godot/servers/visual/rasterizer/rasterizer_canvas_rd.h

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#ifndef RASTERIZER_CANVAS_RD_H
#define RASTERIZER_CANVAS_RD_H
#include "servers/visual/rasterizer/rasterizer.h"
#include "servers/visual/rasterizer/rasterizer_storage_rd.h"
#include "servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer/shaders/canvas.glsl.gen.h"
#include "servers/visual/rasterizer/shaders/canvas_occlusion.glsl.gen.h"
#include "servers/visual/rasterizer/shaders/canvas_occlusion_fix.glsl.gen.h"
#include "servers/visual/rendering_device.h"
class RasterizerCanvasRD : public RasterizerCanvas {
RasterizerStorageRD *storage;
enum ShaderVariant {
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_PRIMITIVE,
SHADER_VARIANT_PRIMITIVE_POINTS,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES_POINTS,
SHADER_VARIANT_MAX
};
enum RenderTargetFormat {
RENDER_TARGET_FORMAT_8_BIT_INT,
RENDER_TARGET_FORMAT_16_BIT_FLOAT,
RENDER_TARGET_FORMAT_MAX
};
enum {
FLAGS_INSTANCING_STRIDE_MASK = 0xF,
FLAGS_INSTANCING_ENABLED = (1 << 4),
FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8),
FLAGS_CLIP_RECT_UV = (1 << 9),
FLAGS_TRANSPOSE_RECT = (1 << 10),
FLAGS_USING_LIGHT_MASK = (1 << 11),
FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
FLAGS_USING_PARTICLES = (1 << 13),
FLAGS_USE_PIXEL_SNAP = (1 << 14),
FLAGS_USE_SKELETON = (1 << 15),
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
FLAGS_LIGHT_COUNT_SHIFT = 20,
FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
};
enum {
LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
LIGHT_FLAGS_BLEND_SHIFT = 16,
LIGHT_FLAGS_BLEND_MASK = (3 << 16),
LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
LIGHT_FLAGS_FILTER_SHIFT = 22
};
enum {
MAX_RENDER_ITEMS = 256 * 1024,
MAX_LIGHT_TEXTURES = 1024,
MAX_LIGHTS_PER_ITEM = 16,
MAX_RENDER_LIGHTS = 256
};
/****************/
/**** SHADER ****/
/****************/
enum PipelineVariant {
PIPELINE_VARIANT_QUAD,
PIPELINE_VARIANT_NINEPATCH,
PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
PIPELINE_VARIANT_PRIMITIVE_LINES,
PIPELINE_VARIANT_PRIMITIVE_POINTS,
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
PIPELINE_VARIANT_ATTRIBUTE_LINES,
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
PIPELINE_VARIANT_MAX
};
struct PipelineVariants {
RenderPipelineVertexFormatCacheRD variants[RENDER_TARGET_FORMAT_MAX][PIPELINE_VARIANT_MAX];
};
struct {
CanvasShaderRD canvas_shader;
RD::FramebufferFormatID framebuffer_formats[RENDER_TARGET_FORMAT_MAX];
RID default_version;
RID default_version_rd_shader;
RID quad_index_buffer;
RID quad_index_array;
PipelineVariants pipeline_variants;
// default_skeleton uniform set
RID default_skeleton_uniform;
RID default_skeleton_uniform_set;
} shader;
/**************************/
/**** TEXTURE BINDINGS ****/
/**************************/
// bindings used to render commands,
// cached for performance.
struct TextureBindingKey {
RID texture;
RID normalmap;
RID specular;
RID multimesh;
VS::CanvasItemTextureFilter texture_filter;
VS::CanvasItemTextureRepeat texture_repeat;
bool operator==(const TextureBindingKey &p_key) const {
return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
}
};
struct TextureBindingKeyHasher {
static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
return hash;
}
};
struct TextureBinding {
TextureBindingID id;
TextureBindingKey key;
SelfList<TextureBinding> to_dispose;
uint32_t reference_count;
RID uniform_set;
TextureBinding() :
to_dispose(this) {
reference_count = 0;
}
};
struct {
SelfList<TextureBinding>::List to_dispose_list;
TextureBindingID id_generator;
HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
HashMap<TextureBindingID, TextureBinding *> texture_bindings;
TextureBindingID default_empty;
} bindings;
RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
void _dispose_bindings();
struct {
RID white_texture;
RID black_texture;
RID normal_texture;
RID aniso_texture;
RID default_multimesh_tb;
} default_textures;
struct {
RID samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
VS::CanvasItemTextureFilter default_filter;
VS::CanvasItemTextureRepeat default_repeat;
} default_samplers;
/******************/
/**** POLYGONS ****/
/******************/
struct PolygonBuffers {
RD::VertexFormatID vertex_format_id;
RID vertex_buffer;
RID vertex_array;
RID index_buffer;
RID indices;
};
struct {
HashMap<PolygonID, PolygonBuffers> polygons;
PolygonID last_id;
} polygon_buffers;
/********************/
/**** PRIMITIVES ****/
/********************/
struct {
RID index_array[4];
} primitive_arrays;
/*******************/
/**** MATERIALS ****/
/*******************/
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/******************/
/**** LIGHTING ****/
/******************/
struct CanvasLight {
int32_t texture_index;
RID texture;
struct {
int size;
RID texture;
RID depth;
RID fb;
} shadow;
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};
RID_Owner<CanvasLight> canvas_light_owner;
struct ShadowRenderPushConstant {
float projection[16];
float modelview[8];
float direction[2];
float pad[2];
};
struct ShadowFixPushConstant {
float projection[16];
float far;
float pad[3];
};
struct OccluderPolygon {
VS::CanvasOccluderPolygonCullMode cull_mode;
int point_count;
RID vertex_buffer;
RID vertex_array;
RID index_buffer;
RID index_array;
};
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
float color[4];
float shadow_color[4];
float position[2];
uint32_t flags; //index to light texture
float height;
float shadow_softness;
float shadow_pixel_size;
float pad[2];
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
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struct {
CanvasOcclusionShaderRD shader;
RID shader_version;
RID render_pipelines[3];
RD::VertexFormatID vertex_format;
RD::FramebufferFormatID framebuffer_format;
} shadow_render;
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/***************/
/**** STATE ****/
/***************/
//state that does not vary across rendering all items
struct State {
//state buffer
struct Buffer {
float canvas_transform[16];
float screen_transform[16];
float canvas_normal_transform[16];
float canvas_modulate[4];
//uint32_t light_count;
//uint32_t pad[3];
};
LightUniform light_uniforms[MAX_RENDER_LIGHTS];
RID lights_uniform_buffer;
RID canvas_state_buffer;
RID shadow_sampler;
//uniform set for all the above
RID canvas_state_uniform_set;
} state;
struct PushConstant {
float world[6];
uint32_t flags;
uint32_t specular_shininess;
union {
//rect
struct {
float modulation[4];
float ninepatch_margins[4];
float dst_rect[4];
float src_rect[4];
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float pad[2];
};
//primitive
struct {
float points[6]; // vec2 points[3]
float uvs[6]; // vec2 points[3]
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uint32_t colors[6]; // colors encoded as half
};
};
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float color_texture_pixel_size[2];
uint32_t lights[4];
};
struct SkeletonUniform {
float skeleton_transform[16];
float skeleton_inverse[16];
};
Item *items[MAX_RENDER_ITEMS];
Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RenderingDevice::TextureSamples p_samples, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
_FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
_FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
_FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss);
void _update_canvas_state_uniform_set();
public:
TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
void free_texture_binding(TextureBindingID p_binding);
PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
void free_polygon(PolygonID p_polygon);
RID light_create();
void light_set_texture(RID p_rid, RID p_texture);
void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution);
void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
RID occluder_polygon_create();
void occluder_polygon_set_shape_as_lines(RID p_occluder, const PoolVector<Vector2> &p_lines);
void occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode);
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
void update();
bool free(RID p_rid);
RasterizerCanvasRD(RasterizerStorageRD *p_storage);
~RasterizerCanvasRD();
};
#endif // RASTERIZER_CANVAS_RD_H