#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 to_dispose; uint32_t reference_count; RID uniform_set; TextureBinding() : to_dispose(this) { reference_count = 0; } }; struct { SelfList::List to_dispose_list; TextureBindingID id_generator; HashMap texture_key_bindings; HashMap 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 polygons; PolygonID last_id; } polygon_buffers; /********************/ /**** PRIMITIVES ****/ /********************/ struct { RID index_array[4]; } primitive_arrays; /*******************/ /**** MATERIALS ****/ /*******************/ /******************/ /**** LIGHTING ****/ /******************/ struct CanvasLight { int32_t texture_index; RID texture; struct { int size; RID texture; RID depth; RID fb; } shadow; }; RID_Owner 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 occluder_polygon_owner; struct { CanvasOcclusionShaderRD shader; RID shader_version; RID render_pipelines[3]; RD::VertexFormatID vertex_format; RD::FramebufferFormatID framebuffer_format; } shadow_render; /***************/ /**** STATE ****/ /***************/ //state that does not vary across rendering all items struct State { //state buffer struct Buffer { float canvas_transform[16]; float screen_transform[16]; float canvas_normal_transform[16]; float canvas_modulate[4]; //uint32_t light_count; //uint32_t pad[3]; }; LightUniform light_uniforms[MAX_RENDER_LIGHTS]; RID lights_uniform_buffer; RID canvas_state_buffer; //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]; float pad[2]; }; //primitive struct { float points[6]; // vec2 points[3] float uvs[6]; // vec2 points[3] uint32_t colors[6]; // colors encoded as half }; }; float color_texture_pixel_size[2]; uint32_t lights[4]; }; 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 *¤t_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 &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()); 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 &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