_lights[3];
2307
2308
for (int i = 0; i < 6; i++) {
2309
instance_data->world[i] = p_world[i];
2310
}
2311
2312
instance_data->flags = p_base_flags; // Reset on each command for safety.
2313
2314
instance_data->color_texture_pixel_size[0] = p_info->texpixel_size.width;
2315
instance_data->color_texture_pixel_size[1] = p_info->texpixel_size.height;
2316
2317
instance_data->instance_uniforms_ofs = p_uniforms_ofs;
2318
2319
return instance_data;
2320
}
2321
2322
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, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch) {
2323
const RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? default_filter : p_item->texture_filter;
2324
const RenderingServer::CanvasItemTextureRepeat texture_repeat = p_item->texture_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? default_repeat : p_item->texture_repeat;
2325
2326
Transform2D base_transform = p_base_transform;
2327
2328
float world[6];
2329
Transform2D draw_transform; // Used by transform command
2330
_update_transform_2d_to_mat2x3(base_transform, world);
2331
2332
Color base_color = p_item->final_modulate;
2333
bool use_linear_colors = p_render_target.use_linear_colors;
2334
uint32_t base_flags = 0;
2335
uint32_t uniforms_ofs = static_cast<uint32_t>(p_item->instance_allocated_shader_uniforms_offset);
2336
2337
bool reclip = false;
2338
2339
bool skipping = false;
2340
2341
// TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
2342
uint32_t lights[4] = { 0, 0, 0, 0 };
2343
2344
uint16_t light_count = 0;
2345
uint16_t shadow_mask = 0;
2346
2347
{
2348
Light *light = p_lights;
2349
2350
while (light) {
2351
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)) {
2352
uint32_t light_index = light->render_index_cache;
2353
lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
2354
2355
if (p_item->light_mask & light->item_shadow_mask) {
2356
shadow_mask |= 1 << light_count;
2357
}
2358
2359
light_count++;
2360
2361
if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
2362
break;
2363
}
2364
}
2365
light = light->next_ptr;
2366
}
2367
2368
base_flags |= light_count << INSTANCE_FLAGS_LIGHT_COUNT_SHIFT;
2369
base_flags |= shadow_mask << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT;
2370
}
2371
2372
bool use_lighting = (light_count > 0 || using_directional_lights);
2373
2374
if (use_lighting != r_current_batch->use_lighting) {
2375
r_current_batch = _new_batch(r_batch_broken);
2376
r_current_batch->use_lighting = use_lighting;
2377
}
2378
2379
const Item::Command *c = p_item->commands;
2380
while (c) {
2381
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
2382
c = c->next;
2383
continue;
2384
}
2385
2386
switch (c->type) {
2387
case Item::Command::TYPE_RECT: {
2388
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
2389
2390
// 1: If commands are different, start a new batch.
2391
if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
2392
r_current_batch = _new_batch(r_batch_broken);
2393
r_current_batch->command_type = Item::Command::TYPE_RECT;
2394
r_current_batch->command = c;
2395
// default variant
2396
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
2397
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2398
r_current_batch->flags = 0;
2399
}
2400
2401
RenderingServer::CanvasItemTextureRepeat rect_repeat = texture_repeat;
2402
if (bool(rect->flags & CANVAS_RECT_TILE)) {
2403
rect_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
2404
}
2405
2406
Color modulated = rect->modulate * base_color;
2407
if (use_linear_colors) {
2408
modulated = modulated.srgb_to_linear();
2409
}
2410
2411
bool has_blend = bool(rect->flags & CANVAS_RECT_LCD);
2412
// Start a new batch if the blend mode has changed,
2413
// or blend mode is enabled and the modulation has changed.
2414
if (has_blend != r_current_batch->has_blend || (has_blend && modulated != r_current_batch->modulate)) {
2415
r_current_batch = _new_batch(r_batch_broken);
2416
r_current_batch->has_blend = has_blend;
2417
r_current_batch->modulate = modulated;
2418
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
2419
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2420
}
2421
2422
bool has_msdf = bool(rect->flags & CANVAS_RECT_MSDF);
2423
TextureState tex_state(rect->texture, texture_filter, rect_repeat, has_msdf, use_linear_colors);
2424
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2425
if (!tex_info) {
2426
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2427
_prepare_batch_texture_info(rect->texture, tex_state, tex_info);
2428
}
2429
2430
if (r_current_batch->tex_info != tex_info) {
2431
r_current_batch = _new_batch(r_batch_broken);
2432
r_current_batch->tex_info = tex_info;
2433
}
2434
2435
InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2436
Rect2 src_rect;
2437
Rect2 dst_rect;
2438
2439
if (rect->texture.is_valid()) {
2440
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);
2441
dst_rect = Rect2(rect->rect.position, rect->rect.size);
2442
2443
if (dst_rect.size.width < 0) {
2444
dst_rect.position.x += dst_rect.size.width;
2445
dst_rect.size.width *= -1;
2446
}
2447
if (dst_rect.size.height < 0) {
2448
dst_rect.position.y += dst_rect.size.height;
2449
dst_rect.size.height *= -1;
2450
}
2451
2452
if (rect->flags & CANVAS_RECT_FLIP_H) {
2453
src_rect.size.x *= -1;
2454
}
2455
2456
if (rect->flags & CANVAS_RECT_FLIP_V) {
2457
src_rect.size.y *= -1;
2458
}
2459
2460
if (rect->flags & CANVAS_RECT_TRANSPOSE) {
2461
instance_data->flags |= INSTANCE_FLAGS_TRANSPOSE_RECT;
2462
}
2463
2464
if (rect->flags & CANVAS_RECT_CLIP_UV) {
2465
instance_data->flags |= INSTANCE_FLAGS_CLIP_RECT_UV;
2466
}
2467
2468
} else {
2469
dst_rect = Rect2(rect->rect.position, rect->rect.size);
2470
2471
if (dst_rect.size.width < 0) {
2472
dst_rect.position.x += dst_rect.size.width;
2473
dst_rect.size.width *= -1;
2474
}
2475
if (dst_rect.size.height < 0) {
2476
dst_rect.position.y += dst_rect.size.height;
2477
dst_rect.size.height *= -1;
2478
}
2479
2480
src_rect = Rect2(0, 0, 1, 1);
2481
}
2482
2483
if (has_msdf) {
2484
instance_data->flags |= INSTANCE_FLAGS_USE_MSDF;
2485
instance_data->msdf[0] = rect->px_range; // Pixel range.
2486
instance_data->msdf[1] = rect->outline; // Outline size.
2487
instance_data->msdf[2] = 0.f; // Reserved.
2488
instance_data->msdf[3] = 0.f; // Reserved.
2489
} else if (rect->flags & CANVAS_RECT_LCD) {
2490
instance_data->flags |= INSTANCE_FLAGS_USE_LCD;
2491
}
2492
2493
instance_data->modulation[0] = modulated.r;
2494
instance_data->modulation[1] = modulated.g;
2495
instance_data->modulation[2] = modulated.b;
2496
instance_data->modulation[3] = modulated.a;
2497
2498
instance_data->src_rect[0] = src_rect.position.x;
2499
instance_data->src_rect[1] = src_rect.position.y;
2500
instance_data->src_rect[2] = src_rect.size.width;
2501
instance_data->src_rect[3] = src_rect.size.height;
2502
2503
instance_data->dst_rect[0] = dst_rect.position.x;
2504
instance_data->dst_rect[1] = dst_rect.position.y;
2505
instance_data->dst_rect[2] = dst_rect.size.width;
2506
instance_data->dst_rect[3] = dst_rect.size.height;
2507
2508
_add_to_batch(r_index, r_batch_broken, r_current_batch);
2509
} break;
2510
2511
case Item::Command::TYPE_NINEPATCH: {
2512
const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c);
2513
2514
if (r_current_batch->command_type != Item::Command::TYPE_NINEPATCH) {
2515
r_current_batch = _new_batch(r_batch_broken);
2516
r_current_batch->command_type = Item::Command::TYPE_NINEPATCH;
2517
r_current_batch->command = c;
2518
r_current_batch->has_blend = false;
2519
r_current_batch->shader_variant = SHADER_VARIANT_NINEPATCH;
2520
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2521
r_current_batch->flags = 0;
2522
}
2523
2524
TextureState tex_state(np->texture, texture_filter, texture_repeat, false, use_linear_colors);
2525
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2526
if (!tex_info) {
2527
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2528
_prepare_batch_texture_info(np->texture, tex_state, tex_info);
2529
}
2530
2531
if (r_current_batch->tex_info != tex_info) {
2532
r_current_batch = _new_batch(r_batch_broken);
2533
r_current_batch->tex_info = tex_info;
2534
}
2535
2536
InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2537
2538
Rect2 src_rect;
2539
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
2540
2541
if (np->texture.is_null()) {
2542
src_rect = Rect2(0, 0, 1, 1);
2543
} else {
2544
if (np->source != Rect2()) {
2545
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);
2546
instance_data->color_texture_pixel_size[0] = 1.0 / np->source.size.width;
2547
instance_data->color_texture_pixel_size[1] = 1.0 / np->source.size.height;
2548
} else {
2549
src_rect = Rect2(0, 0, 1, 1);
2550
}
2551
}
2552
2553
Color modulated = np->color * base_color;
2554
if (use_linear_colors) {
2555
modulated = modulated.srgb_to_linear();
2556
}
2557
2558
instance_data->modulation[0] = modulated.r;
2559
instance_data->modulation[1] = modulated.g;
2560
instance_data->modulation[2] = modulated.b;
2561
instance_data->modulation[3] = modulated.a;
2562
2563
instance_data->src_rect[0] = src_rect.position.x;
2564
instance_data->src_rect[1] = src_rect.position.y;
2565
instance_data->src_rect[2] = src_rect.size.width;
2566
instance_data->src_rect[3] = src_rect.size.height;
2567
2568
instance_data->dst_rect[0] = dst_rect.position.x;
2569
instance_data->dst_rect[1] = dst_rect.position.y;
2570
instance_data->dst_rect[2] = dst_rect.size.width;
2571
instance_data->dst_rect[3] = dst_rect.size.height;
2572
2573
instance_data->flags |= int(np->axis_x) << INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT;
2574
instance_data->flags |= int(np->axis_y) << INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT;
2575
2576
if (np->draw_center) {
2577
instance_data->flags |= INSTANCE_FLAGS_NINEPACH_DRAW_CENTER;
2578
}
2579
2580
instance_data->ninepatch_margins[0] = np->margin[SIDE_LEFT];
2581
instance_data->ninepatch_margins[1] = np->margin[SIDE_TOP];
2582
instance_data->ninepatch_margins[2] = np->margin[SIDE_RIGHT];
2583
instance_data->ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
2584
2585
_add_to_batch(r_index, r_batch_broken, r_current_batch);
2586
} break;
2587
2588
case Item::Command::TYPE_POLYGON: {
2589
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
2590
2591
// Polygon's can't be batched, so always create a new batch
2592
r_current_batch = _new_batch(r_batch_broken);
2593
2594
r_current_batch->command_type = Item::Command::TYPE_POLYGON;
2595
r_current_batch->has_blend = false;
2596
r_current_batch->command = c;
2597
r_current_batch->flags = 0;
2598
2599
TextureState tex_state(polygon->texture, texture_filter, texture_repeat, false, use_linear_colors);
2600
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2601
if (!tex_info) {
2602
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2603
_prepare_batch_texture_info(polygon->texture, tex_state, tex_info);
2604
}
2605
2606
if (r_current_batch->tex_info != tex_info) {
2607
r_current_batch = _new_batch(r_batch_broken);
2608
r_current_batch->tex_info = tex_info;
2609
}
2610
2611
// pipeline variant
2612
{
2613
ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX);
2614
r_current_batch->shader_variant = polygon->primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
2615
r_current_batch->render_primitive = _primitive_type_to_render_primitive(polygon->primitive);
2616
}
2617
2618
InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2619
2620
Color color = base_color;
2621
if (use_linear_colors) {
2622
color = color.srgb_to_linear();
2623
}
2624
2625
instance_data->modulation[0] = color.r;
2626
instance_data->modulation[1] = color.g;
2627
instance_data->modulation[2] = color.b;
2628
instance_data->modulation[3] = color.a;
2629
2630
_add_to_batch(r_index, r_batch_broken, r_current_batch);
2631
} break;
2632
2633
case Item::Command::TYPE_PRIMITIVE: {
2634
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
2635
2636
if (primitive->point_count != r_current_batch->primitive_points || r_current_batch->command_type != Item::Command::TYPE_PRIMITIVE) {
2637
r_current_batch = _new_batch(r_batch_broken);
2638
r_current_batch->command_type = Item::Command::TYPE_PRIMITIVE;
2639
r_current_batch->has_blend = false;
2640
r_current_batch->command = c;
2641
r_current_batch->primitive_points = primitive->point_count;
2642
r_current_batch->flags = 0;
2643
2644
ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4);
2645
2646
switch (primitive->point_count) {
2647
case 1:
2648
r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE_POINTS;
2649
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_POINTS;
2650
break;
2651
case 2:
2652
r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
2653
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_LINES;
2654
break;
2655
case 3:
2656
case 4:
2657
r_current_batch->shader_variant = SHADER_VARIANT_PRIMITIVE;
2658
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2659
break;
2660
default:
2661
// Unknown point count.
2662
break;
2663
}
2664
}
2665
2666
TextureState tex_state(primitive->texture, texture_filter, texture_repeat, false, use_linear_colors);
2667
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2668
if (!tex_info) {
2669
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2670
_prepare_batch_texture_info(primitive->texture, tex_state, tex_info);
2671
}
2672
2673
if (r_current_batch->tex_info != tex_info) {
2674
r_current_batch = _new_batch(r_batch_broken);
2675
r_current_batch->tex_info = tex_info;
2676
}
2677
2678
InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2679
2680
for (uint32_t j = 0; j < MIN(3u, primitive->point_count); j++) {
2681
instance_data->points[j * 2 + 0] = primitive->points[j].x;
2682
instance_data->points[j * 2 + 1] = primitive->points[j].y;
2683
instance_data->uvs[j * 2 + 0] = primitive->uvs[j].x;
2684
instance_data->uvs[j * 2 + 1] = primitive->uvs[j].y;
2685
Color col = primitive->colors[j] * base_color;
2686
if (use_linear_colors) {
2687
col = col.srgb_to_linear();
2688
}
2689
instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
2690
instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
2691
}
2692
2693
_add_to_batch(r_index, r_batch_broken, r_current_batch);
2694
2695
if (primitive->point_count == 4) {
2696
instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2697
2698
for (uint32_t j = 0; j < 3; j++) {
2699
int offset = j == 0 ? 0 : 1;
2700
// Second triangle in the quad. Uses vertices 0, 2, 3.
2701
instance_data->points[j * 2 + 0] = primitive->points[j + offset].x;
2702
instance_data->points[j * 2 + 1] = primitive->points[j + offset].y;
2703
instance_data->uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
2704
instance_data->uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
2705
Color col = primitive->colors[j + offset] * base_color;
2706
if (use_linear_colors) {
2707
col = col.srgb_to_linear();
2708
}
2709
instance_data->colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
2710
instance_data->colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
2711
}
2712
2713
_add_to_batch(r_index, r_batch_broken, r_current_batch);
2714
}
2715
} break;
2716
2717
case Item::Command::TYPE_MESH:
2718
case Item::Command::TYPE_MULTIMESH:
2719
case Item::Command::TYPE_PARTICLES: {
2720
// Mesh's can't be batched, so always create a new batch
2721
r_current_batch = _new_batch(r_batch_broken);
2722
r_current_batch->command = c;
2723
r_current_batch->command_type = c->type;
2724
r_current_batch->has_blend = false;
2725
r_current_batch->flags = 0;
2726
2727
InstanceData *instance_data = nullptr;
2728
2729
Color modulate(1, 1, 1, 1);
2730
if (c->type == Item::Command::TYPE_MESH) {
2731
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c);
2732
TextureState tex_state(m->texture, texture_filter, texture_repeat, false, use_linear_colors);
2733
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2734
if (!tex_info) {
2735
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2736
_prepare_batch_texture_info(m->texture, tex_state, tex_info);
2737
}
2738
r_current_batch->tex_info = tex_info;
2739
instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2740
2741
r_current_batch->mesh_instance_count = 1;
2742
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, instance_data->world);
2743
modulate = m->modulate;
2744
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
2745
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
2746
2747
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
2748
RID multimesh = mm->multimesh;
2749
2750
if (mesh_storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) {
2751
break;
2752
}
2753
2754
r_current_batch->mesh_instance_count = mesh_storage->multimesh_get_instances_to_draw(multimesh);
2755
if (r_current_batch->mesh_instance_count == 0) {
2756
break;
2757
}
2758
2759
TextureState tex_state(mm->texture, texture_filter, texture_repeat, false, use_linear_colors);
2760
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2761
if (!tex_info) {
2762
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2763
_prepare_batch_texture_info(mm->texture, tex_state, tex_info);
2764
}
2765
r_current_batch->tex_info = tex_info;
2766
instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2767
2768
r_current_batch->flags |= 1; // multimesh, trails disabled
2769
2770
if (mesh_storage->multimesh_uses_colors(mm->multimesh)) {
2771
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
2772
}
2773
if (mesh_storage->multimesh_uses_custom_data(mm->multimesh)) {
2774
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
2775
}
2776
} else if (c->type == Item::Command::TYPE_PARTICLES) {
2777
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
2778
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
2779
2780
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
2781
TextureState tex_state(pt->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(pt->texture, tex_state, tex_info);
2786
}
2787
r_current_batch->tex_info = tex_info;
2788
instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2789
2790
uint32_t divisor = 1;
2791
r_current_batch->mesh_instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
2792
r_current_batch->flags |= (divisor & BATCH_FLAGS_INSTANCING_MASK);
2793
r_current_batch->mesh_instance_count /= divisor;
2794
2795
RID particles = pt->particles;
2796
2797
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_COLORS;
2798
r_current_batch->flags |= BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA;
2799
2800
if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target.render_target)) {
2801
// Pass collision information.
2802
Transform2D xform = p_item->final_transform;
2803
2804
RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target.render_target);
2805
2806
Rect2 to_screen;
2807
{
2808
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target.render_target);
2809
2810
to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
2811
to_screen.position = -sdf_rect.position * to_screen.size;
2812
}
2813
2814
particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
2815
} else {
2816
particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
2817
}
2818
r_sdf_used |= particles_storage->particles_has_collision(particles);
2819
}
2820
2821
Color modulated = modulate * base_color;
2822
if (use_linear_colors) {
2823
modulated = modulated.srgb_to_linear();
2824
}
2825
2826
instance_data->modulation[0] = modulated.r;
2827
instance_data->modulation[1] = modulated.g;
2828
instance_data->modulation[2] = modulated.b;
2829
instance_data->modulation[3] = modulated.a;
2830
2831
_add_to_batch(r_index, r_batch_broken, r_current_batch);
2832
} break;
2833
2834
case Item::Command::TYPE_TRANSFORM: {
2835
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
2836
draw_transform = transform->xform;
2837
_update_transform_2d_to_mat2x3(base_transform * transform->xform, world);
2838
} break;
2839
2840
case Item::Command::TYPE_CLIP_IGNORE: {
2841
const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c);
2842
if (r_current_clip) {
2843
if (ci->ignore != reclip) {
2844
r_current_batch = _new_batch(r_batch_broken);
2845
if (ci->ignore) {
2846
r_current_batch->clip = nullptr;
2847
reclip = true;
2848
} else {
2849
r_current_batch->clip = r_current_clip;
2850
reclip = false;
2851
}
2852
}
2853
}
2854
} break;
2855
2856
case Item::Command::TYPE_ANIMATION_SLICE: {
2857
const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
2858
double current_time = RSG::rasterizer->get_total_time();
2859
double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
2860
skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
2861
2862
RenderingServerDefault::redraw_request(); // animation visible means redraw request
2863
} break;
2864
}
2865
2866
c = c->next;
2867
r_batch_broken = false;
2868
}
2869
2870
#ifdef DEBUG_ENABLED
2871
if (debug_redraw && p_item->debug_redraw_time > 0.0) {
2872
Color dc = debug_redraw_color;
2873
dc.a *= p_item->debug_redraw_time / debug_redraw_time;
2874
2875
// 1: If commands are different, start a new batch.
2876
if (r_current_batch->command_type != Item::Command::TYPE_RECT) {
2877
r_current_batch = _new_batch(r_batch_broken);
2878
r_current_batch->command_type = Item::Command::TYPE_RECT;
2879
// it is ok to be null for a TYPE_RECT
2880
r_current_batch->command = nullptr;
2881
// default variant
2882
r_current_batch->shader_variant = SHADER_VARIANT_QUAD;
2883
r_current_batch->render_primitive = RD::RENDER_PRIMITIVE_TRIANGLES;
2884
r_current_batch->flags = 0;
2885
}
2886
2887
// 2: If the current batch has lighting, start a new batch.
2888
if (r_current_batch->use_lighting) {
2889
r_current_batch = _new_batch(r_batch_broken);
2890
r_current_batch->use_lighting = false;
2891
}
2892
2893
// 3: If the current batch has blend, start a new batch.
2894
if (r_current_batch->has_blend) {
2895
r_current_batch = _new_batch(r_batch_broken);
2896
r_current_batch->has_blend = false;
2897
}
2898
2899
TextureState tex_state(default_canvas_texture, texture_filter, texture_repeat, false, use_linear_colors);
2900
TextureInfo *tex_info = texture_info_map.getptr(tex_state);
2901
if (!tex_info) {
2902
tex_info = &texture_info_map.insert(tex_state, TextureInfo())->value;
2903
_prepare_batch_texture_info(default_canvas_texture, tex_state, tex_info);
2904
}
2905
2906
if (r_current_batch->tex_info != tex_info) {
2907
r_current_batch = _new_batch(r_batch_broken);
2908
r_current_batch->tex_info = tex_info;
2909
}
2910
2911
_update_transform_2d_to_mat2x3(base_transform, world);
2912
InstanceData *instance_data = new_instance_data(world, lights, base_flags, r_index, uniforms_ofs, tex_info);
2913
2914
Rect2 src_rect;
2915
Rect2 dst_rect;
2916
2917
dst_rect = p_item->rect;
2918
if (dst_rect.size.width < 0) {
2919
dst_rect.position.x += dst_rect.size.width;
2920
dst_rect.size.width *= -1;
2921
}
2922
if (dst_rect.size.height < 0) {
2923
dst_rect.position.y += dst_rect.size.height;
2924
dst_rect.size.height *= -1;
2925
}
2926
2927
src_rect = Rect2(0, 0, 1, 1);
2928
2929
instance_data->modulation[0] = dc.r;
2930
instance_data->modulation[1] = dc.g;
2931
instance_data->modulation[2] = dc.b;
2932
instance_data->modulation[3] = dc.a;
2933
2934
instance_data->src_rect[0] = src_rect.position.x;
2935
instance_data->src_rect[1] = src_rect.position.y;
2936
instance_data->src_rect[2] = src_rect.size.width;
2937
instance_data->src_rect[3] = src_rect.size.height;
2938
2939
instance_data->dst_rect[0] = dst_rect.position.x;
2940
instance_data->dst_rect[1] = dst_rect.position.y;
2941
instance_data->dst_rect[2] = dst_rect.size.width;
2942
instance_data->dst_rect[3] = dst_rect.size.height;
2943
2944
_add_to_batch(r_index, r_batch_broken, r_current_batch);
2945
2946
p_item->debug_redraw_time -= RSG::rasterizer->get_frame_delta_time();
2947
2948
RenderingServerDefault::redraw_request();
2949
2950
r_batch_broken = false;
2951
}
2952
#endif
2953
2954
if (r_current_clip && reclip) {
2955
// will make it re-enable clipping if needed afterwards
2956
r_current_clip = nullptr;
2957
}
2958
}
2959
2960
void RendererCanvasRenderRD::_before_evict(RendererCanvasRenderRD::RIDSetKey &p_key, RID &p_rid) {
2961
RD::get_singleton()->uniform_set_set_invalidation_callback(p_rid, nullptr, nullptr);
2962
RD::get_singleton()->free(p_rid);
2963
}
2964
2965
void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata) {
2966
const RIDSetKey *key = static_cast<RIDSetKey *>(p_userdata);
2967
static_cast<RendererCanvasRenderRD *>(singleton)->rid_set_to_uniform_set.erase(*key);
2968
}
2969
2970
void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata) {
2971
KeyValue<RID, TightLocalVector<RID>> *kv = static_cast<KeyValue<RID, TightLocalVector<RID>> *>(p_userdata);
2972
RD *rd = RD::get_singleton();
2973
for (RID rid : kv->value) {
2974
// The invalidation callback will also take care of clearing rid_set_to_uniform_set cache.
2975
rd->free(rid);
2976
}
2977
kv->value.clear();
2978
if (p_deleted) {
2979
static_cast<RendererCanvasRenderRD *>(singleton)->canvas_texture_to_uniform_set.erase(kv->key);
2980
}
2981
}
2982
2983
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) {
2984
{
2985
RendererRD::TextureStorage *ts = RendererRD::TextureStorage::get_singleton();
2986
2987
RIDSetKey key(
2988
p_batch->tex_info->state,
2989
state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
2990
2991
const RID *uniform_set = rid_set_to_uniform_set.getptr(key);
2992
if (uniform_set == nullptr) {
2993
RD::Uniform *uniform_ptrw = state.batch_texture_uniforms.ptrw();
2994
uniform_ptrw[0] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 0, p_batch->tex_info->diffuse);
2995
uniform_ptrw[1] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 1, p_batch->tex_info->normal);
2996
uniform_ptrw[2] = RD::Uniform(RD::UNIFORM_TYPE_TEXTURE, 2, p_batch->tex_info->specular);
2997
uniform_ptrw[3] = RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, 3, p_batch->tex_info->sampler);
2998
uniform_ptrw[4] = RD::Uniform(RD::UNIFORM_TYPE_STORAGE_BUFFER, 4, state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
2999
3000
RID rid = RD::get_singleton()->uniform_set_create(state.batch_texture_uniforms, shader.default_version_rd_shader, BATCH_UNIFORM_SET);
3001
ERR_FAIL_COND_MSG(rid.is_null(), "Failed to create uniform set for batch.");
3002
3003
const RIDCache::Pair *iter = rid_set_to_uniform_set.insert(key, rid);
3004
uniform_set = &iter->data;
3005
RD::get_singleton()->uniform_set_set_invalidation_callback(rid, RendererCanvasRenderRD::_uniform_set_invalidation_callback, (void *)&iter->key);
3006
3007
// If this is a CanvasTexture, it must be tracked so that any changes to the diffuse, normal,
3008
// or specular channels invalidate all associated uniform sets.
3009
if (ts->owns_canvas_texture(p_batch->tex_info->state.texture)) {
3010
KeyValue<RID, TightLocalVector<RID>> *kv = nullptr;
3011
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()) {
3012
kv = &*canvas_texture_to_uniform_set.insert(p_batch->tex_info->state.texture, { *uniform_set });
3013
} else {
3014
i->value.push_back(rid);
3015
kv = &*i;
3016
}
3017
ts->canvas_texture_set_invalidation_callback(p_batch->tex_info->state.texture, RendererCanvasRenderRD::_canvas_texture_invalidation_callback, kv);
3018
}
3019
}
3020
3021
if (state.current_batch_uniform_set != *uniform_set) {
3022
state.current_batch_uniform_set = *uniform_set;
3023
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, *uniform_set, BATCH_UNIFORM_SET);
3024
}
3025
}
3026
PushConstant push_constant;
3027
push_constant.base_instance_index = p_batch->start;
3028
push_constant.specular_shininess = p_batch->tex_info->specular_shininess;
3029
push_constant.batch_flags = p_batch->tex_info->flags | p_batch->flags;
3030
3031
RID pipeline;
3032
PipelineKey pipeline_key;
3033
pipeline_key.framebuffer_format_id = p_framebuffer_format;
3034
pipeline_key.variant = p_batch->shader_variant;
3035
pipeline_key.render_primitive = p_batch->render_primitive;
3036
pipeline_key.shader_specialization.use_lighting = p_batch->use_lighting;
3037
pipeline_key.lcd_blend = p_batch->has_blend;
3038
3039
switch (p_batch->command_type) {
3040
case Item::Command::TYPE_RECT:
3041
case Item::Command::TYPE_NINEPATCH: {
3042
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
3043
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
3044
if (p_batch->has_blend) {
3045
RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, p_batch->modulate);
3046
}
3047
3048
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
3049
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
3050
RD::get_singleton()->draw_list_draw(p_draw_list, true, p_batch->instance_count);
3051
3052
if (r_render_info) {
3053
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_batch->instance_count;
3054
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += 2 * p_batch->instance_count;
3055
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3056
}
3057
} break;
3058
3059
case Item::Command::TYPE_POLYGON: {
3060
ERR_FAIL_NULL(p_batch->command);
3061
3062
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(p_batch->command);
3063
3064
PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id);
3065
ERR_FAIL_NULL(pb);
3066
3067
pipeline_key.vertex_format_id = pb->vertex_format_id;
3068
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
3069
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
3070
3071
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
3072
RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
3073
if (pb->indices.is_valid()) {
3074
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices);
3075
}
3076
3077
RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid());
3078
if (r_render_info) {
3079
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
3080
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);
3081
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3082
}
3083
} break;
3084
3085
case Item::Command::TYPE_PRIMITIVE: {
3086
ERR_FAIL_NULL(p_batch->command);
3087
3088
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(p_batch->command);
3089
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(PushConstant));
3094
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3u, primitive->point_count) - 1]);
3095
uint32_t instance_count = p_batch->instance_count;
3096
RD::get_singleton()->draw_list_draw(p_draw_list, true, instance_count);
3097
3098
if (r_render_info) {
3099
const RenderingServer::PrimitiveType rs_primitive[5] = { RS::PRIMITIVE_POINTS, RS::PRIMITIVE_POINTS, RS::PRIMITIVE_LINES, RS::PRIMITIVE_TRIANGLES, RS::PRIMITIVE_TRIANGLES };
3100
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += instance_count;
3101
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;
3102
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3103
}
3104
} break;
3105
3106
case Item::Command::TYPE_MESH:
3107
case Item::Command::TYPE_MULTIMESH:
3108
case Item::Command::TYPE_PARTICLES: {
3109
ERR_FAIL_NULL(p_batch->command);
3110
3111
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
3112
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
3113
3114
RID mesh;
3115
RID mesh_instance;
3116
3117
if (p_batch->command_type == Item::Command::TYPE_MESH) {
3118
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(p_batch->command);
3119
mesh = m->mesh;
3120
mesh_instance = m->mesh_instance;
3121
} else if (p_batch->command_type == Item::Command::TYPE_MULTIMESH) {
3122
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(p_batch->command);
3123
RID multimesh = mm->multimesh;
3124
mesh = mesh_storage->multimesh_get_mesh(multimesh);
3125
3126
RID uniform_set = mesh_storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
3127
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
3128
} else if (p_batch->command_type == Item::Command::TYPE_PARTICLES) {
3129
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(p_batch->command);
3130
RID particles = pt->particles;
3131
mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
3132
3133
ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
3134
particles_storage->particles_request_process(particles);
3135
3136
if (particles_storage->particles_is_inactive(particles)) {
3137
break;
3138
}
3139
3140
RenderingServerDefault::redraw_request(); // Active particles means redraw request.
3141
3142
int dpc = particles_storage->particles_get_draw_passes(particles);
3143
if (dpc == 0) {
3144
break; // Nothing to draw.
3145
}
3146
3147
RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
3148
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
3149
}
3150
3151
if (mesh.is_null()) {
3152
break;
3153
}
3154
3155
uint32_t surf_count = mesh_storage->mesh_get_surface_count(mesh);
3156
3157
for (uint32_t j = 0; j < surf_count; j++) {
3158
void *surface = mesh_storage->mesh_get_surface(mesh, j);
3159
3160
RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
3161
ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
3162
3163
RID vertex_array;
3164
pipeline_key.variant = primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
3165
pipeline_key.render_primitive = _primitive_type_to_render_primitive(primitive);
3166
pipeline_key.vertex_format_id = RD::INVALID_FORMAT_ID;
3167
3168
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant, mesh_instance, surface, j, &vertex_array);
3169
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
3170
3171
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
3172
3173
RID index_array = mesh_storage->mesh_surface_get_index_array(surface, 0);
3174
3175
if (index_array.is_valid()) {
3176
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
3177
}
3178
3179
RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array);
3180
RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), p_batch->mesh_instance_count);
3181
3182
if (r_render_info) {
3183
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]++;
3184
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;
3185
r_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
3186
}
3187
}
3188
} break;
3189
case Item::Command::TYPE_TRANSFORM:
3190
case Item::Command::TYPE_CLIP_IGNORE:
3191
case Item::Command::TYPE_ANIMATION_SLICE: {
3192
// Can ignore these as they only impact batch creation.
3193
} break;
3194
}
3195
}
3196
3197
RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {
3198
if (state.canvas_instance_batches.is_empty()) {
3199
Batch new_batch;
3200
new_batch.instance_buffer_index = state.current_instance_buffer_index;
3201
state.canvas_instance_batches.push_back(new_batch);
3202
return state.canvas_instance_batches.ptr();
3203
}
3204
3205
if (r_batch_broken || state.canvas_instance_batches[state.current_batch_index].instance_count == 0) {
3206
return &state.canvas_instance_batches[state.current_batch_index];
3207
}
3208
3209
r_batch_broken = true;
3210
3211
// Copy the properties of the current batch, we will manually update the things that changed.
3212
Batch new_batch = state.canvas_instance_batches[state.current_batch_index];
3213
new_batch.instance_count = 0;
3214
new_batch.start = state.canvas_instance_batches[state.current_batch_index].start + state.canvas_instance_batches[state.current_batch_index].instance_count;
3215
new_batch.instance_buffer_index = state.current_instance_buffer_index;
3216
state.current_batch_index++;
3217
state.canvas_instance_batches.push_back(new_batch);
3218
return &state.canvas_instance_batches[state.current_batch_index];
3219
}
3220
3221
void RendererCanvasRenderRD::_add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch) {
3222
r_current_batch->instance_count++;
3223
r_index++;
3224
if (r_index + state.last_instance_index >= state.max_instances_per_buffer) {
3225
// Copy over all data needed for rendering right away
3226
// then go back to recording item commands.
3227
RD::get_singleton()->buffer_update(
3228
state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[state.current_instance_buffer_index],
3229
state.last_instance_index * sizeof(InstanceData),
3230
r_index * sizeof(InstanceData),
3231
state.instance_data_array);
3232
_allocate_instance_buffer();
3233
r_index = 0;
3234
state.last_instance_index = 0;
3235
r_batch_broken = false; // Force a new batch to be created
3236
r_current_batch = _new_batch(r_batch_broken);
3237
r_current_batch->start = 0;
3238
}
3239
}
3240
3241
void RendererCanvasRenderRD::_allocate_instance_buffer() {
3242
state.current_instance_buffer_index++;
3243
3244
if (state.current_instance_buffer_index < state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.size()) {
3245
// We already allocated another buffer in a previous frame, so we can just use it.
3246
return;
3247
}
3248
3249
// Allocate a new buffer.
3250
RID buf = RD::get_singleton()->storage_buffer_create(state.max_instance_buffer_size);
3251
state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers.push_back(buf);
3252
}
3253
3254
void RendererCanvasRenderRD::_prepare_batch_texture_info(RID p_texture, TextureState &p_state, TextureInfo *p_info) {
3255
if (p_texture.is_null()) {
3256
p_texture = default_canvas_texture;
3257
}
3258
3259
RendererRD::TextureStorage::CanvasTextureInfo info =
3260
RendererRD::TextureStorage::get_singleton()->canvas_texture_get_info(
3261
p_texture,
3262
p_state.texture_filter(),
3263
p_state.texture_repeat(),
3264
p_state.linear_colors(),
3265
p_state.texture_is_data());
3266
// something odd happened
3267
if (info.is_null()) {
3268
_prepare_batch_texture_info(default_canvas_texture, p_state, p_info);
3269
return;
3270
}
3271
3272
p_info->state = p_state;
3273
p_info->diffuse = info.diffuse;
3274
p_info->normal = info.normal;
3275
p_info->specular = info.specular;
3276
p_info->sampler = info.sampler;
3277
3278
// cache values to be copied to instance data
3279
if (info.specular_color.a < 0.999) {
3280
p_info->flags |= BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED;
3281
}
3282
3283
if (info.use_normal) {
3284
p_info->flags |= BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED;
3285
}
3286
3287
uint8_t a = uint8_t(CLAMP(info.specular_color.a * 255.0, 0.0, 255.0));
3288
uint8_t b = uint8_t(CLAMP(info.specular_color.b * 255.0, 0.0, 255.0));
3289
uint8_t g = uint8_t(CLAMP(info.specular_color.g * 255.0, 0.0, 255.0));
3290
uint8_t r = uint8_t(CLAMP(info.specular_color.r * 255.0, 0.0, 255.0));
3291
p_info->specular_shininess = uint32_t(a) << 24 | uint32_t(b) << 16 | uint32_t(g) << 8 | uint32_t(r);
3292
3293
p_info->texpixel_size = Vector2(1.0 / float(info.size.width), 1.0 / float(info.size.height));
3294
}
3295
3296
RendererCanvasRenderRD::~RendererCanvasRenderRD() {
3297
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
3298
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
3299
3300
//canvas state
3301
3302
material_storage->material_free(default_canvas_group_material);
3303
material_storage->shader_free(default_canvas_group_shader);
3304
3305
material_storage->material_free(default_clip_children_material);
3306
material_storage->shader_free(default_clip_children_shader);
3307
3308
{
3309
if (state.canvas_state_buffer.is_valid()) {
3310
RD::get_singleton()->free(state.canvas_state_buffer);
3311
}
3312
3313
memdelete_arr(state.light_uniforms);
3314
RD::get_singleton()->free(state.lights_storage_buffer);
3315
}
3316
3317
//shadow rendering
3318
{
3319
shadow_render.shader.version_free(shadow_render.shader_version);
3320
//this will also automatically clear all pipelines
3321
RD::get_singleton()->free(state.shadow_sampler);
3322
}
3323
3324
//buffers
3325
{
3326
RD::get_singleton()->free(shader.quad_index_array);
3327
RD::get_singleton()->free(shader.quad_index_buffer);
3328
//primitives are erase by dependency
3329
}
3330
3331
if (state.shadow_fb.is_valid()) {
3332
RD::get_singleton()->free(state.shadow_depth_texture);
3333
}
3334
RD::get_singleton()->free(state.shadow_texture);
3335
3336
if (state.shadow_occluder_buffer.is_valid()) {
3337
RD::get_singleton()->free(state.shadow_occluder_buffer);
3338
}
3339
3340
memdelete_arr(state.instance_data_array);
3341
for (uint32_t i = 0; i < BATCH_DATA_BUFFER_COUNT; i++) {
3342
for (uint32_t j = 0; j < state.canvas_instance_data_buffers[i].instance_buffers.size(); j++) {
3343
RD::get_singleton()->free(state.canvas_instance_data_buffers[i].instance_buffers[j]);
3344
}
3345
}
3346
3347
// Disable the callback, as we're tearing everything down
3348
texture_storage->canvas_texture_set_invalidation_callback(default_canvas_texture, nullptr, nullptr);
3349
texture_storage->canvas_texture_free(default_canvas_texture);
3350
//pipelines don't need freeing, they are all gone after shaders are gone
3351
3352
memdelete(shader.default_version_data);
3353
}
3354
3355