diff options
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 2748 |
1 files changed, 2748 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp new file mode 100644 index 0000000000..026969c09f --- /dev/null +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -0,0 +1,2748 @@ +/*************************************************************************/ +/* renderer_canvas_render_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "renderer_canvas_render_rd.h" +#include "core/config/project_settings.h" +#include "core/math/geometry_2d.h" +#include "core/math/math_defs.h" +#include "core/math/math_funcs.h" +#include "renderer_compositor_rd.h" +#include "servers/rendering/rendering_server_default.h" + +void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { + p_mat4[0] = p_transform.elements[0][0]; + p_mat4[1] = p_transform.elements[0][1]; + p_mat4[2] = 0; + p_mat4[3] = 0; + p_mat4[4] = p_transform.elements[1][0]; + p_mat4[5] = p_transform.elements[1][1]; + p_mat4[6] = 0; + p_mat4[7] = 0; + p_mat4[8] = 0; + p_mat4[9] = 0; + p_mat4[10] = 1; + p_mat4[11] = 0; + p_mat4[12] = p_transform.elements[2][0]; + p_mat4[13] = p_transform.elements[2][1]; + p_mat4[14] = 0; + p_mat4[15] = 1; +} + +void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) { + p_mat2x4[0] = p_transform.elements[0][0]; + p_mat2x4[1] = p_transform.elements[1][0]; + p_mat2x4[2] = 0; + p_mat2x4[3] = p_transform.elements[2][0]; + + p_mat2x4[4] = p_transform.elements[0][1]; + p_mat2x4[5] = p_transform.elements[1][1]; + p_mat2x4[6] = 0; + p_mat2x4[7] = p_transform.elements[2][1]; +} + +void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) { + p_mat2x3[0] = p_transform.elements[0][0]; + p_mat2x3[1] = p_transform.elements[0][1]; + p_mat2x3[2] = p_transform.elements[1][0]; + p_mat2x3[3] = p_transform.elements[1][1]; + p_mat2x3[4] = p_transform.elements[2][0]; + p_mat2x3[5] = p_transform.elements[2][1]; +} + +void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) { + p_mat4[0] = p_transform.basis.elements[0][0]; + p_mat4[1] = p_transform.basis.elements[1][0]; + p_mat4[2] = p_transform.basis.elements[2][0]; + p_mat4[3] = 0; + p_mat4[4] = p_transform.basis.elements[0][1]; + p_mat4[5] = p_transform.basis.elements[1][1]; + p_mat4[6] = p_transform.basis.elements[2][1]; + p_mat4[7] = 0; + p_mat4[8] = p_transform.basis.elements[0][2]; + p_mat4[9] = p_transform.basis.elements[1][2]; + p_mat4[10] = p_transform.basis.elements[2][2]; + p_mat4[11] = 0; + p_mat4[12] = p_transform.origin.x; + p_mat4[13] = p_transform.origin.y; + p_mat4[14] = p_transform.origin.z; + p_mat4[15] = 1; +} + +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) { + // Care must be taken to generate array formats + // in ways where they could be reused, so we will + // put single-occuring elements first, and repeated + // elements later. This way the generated formats are + // the same no matter the length of the arrays. + // This dramatically reduces the amount of pipeline objects + // that need to be created for these formats. + + uint32_t vertex_count = p_points.size(); + uint32_t stride = 2; //vertices always repeat + if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) { + stride += 4; + } + if ((uint32_t)p_uvs.size() == vertex_count) { + stride += 2; + } + if ((uint32_t)p_bones.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) { + stride += 4; + } + + uint32_t buffer_size = stride * p_points.size(); + + Vector<uint8_t> polygon_buffer; + polygon_buffer.resize(buffer_size * sizeof(float)); + Vector<RD::VertexAttribute> descriptions; + descriptions.resize(5); + Vector<RID> buffers; + buffers.resize(5); + + { + const uint8_t *r = polygon_buffer.ptr(); + float *fptr = (float *)r; + uint32_t *uptr = (uint32_t *)r; + uint32_t base_offset = 0; + { //vertices + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + vd.offset = base_offset * sizeof(float); + vd.location = RS::ARRAY_VERTEX; + vd.stride = stride * sizeof(float); + + descriptions.write[0] = vd; + + const Vector2 *points_ptr = p_points.ptr(); + + for (uint32_t i = 0; i < vertex_count; i++) { + fptr[base_offset + i * stride + 0] = points_ptr[i].x; + fptr[base_offset + i * stride + 1] = points_ptr[i].y; + } + + base_offset += 2; + } + + //colors + if ((uint32_t)p_colors.size() == vertex_count || p_colors.size() == 1) { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + vd.offset = base_offset * sizeof(float); + vd.location = RS::ARRAY_COLOR; + vd.stride = stride * sizeof(float); + + descriptions.write[1] = vd; + + if (p_colors.size() == 1) { + Color color = p_colors[0]; + for (uint32_t i = 0; i < vertex_count; i++) { + fptr[base_offset + i * stride + 0] = color.r; + fptr[base_offset + i * stride + 1] = color.g; + fptr[base_offset + i * stride + 2] = color.b; + fptr[base_offset + i * stride + 3] = color.a; + } + } else { + const Color *color_ptr = p_colors.ptr(); + + for (uint32_t i = 0; i < vertex_count; i++) { + fptr[base_offset + i * stride + 0] = color_ptr[i].r; + fptr[base_offset + i * stride + 1] = color_ptr[i].g; + fptr[base_offset + i * stride + 2] = color_ptr[i].b; + fptr[base_offset + i * stride + 3] = color_ptr[i].a; + } + } + base_offset += 4; + } else { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + vd.offset = 0; + vd.location = RS::ARRAY_COLOR; + vd.stride = 0; + + descriptions.write[1] = vd; + buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR); + } + + //uvs + if ((uint32_t)p_uvs.size() == vertex_count) { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + vd.offset = base_offset * sizeof(float); + vd.location = RS::ARRAY_TEX_UV; + vd.stride = stride * sizeof(float); + + descriptions.write[2] = vd; + + const Vector2 *uv_ptr = p_uvs.ptr(); + + for (uint32_t i = 0; i < vertex_count; i++) { + fptr[base_offset + i * stride + 0] = uv_ptr[i].x; + fptr[base_offset + i * stride + 1] = uv_ptr[i].y; + } + base_offset += 2; + } else { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R32G32_SFLOAT; + vd.offset = 0; + vd.location = RS::ARRAY_TEX_UV; + vd.stride = 0; + + descriptions.write[2] = vd; + buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV); + } + + //bones + if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT; + vd.offset = base_offset * sizeof(float); + vd.location = RS::ARRAY_BONES; + vd.stride = stride * sizeof(float); + + descriptions.write[3] = vd; + + const int *bone_ptr = p_bones.ptr(); + + for (uint32_t i = 0; i < vertex_count; i++) { + uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride]; + + bone16w[0] = bone_ptr[i * 4 + 0]; + bone16w[1] = bone_ptr[i * 4 + 1]; + bone16w[2] = bone_ptr[i * 4 + 2]; + bone16w[3] = bone_ptr[i * 4 + 3]; + } + + base_offset += 2; + } else { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; + vd.offset = 0; + vd.location = RS::ARRAY_BONES; + vd.stride = 0; + + descriptions.write[3] = vd; + buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES); + } + + //weights + if ((uint32_t)p_weights.size() == vertex_count * 4) { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM; + vd.offset = base_offset * sizeof(float); + vd.location = RS::ARRAY_WEIGHTS; + vd.stride = stride * sizeof(float); + + descriptions.write[4] = vd; + + const float *weight_ptr = p_weights.ptr(); + + for (uint32_t i = 0; i < vertex_count; i++) { + uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride]; + + weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535); + weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535); + weight16w[2] = CLAMP(weight_ptr[i * 4 + 2] * 65535, 0, 65535); + weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535); + } + + base_offset += 2; + } else { + RD::VertexAttribute vd; + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + vd.offset = 0; + vd.location = RS::ARRAY_WEIGHTS; + vd.stride = 0; + + descriptions.write[4] = vd; + buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES); + } + + //check that everything is as it should be + ERR_FAIL_COND_V(base_offset != stride, 0); //bug + } + + RD::VertexFormatID vertex_id = RD::get_singleton()->vertex_format_create(descriptions); + ERR_FAIL_COND_V(vertex_id == RD::INVALID_ID, 0); + + PolygonBuffers pb; + pb.vertex_buffer = RD::get_singleton()->vertex_buffer_create(polygon_buffer.size(), polygon_buffer); + for (int i = 0; i < descriptions.size(); i++) { + if (buffers[i] == RID()) { //if put in vertex, use as vertex + buffers.write[i] = pb.vertex_buffer; + } + } + + pb.vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), vertex_id, buffers); + + if (p_indices.size()) { + //create indices, as indices were requested + Vector<uint8_t> index_buffer; + index_buffer.resize(p_indices.size() * sizeof(int32_t)); + { + uint8_t *w = index_buffer.ptrw(); + memcpy(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size()); + } + pb.index_buffer = RD::get_singleton()->index_buffer_create(p_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, index_buffer); + pb.indices = RD::get_singleton()->index_array_create(pb.index_buffer, 0, p_indices.size()); + } + + pb.vertex_format_id = vertex_id; + + PolygonID id = polygon_buffers.last_id++; + + polygon_buffers.polygons[id] = pb; + + return id; +} + +void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) { + PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon); + ERR_FAIL_COND(!pb_ptr); + + PolygonBuffers &pb = *pb_ptr; + + if (pb.indices.is_valid()) { + RD::get_singleton()->free(pb.indices); + } + if (pb.index_buffer.is_valid()) { + RD::get_singleton()->free(pb.index_buffer); + } + + RD::get_singleton()->free(pb.vertex_array); + RD::get_singleton()->free(pb.vertex_buffer); + + polygon_buffers.polygons.erase(p_polygon); +} + +//////////////////// + +void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size) { + if (p_texture == RID()) { + p_texture = default_canvas_texture; + } + + if (r_last_texture == p_texture) { + return; //nothing to do, its the same + } + + RID uniform_set; + Color specular_shininess; + Size2i size; + bool use_normal; + bool use_specular; + + bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular); + //something odd happened + if (!success) { + _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size); + return; + } + + RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET); + + if (specular_shininess.a < 0.999) { + push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED; + } else { + push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED; + } + + if (use_normal) { + push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED; + } else { + push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED; + } + + push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24; + push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16; + push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8; + push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255)); + + r_texpixel_size.x = 1.0 / float(size.x); + r_texpixel_size.y = 1.0 / float(size.y); + + push_constant.color_texture_pixel_size[0] = r_texpixel_size.x; + push_constant.color_texture_pixel_size[1] = r_texpixel_size.y; + + r_last_texture = p_texture; +} + +void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) { + //create an empty push constant + + RS::CanvasItemTextureFilter current_filter = default_filter; + RS::CanvasItemTextureRepeat current_repeat = default_repeat; + + if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) { + current_filter = p_item->texture_filter; + } + + if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) { + current_repeat = p_item->texture_repeat; + } + + PushConstant push_constant; + Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform; + Transform2D draw_transform; + _update_transform_2d_to_mat2x3(base_transform, push_constant.world); + + Color base_color = p_item->final_modulate; + + for (int i = 0; i < 4; i++) { + push_constant.modulation[i] = 0; + push_constant.ninepatch_margins[i] = 0; + push_constant.src_rect[i] = 0; + push_constant.dst_rect[i] = 0; + } + push_constant.flags = 0; + push_constant.color_texture_pixel_size[0] = 0; + push_constant.color_texture_pixel_size[1] = 0; + + push_constant.pad[0] = 0; + push_constant.pad[1] = 0; + + push_constant.lights[0] = 0; + push_constant.lights[1] = 0; + push_constant.lights[2] = 0; + push_constant.lights[3] = 0; + + uint32_t base_flags = 0; + + uint16_t light_count = 0; + PipelineLightMode light_mode; + + { + Light *light = p_lights; + + while (light) { + 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_transformed(light->xform_cache, light->rect_cache)) { + uint32_t light_index = light->render_index_cache; + push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8); + + light_count++; + + if (light_count == MAX_LIGHTS_PER_ITEM) { + break; + } + } + light = light->next_ptr; + } + + base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT; + } + + light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED; + + PipelineVariants *pipeline_variants = p_pipeline_variants; + + bool reclip = false; + + RID last_texture; + Size2 texpixel_size; + + bool skipping = false; + + const Item::Command *c = p_item->commands; + while (c) { + if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) { + c = c->next; + continue; + } + + push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config + + switch (c->type) { + case Item::Command::TYPE_RECT: { + const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c); + + //bind pipeline + { + RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); + } + + //bind textures + + _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); + + Rect2 src_rect; + Rect2 dst_rect; + + if (rect->texture != RID()) { + src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + dst_rect = Rect2(rect->rect.position, rect->rect.size); + + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } + + if (rect->flags & CANVAS_RECT_FLIP_H) { + src_rect.size.x *= -1; + } + + if (rect->flags & CANVAS_RECT_FLIP_V) { + src_rect.size.y *= -1; + } + + if (rect->flags & CANVAS_RECT_TRANSPOSE) { + dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform + } + + if (rect->flags & CANVAS_RECT_CLIP_UV) { + push_constant.flags |= FLAGS_CLIP_RECT_UV; + } + + } else { + dst_rect = Rect2(rect->rect.position, rect->rect.size); + + if (dst_rect.size.width < 0) { + dst_rect.position.x += dst_rect.size.width; + dst_rect.size.width *= -1; + } + if (dst_rect.size.height < 0) { + dst_rect.position.y += dst_rect.size.height; + dst_rect.size.height *= -1; + } + + src_rect = Rect2(0, 0, 1, 1); + } + + push_constant.modulation[0] = rect->modulate.r * base_color.r; + push_constant.modulation[1] = rect->modulate.g * base_color.g; + push_constant.modulation[2] = rect->modulate.b * base_color.b; + push_constant.modulation[3] = rect->modulate.a * base_color.a; + + push_constant.src_rect[0] = src_rect.position.x; + push_constant.src_rect[1] = src_rect.position.y; + push_constant.src_rect[2] = src_rect.size.width; + push_constant.src_rect[3] = src_rect.size.height; + + push_constant.dst_rect[0] = dst_rect.position.x; + push_constant.dst_rect[1] = dst_rect.position.y; + push_constant.dst_rect[2] = dst_rect.size.width; + push_constant.dst_rect[3] = dst_rect.size.height; + + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); + RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array); + RD::get_singleton()->draw_list_draw(p_draw_list, true); + + } break; + + case Item::Command::TYPE_NINEPATCH: { + const Item::CommandNinePatch *np = static_cast<const Item::CommandNinePatch *>(c); + + //bind pipeline + { + RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_NINEPATCH].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); + } + + //bind textures + + _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); + + Rect2 src_rect; + Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y); + + if (np->texture == RID()) { + texpixel_size = Size2(1, 1); + src_rect = Rect2(0, 0, 1, 1); + + } else { + if (np->source != Rect2()) { + src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height); + push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width; + push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height; + + } else { + src_rect = Rect2(0, 0, 1, 1); + } + } + + push_constant.modulation[0] = np->color.r * base_color.r; + push_constant.modulation[1] = np->color.g * base_color.g; + push_constant.modulation[2] = np->color.b * base_color.b; + push_constant.modulation[3] = np->color.a * base_color.a; + + push_constant.src_rect[0] = src_rect.position.x; + push_constant.src_rect[1] = src_rect.position.y; + push_constant.src_rect[2] = src_rect.size.width; + push_constant.src_rect[3] = src_rect.size.height; + + push_constant.dst_rect[0] = dst_rect.position.x; + push_constant.dst_rect[1] = dst_rect.position.y; + push_constant.dst_rect[2] = dst_rect.size.width; + push_constant.dst_rect[3] = dst_rect.size.height; + + push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT; + push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT; + + if (np->draw_center) { + push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER; + } + + push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT]; + push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP]; + push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT]; + push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM]; + + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); + RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array); + RD::get_singleton()->draw_list_draw(p_draw_list, true); + + //restore if overrided + push_constant.color_texture_pixel_size[0] = texpixel_size.x; + push_constant.color_texture_pixel_size[1] = texpixel_size.y; + + } break; + case Item::Command::TYPE_POLYGON: { + const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c); + + PolygonBuffers *pb = polygon_buffers.polygons.getptr(polygon->polygon.polygon_id); + ERR_CONTINUE(!pb); + //bind pipeline + { + static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP }; + ERR_CONTINUE(polygon->primitive < 0 || polygon->primitive >= RS::PRIMITIVE_MAX); + RID pipeline = pipeline_variants->variants[light_mode][variant[polygon->primitive]].get_render_pipeline(pb->vertex_format_id, p_framebuffer_format); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); + } + + if (polygon->primitive == RS::PRIMITIVE_LINES) { + //not supported in most hardware, so pointless + //RD::get_singleton()->draw_list_set_line_width(p_draw_list, polygon->line_width); + } + + //bind textures + + _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); + + push_constant.modulation[0] = base_color.r; + push_constant.modulation[1] = base_color.g; + push_constant.modulation[2] = base_color.b; + push_constant.modulation[3] = base_color.a; + + for (int j = 0; j < 4; j++) { + push_constant.src_rect[j] = 0; + push_constant.dst_rect[j] = 0; + push_constant.ninepatch_margins[j] = 0; + } + + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); + RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array); + if (pb->indices.is_valid()) { + RD::get_singleton()->draw_list_bind_index_array(p_draw_list, pb->indices); + } + RD::get_singleton()->draw_list_draw(p_draw_list, pb->indices.is_valid()); + + } break; + case Item::Command::TYPE_PRIMITIVE: { + const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c); + + //bind pipeline + { + static const PipelineVariant variant[4] = { PIPELINE_VARIANT_PRIMITIVE_POINTS, PIPELINE_VARIANT_PRIMITIVE_LINES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES, PIPELINE_VARIANT_PRIMITIVE_TRIANGLES }; + ERR_CONTINUE(primitive->point_count == 0 || primitive->point_count > 4); + RID pipeline = pipeline_variants->variants[light_mode][variant[primitive->point_count - 1]].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); + } + + //bind textures + + _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size); + + RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]); + + for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) { + push_constant.points[j * 2 + 0] = primitive->points[j].x; + push_constant.points[j * 2 + 1] = primitive->points[j].y; + push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x; + push_constant.uvs[j * 2 + 1] = primitive->uvs[j].y; + Color col = primitive->colors[j] * base_color; + push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r); + push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b); + } + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); + RD::get_singleton()->draw_list_draw(p_draw_list, true); + + if (primitive->point_count == 4) { + for (uint32_t j = 1; j < 3; j++) { + //second half of triangle + push_constant.points[j * 2 + 0] = primitive->points[j + 1].x; + push_constant.points[j * 2 + 1] = primitive->points[j + 1].y; + push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x; + push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y; + Color col = primitive->colors[j + 1] * base_color; + push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r); + push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b); + } + + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); + RD::get_singleton()->draw_list_draw(p_draw_list, true); + } + + } break; + case Item::Command::TYPE_MESH: + case Item::Command::TYPE_MULTIMESH: + case Item::Command::TYPE_PARTICLES: { + RID mesh; + RID mesh_instance; + RID texture; + Color modulate(1, 1, 1, 1); + float world_backup[6]; + int instance_count = 1; + + for (int j = 0; j < 6; j++) { + world_backup[j] = push_constant.world[j]; + } + + if (c->type == Item::Command::TYPE_MESH) { + const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(c); + mesh = m->mesh; + mesh_instance = m->mesh_instance; + texture = m->texture; + modulate = m->modulate; + _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world); + } else if (c->type == Item::Command::TYPE_MULTIMESH) { + const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c); + RID multimesh = mm->multimesh; + mesh = storage->multimesh_get_mesh(multimesh); + texture = mm->texture; + + if (storage->multimesh_get_transform_format(multimesh) != RS::MULTIMESH_TRANSFORM_2D) { + break; + } + + instance_count = storage->multimesh_get_instances_to_draw(multimesh); + + RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); + RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET); + push_constant.flags |= 1; //multimesh, trails disabled + if (storage->multimesh_uses_colors(multimesh)) { + push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS; + } + if (storage->multimesh_uses_custom_data(multimesh)) { + push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; + } + } else if (c->type == Item::Command::TYPE_PARTICLES) { + const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c); + ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D); + storage->particles_request_process(pt->particles); + + if (storage->particles_is_inactive(pt->particles)) { + break; + } + + RenderingServerDefault::redraw_request(); // active particles means redraw request + + bool local_coords = true; + int dpc = storage->particles_get_draw_passes(pt->particles); + if (dpc == 0) { + break; //nothing to draw + } + uint32_t divisor = 1; + instance_count = storage->particles_get_amount(pt->particles, divisor); + + RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); + RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET); + + push_constant.flags |= divisor; + instance_count /= divisor; + + push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS; + push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; + + mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored + texture = pt->texture; + + if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) { + //pass collision information + Transform2D xform; + if (local_coords) { + xform = p_item->final_transform; + } else { + xform = p_canvas_transform_inverse; + } + + RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target); + + Rect2 to_screen; + { + Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target); + + to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height); + to_screen.position = -sdf_rect.position * to_screen.size; + } + + storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture); + } else { + storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID()); + } + } + + if (mesh.is_null()) { + break; + } + + _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); + + uint32_t surf_count = storage->mesh_get_surface_count(mesh); + static const PipelineVariant variant[RS::PRIMITIVE_MAX] = { PIPELINE_VARIANT_ATTRIBUTE_POINTS, PIPELINE_VARIANT_ATTRIBUTE_LINES, PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES, PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP }; + + push_constant.modulation[0] = base_color.r * modulate.r; + push_constant.modulation[1] = base_color.g * modulate.g; + push_constant.modulation[2] = base_color.b * modulate.b; + push_constant.modulation[3] = base_color.a * modulate.a; + + for (int j = 0; j < 4; j++) { + push_constant.src_rect[j] = 0; + push_constant.dst_rect[j] = 0; + push_constant.ninepatch_margins[j] = 0; + } + + for (uint32_t j = 0; j < surf_count; j++) { + void *surface = storage->mesh_get_surface(mesh, j); + + RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface); + ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX); + + uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask(); + + RID vertex_array; + RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID; + + if (mesh_instance.is_valid()) { + storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, vertex_array, vertex_format); + } else { + storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, vertex_array, vertex_format); + } + + RID pipeline = pipeline_variants->variants[light_mode][variant[primitive]].get_render_pipeline(vertex_format, p_framebuffer_format); + RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline); + + RID index_array = storage->mesh_surface_get_index_array(surface, 0); + + if (index_array.is_valid()) { + RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array); + } + + RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, vertex_array); + RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant)); + + RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count); + } + + for (int j = 0; j < 6; j++) { + push_constant.world[j] = world_backup[j]; + } + } break; + case Item::Command::TYPE_TRANSFORM: { + const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c); + draw_transform = transform->xform; + _update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world); + + } break; + case Item::Command::TYPE_CLIP_IGNORE: { + const Item::CommandClipIgnore *ci = static_cast<const Item::CommandClipIgnore *>(c); + if (current_clip) { + if (ci->ignore != reclip) { + if (ci->ignore) { + RD::get_singleton()->draw_list_disable_scissor(p_draw_list); + reclip = true; + } else { + RD::get_singleton()->draw_list_enable_scissor(p_draw_list, current_clip->final_clip_rect); + reclip = false; + } + } + } + + } break; + case Item::Command::TYPE_ANIMATION_SLICE: { + const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c); + double current_time = RendererCompositorRD::singleton->get_total_time(); + double local_time = Math::fposmod(current_time - as->offset, as->animation_length); + skipping = !(local_time >= as->slice_begin && local_time < as->slice_end); + + RenderingServerDefault::redraw_request(); // animation visible means redraw request + } break; + } + + c = c->next; + } + + if (current_clip && reclip) { + //will make it re-enable clipping if needed afterwards + current_clip = nullptr; + } +} + +RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) { + //re create canvas state + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 1; + u.ids.push_back(state.canvas_state_buffer); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.ids.push_back(state.lights_uniform_buffer); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 3; + u.ids.push_back(storage->decal_atlas_get_texture()); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 4; + u.ids.push_back(state.shadow_texture); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 5; + u.ids.push_back(state.shadow_sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 6; + RID screen; + if (p_backbuffer) { + screen = storage->render_target_get_rd_texture(p_to_render_target); + } else { + screen = storage->render_target_get_rd_backbuffer(p_to_render_target); + if (screen.is_null()) { //unallocated backbuffer + screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE); + } + } + u.ids.push_back(screen); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 7; + RID sdf = storage->render_target_get_sdf_texture(p_to_render_target); + u.ids.push_back(sdf); + uniforms.push_back(u); + } + + { + //needs samplers for the material (uses custom textures) create them + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 8; + u.ids.resize(12); + RID *ids_ptr = u.ids.ptrw(); + ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 9; + u.ids.push_back(storage->global_variables_get_storage_buffer()); + uniforms.push_back(u); + } + + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET); + if (p_backbuffer) { + storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set); + } else { + storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set); + } + + return uniform_set; +} + +void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) { + Item *current_clip = nullptr; + + Transform2D canvas_transform_inverse = p_canvas_transform_inverse; + + RID framebuffer; + RID fb_uniform_set; + bool clear = false; + Vector<Color> clear_colors; + + if (p_to_backbuffer) { + framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target); + fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target); + } else { + framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target); + + if (storage->render_target_is_clear_requested(p_to_render_target)) { + clear = true; + clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target)); + storage->render_target_disable_clear_request(p_to_render_target); + } +#ifndef _MSC_VER +#warning TODO obtain from framebuffer format eventually when this is implemented +#endif + + fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target); + } + + if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) { + fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer); + } + + RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors); + + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET); + + RID prev_material; + + PipelineVariants *pipeline_variants = &shader.pipeline_variants; + + for (int i = 0; i < p_item_count; i++) { + Item *ci = items[i]; + + if (current_clip != ci->final_clip_owner) { + current_clip = ci->final_clip_owner; + + //setup clip + if (current_clip) { + RD::get_singleton()->draw_list_enable_scissor(draw_list, current_clip->final_clip_rect); + + } else { + RD::get_singleton()->draw_list_disable_scissor(draw_list); + } + } + + RID material = ci->material; + + if (material.is_null() && ci->canvas_group != nullptr) { + material = default_canvas_group_material; + } + + if (material != prev_material) { + MaterialData *material_data = nullptr; + if (material.is_valid()) { + material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D); + } + + if (material_data) { + if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) { + pipeline_variants = &material_data->shader_data->pipeline_variants; + if (material_data->uniform_set.is_valid()) { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET); + } + } else { + pipeline_variants = &shader.pipeline_variants; + } + } else { + pipeline_variants = &shader.pipeline_variants; + } + } + + _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants); + + prev_material = material; + } + + RD::get_singleton()->draw_list_end(); +} + +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) { + r_sdf_used = false; + int item_count = 0; + + //setup canvas state uniforms if needed + + Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse(); + + //setup directional lights if exist + + uint32_t light_count = 0; + uint32_t directional_light_count = 0; + { + Light *l = p_directional_light_list; + uint32_t index = 0; + + while (l) { + if (index == state.max_lights_per_render) { + l->render_index_cache = -1; + l = l->next_ptr; + continue; + } + + CanvasLight *clight = canvas_light_owner.getornull(l->light_internal); + if (!clight) { //unused or invalid texture + l->render_index_cache = -1; + l = l->next_ptr; + ERR_CONTINUE(!clight); + } + + Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized(); + + state.light_uniforms[index].position[0] = -canvas_light_dir.x; + state.light_uniforms[index].position[1] = -canvas_light_dir.y; + + _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix); + + state.light_uniforms[index].height = l->height; //0..1 here + + for (int i = 0; i < 4; i++) { + state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255)); + state.light_uniforms[index].color[i] = l->color[i]; + } + + state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate + + if (state.shadow_fb.is_valid()) { + state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); + state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far; + state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset; + } else { + state.light_uniforms[index].shadow_pixel_size = 1.0; + state.light_uniforms[index].shadow_z_far_inv = 1.0; + state.light_uniforms[index].shadow_y_ofs = 0; + } + + state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT; + state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT; + if (clight->shadow.enabled) { + state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW; + } + + l->render_index_cache = index; + + index++; + l = l->next_ptr; + } + + light_count = index; + directional_light_count = light_count; + using_directional_lights = directional_light_count > 0; + } + + //setup lights if exist + + { + Light *l = p_light_list; + uint32_t index = light_count; + + while (l) { + if (index == state.max_lights_per_render) { + l->render_index_cache = -1; + l = l->next_ptr; + continue; + } + + CanvasLight *clight = canvas_light_owner.getornull(l->light_internal); + if (!clight) { //unused or invalid texture + l->render_index_cache = -1; + l = l->next_ptr; + ERR_CONTINUE(!clight); + } + Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse(); + + Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss + state.light_uniforms[index].position[0] = canvas_light_pos.x; + state.light_uniforms[index].position[1] = canvas_light_pos.y; + + _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix); + _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix); + + state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss + for (int i = 0; i < 4; i++) { + state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255)); + state.light_uniforms[index].color[i] = l->color[i]; + } + + state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate + + if (state.shadow_fb.is_valid()) { + state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth); + state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far; + state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset; + } else { + state.light_uniforms[index].shadow_pixel_size = 1.0; + state.light_uniforms[index].shadow_z_far_inv = 1.0; + state.light_uniforms[index].shadow_y_ofs = 0; + } + + state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT; + state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT; + if (clight->shadow.enabled) { + state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW; + } + + if (clight->texture.is_valid()) { + Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture); + state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x; + state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y; + state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width; + state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height; + + } else { + state.light_uniforms[index].atlas_rect[0] = 0; + state.light_uniforms[index].atlas_rect[1] = 0; + state.light_uniforms[index].atlas_rect[2] = 0; + state.light_uniforms[index].atlas_rect[3] = 0; + } + + l->render_index_cache = index; + + index++; + l = l->next_ptr; + } + + light_count = index; + } + + if (light_count > 0) { + RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]); + } + + { + //update canvas state uniform buffer + State::Buffer state_buffer; + + Size2i ssize = storage->render_target_get_size(p_to_render_target); + + Transform3D screen_transform; + screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f); + screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f)); + _update_transform_to_mat4(screen_transform, state_buffer.screen_transform); + _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform); + + Transform2D normal_transform = p_canvas_transform; + normal_transform.elements[0].normalize(); + normal_transform.elements[1].normalize(); + normal_transform.elements[2] = Vector2(); + _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform); + + state_buffer.canvas_modulate[0] = p_modulate.r; + state_buffer.canvas_modulate[1] = p_modulate.g; + state_buffer.canvas_modulate[2] = p_modulate.b; + state_buffer.canvas_modulate[3] = p_modulate.a; + + Size2 render_target_size = storage->render_target_get_size(p_to_render_target); + state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x; + state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y; + + state_buffer.time = state.time; + state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel; + + state_buffer.directional_light_count = directional_light_count; + + Vector2 canvas_scale = p_canvas_transform.get_scale(); + + state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x; + state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y; + + state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0]; + state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1]; + + Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target); + Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale); + + state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width; + state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height; + state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width; + state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height; + + //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale)); + state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5); + + RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer); + } + + { //default filter/repeat + default_filter = p_default_filter; + default_repeat = p_default_repeat; + } + + //fill the list until rendering is possible. + bool material_screen_texture_found = false; + Item *ci = p_item_list; + Rect2 back_buffer_rect; + bool backbuffer_copy = false; + + Item *canvas_group_owner = nullptr; + + bool update_skeletons = false; + bool time_used = false; + + while (ci) { + if (ci->copy_back_buffer && canvas_group_owner == nullptr) { + backbuffer_copy = true; + + if (ci->copy_back_buffer->full) { + back_buffer_rect = Rect2(); + } else { + back_buffer_rect = ci->copy_back_buffer->rect; + } + } + + if (ci->material.is_valid()) { + MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D); + if (md && md->shader_data->valid) { + if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) { + if (!material_screen_texture_found) { + backbuffer_copy = true; + back_buffer_rect = Rect2(); + } + } + + if (md->shader_data->uses_sdf) { + r_sdf_used = true; + } + if (md->shader_data->uses_time) { + time_used = true; + } + if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) { + md->last_frame = RendererCompositorRD::singleton->get_frame_number(); + if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) { + // uniform set may be gone because a dependency was erased. In this case, it will happen + // if a texture is deleted, so just re-create it. + storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D); + } + } + } + } + + if (ci->skeleton.is_valid()) { + const Item::Command *c = ci->commands; + + while (c) { + if (c->type == Item::Command::TYPE_MESH) { + const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c); + if (cm->mesh_instance.is_valid()) { + storage->mesh_instance_check_for_update(cm->mesh_instance); + update_skeletons = true; + } + } + } + } + + if (ci->canvas_group_owner != nullptr) { + if (canvas_group_owner == nullptr) { + //Canvas group begins here, render until before this item + if (update_skeletons) { + storage->update_mesh_instances(); + update_skeletons = false; + } + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); + item_count = 0; + + Rect2i group_rect = ci->canvas_group_owner->global_rect_cache; + + if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) { + storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false); + } else { + storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0)); + } + + backbuffer_copy = false; + canvas_group_owner = ci->canvas_group_owner; //continue until owner found + } + + ci->canvas_group_owner = nullptr; //must be cleared + } + + if (ci == canvas_group_owner) { + if (update_skeletons) { + storage->update_mesh_instances(); + update_skeletons = false; + } + + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true); + item_count = 0; + + if (ci->canvas_group->blur_mipmaps) { + storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache); + } + + canvas_group_owner = nullptr; + } + + if (backbuffer_copy) { + //render anything pending, including clearing if no items + if (update_skeletons) { + storage->update_mesh_instances(); + update_skeletons = false; + } + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); + item_count = 0; + + storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true); + + backbuffer_copy = false; + material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies + } + + items[item_count++] = ci; + + if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) { + if (update_skeletons) { + storage->update_mesh_instances(); + update_skeletons = false; + } + + _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list); + //then reset + item_count = 0; + } + + ci = ci->next; + } + + if (time_used) { + RenderingServerDefault::redraw_request(); + } +} + +RID RendererCanvasRenderRD::light_create() { + CanvasLight canvas_light; + return canvas_light_owner.make_rid(canvas_light); +} + +void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) { + CanvasLight *cl = canvas_light_owner.getornull(p_rid); + ERR_FAIL_COND(!cl); + if (cl->texture == p_texture) { + return; + } + if (cl->texture.is_valid()) { + storage->texture_remove_from_decal_atlas(cl->texture); + } + cl->texture = p_texture; + + if (cl->texture.is_valid()) { + storage->texture_add_to_decal_atlas(cl->texture); + } +} + +void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) { + CanvasLight *cl = canvas_light_owner.getornull(p_rid); + ERR_FAIL_COND(!cl); + + cl->shadow.enabled = p_enable; +} + +void RendererCanvasRenderRD::_update_shadow_atlas() { + if (state.shadow_fb == RID()) { + //ah, we lack the shadow texture.. + RD::get_singleton()->free(state.shadow_texture); //erase placeholder + + Vector<RID> fb_textures; + + { //texture + RD::TextureFormat tf; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.width = state.shadow_texture_size; + tf.height = state.max_lights_per_render * 2; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + tf.format = RD::DATA_FORMAT_R32_SFLOAT; + + state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + fb_textures.push_back(state.shadow_texture); + } + { + RD::TextureFormat tf; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.width = state.shadow_texture_size; + tf.height = state.max_lights_per_render * 2; + tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + tf.format = RD::DATA_FORMAT_D32_SFLOAT; + //chunks to write + state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + fb_textures.push_back(state.shadow_depth_texture); + } + + state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures); + } +} +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) { + CanvasLight *cl = canvas_light_owner.getornull(p_rid); + ERR_FAIL_COND(!cl->shadow.enabled); + + _update_shadow_atlas(); + + cl->shadow.z_far = p_far; + cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2); + Vector<Color> cc; + cc.push_back(Color(p_far, p_far, p_far, 1.0)); + + for (int i = 0; i < 4; i++) { + //make sure it remains orthogonal, makes easy to read angle later + + //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); + + Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); + + CameraMatrix projection; + { + real_t fov = 90; + real_t nearp = p_near; + real_t farp = p_far; + real_t aspect = 1.0; + + real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5)); + real_t ymin = -ymax; + real_t xmin = ymin * aspect; + real_t xmax = ymax * aspect; + + projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); + } + + Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); + projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); + + ShadowRenderPushConstant push_constant; + for (int y = 0; y < 4; y++) { + for (int x = 0; x < 4; x++) { + push_constant.projection[y * 4 + x] = projection.matrix[y][x]; + } + } + static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; + push_constant.direction[0] = directions[i].x; + push_constant.direction[1] = directions[i].y; + push_constant.z_far = p_far; + push_constant.pad = 0; + + /*if (i == 0) + *p_xform_cache = projection;*/ + + LightOccluderInstance *instance = p_occluders; + + while (instance) { + OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder); + + if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) { + instance = instance->next; + continue; + } + + _update_transform_2d_to_mat2x4(p_light_xform * instance->xform_cache, push_constant.modelview); + + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]); + RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array); + RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + + instance = instance->next; + } + + RD::get_singleton()->draw_list_end(); + } +} + +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) { + CanvasLight *cl = canvas_light_owner.getornull(p_rid); + ERR_FAIL_COND(!cl->shadow.enabled); + + _update_shadow_atlas(); + + Vector2 light_dir = p_light_xform.elements[1].normalized(); + + Vector2 center = p_clip_rect.position + p_clip_rect.size * 0.5; + + float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center)); + + Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance); + float distance = to_edge_distance * 2.0 + p_cull_distance; + float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle + + cl->shadow.z_far = distance; + cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2); + + Transform2D to_light_xform; + + to_light_xform[2] = from_pos; + to_light_xform[1] = light_dir; + to_light_xform[0] = -light_dir.orthogonal(); + + to_light_xform.invert(); + + Vector<Color> cc; + cc.push_back(Color(1, 1, 1, 1)); + + Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); + + CameraMatrix projection; + projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance); + projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); + + ShadowRenderPushConstant push_constant; + for (int y = 0; y < 4; y++) { + for (int x = 0; x < 4; x++) { + push_constant.projection[y * 4 + x] = projection.matrix[y][x]; + } + } + + push_constant.direction[0] = 0.0; + push_constant.direction[1] = 1.0; + push_constant.z_far = distance; + push_constant.pad = 0; + + LightOccluderInstance *instance = p_occluders; + + while (instance) { + OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder); + + if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) { + instance = instance->next; + continue; + } + + _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview); + + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]); + RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array); + RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + + instance = instance->next; + } + + RD::get_singleton()->draw_list_end(); + + Transform2D to_shadow; + to_shadow.elements[0].x = 1.0 / -(half_size * 2.0); + to_shadow.elements[2].x = 0.5; + + cl->shadow.directional_xform = to_shadow * to_light_xform; +} + +void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) { + RID fb = storage->render_target_get_sdf_framebuffer(p_render_target); + Rect2i rect = storage->render_target_get_sdf_rect(p_render_target); + + Transform2D to_sdf; + to_sdf.elements[0] *= rect.size.width; + to_sdf.elements[1] *= rect.size.height; + to_sdf.elements[2] = rect.position; + + Transform2D to_clip; + to_clip.elements[0] *= 2.0; + to_clip.elements[1] *= 2.0; + to_clip.elements[2] = -Vector2(1.0, 1.0); + + to_clip = to_clip * to_sdf.affine_inverse(); + + Vector<Color> cc; + cc.push_back(Color(0, 0, 0, 0)); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc); + + CameraMatrix projection; + + ShadowRenderPushConstant push_constant; + for (int y = 0; y < 4; y++) { + for (int x = 0; x < 4; x++) { + push_constant.projection[y * 4 + x] = projection.matrix[y][x]; + } + } + + push_constant.direction[0] = 0.0; + push_constant.direction[1] = 0.0; + push_constant.z_far = 0; + push_constant.pad = 0; + + LightOccluderInstance *instance = p_occluders; + + while (instance) { + OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder); + + if (!co || co->sdf_index_array.is_null()) { + instance = instance->next; + continue; + } + + _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview); + + 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]); + RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array); + RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array); + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + + instance = instance->next; + } + + RD::get_singleton()->draw_list_end(); + + storage->render_target_sdf_process(p_render_target); //done rendering, process it +} + +RID RendererCanvasRenderRD::occluder_polygon_create() { + OccluderPolygon occluder; + occluder.line_point_count = 0; + occluder.sdf_point_count = 0; + occluder.sdf_index_count = 0; + occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + return occluder_polygon_owner.make_rid(occluder); +} + +void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) { + OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder); + ERR_FAIL_COND(!oc); + + Vector<Vector2> lines; + + if (p_points.size()) { + int lc = p_points.size() * 2; + + lines.resize(lc - (p_closed ? 0 : 2)); + { + Vector2 *w = lines.ptrw(); + const Vector2 *r = p_points.ptr(); + + int max = lc / 2; + if (!p_closed) { + max--; + } + for (int i = 0; i < max; i++) { + Vector2 a = r[i]; + Vector2 b = r[(i + 1) % (lc / 2)]; + w[i * 2 + 0] = a; + w[i * 2 + 1] = b; + } + } + } + + if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) { + RD::get_singleton()->free(oc->vertex_array); + RD::get_singleton()->free(oc->vertex_buffer); + RD::get_singleton()->free(oc->index_array); + RD::get_singleton()->free(oc->index_buffer); + + oc->vertex_array = RID(); + oc->vertex_buffer = RID(); + oc->index_array = RID(); + oc->index_buffer = RID(); + + oc->line_point_count = lines.size(); + } + + if (lines.size()) { + Vector<uint8_t> geometry; + Vector<uint8_t> indices; + int lc = lines.size(); + + geometry.resize(lc * 6 * sizeof(float)); + indices.resize(lc * 3 * sizeof(uint16_t)); + + { + uint8_t *vw = geometry.ptrw(); + float *vwptr = (float *)vw; + uint8_t *iw = indices.ptrw(); + uint16_t *iwptr = (uint16_t *)iw; + + const Vector2 *lr = lines.ptr(); + + const int POLY_HEIGHT = 16384; + + for (int i = 0; i < lc / 2; i++) { + vwptr[i * 12 + 0] = lr[i * 2 + 0].x; + vwptr[i * 12 + 1] = lr[i * 2 + 0].y; + vwptr[i * 12 + 2] = POLY_HEIGHT; + + vwptr[i * 12 + 3] = lr[i * 2 + 1].x; + vwptr[i * 12 + 4] = lr[i * 2 + 1].y; + vwptr[i * 12 + 5] = POLY_HEIGHT; + + vwptr[i * 12 + 6] = lr[i * 2 + 1].x; + vwptr[i * 12 + 7] = lr[i * 2 + 1].y; + vwptr[i * 12 + 8] = -POLY_HEIGHT; + + vwptr[i * 12 + 9] = lr[i * 2 + 0].x; + vwptr[i * 12 + 10] = lr[i * 2 + 0].y; + vwptr[i * 12 + 11] = -POLY_HEIGHT; + + iwptr[i * 6 + 0] = i * 4 + 0; + iwptr[i * 6 + 1] = i * 4 + 1; + iwptr[i * 6 + 2] = i * 4 + 2; + + iwptr[i * 6 + 3] = i * 4 + 2; + iwptr[i * 6 + 4] = i * 4 + 3; + iwptr[i * 6 + 5] = i * 4 + 0; + } + } + + //if same buffer len is being set, just use BufferSubData to avoid a pipeline flush + + if (oc->vertex_array.is_null()) { + //create from scratch + //vertices + oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry); + + Vector<RID> buffer; + buffer.push_back(oc->vertex_buffer); + oc->vertex_array = RD::get_singleton()->vertex_array_create(4 * lc / 2, shadow_render.vertex_format, buffer); + //indices + + oc->index_buffer = RD::get_singleton()->index_buffer_create(3 * lc, RD::INDEX_BUFFER_FORMAT_UINT16, indices); + oc->index_array = RD::get_singleton()->index_array_create(oc->index_buffer, 0, 3 * lc); + + } else { + //update existing + const uint8_t *vr = geometry.ptr(); + RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, geometry.size(), vr); + const uint8_t *ir = indices.ptr(); + RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir); + } + } + + // sdf + + Vector<int> sdf_indices; + + if (p_points.size()) { + if (p_closed) { + sdf_indices = Geometry2D::triangulate_polygon(p_points); + oc->sdf_is_lines = false; + } else { + int max = p_points.size(); + sdf_indices.resize(max * 2); + + int *iw = sdf_indices.ptrw(); + for (int i = 0; i < max; i++) { + iw[i * 2 + 0] = i; + iw[i * 2 + 1] = (i + 1) % max; + } + oc->sdf_is_lines = true; + } + } + + if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) { + RD::get_singleton()->free(oc->sdf_vertex_array); + RD::get_singleton()->free(oc->sdf_vertex_buffer); + RD::get_singleton()->free(oc->sdf_index_array); + RD::get_singleton()->free(oc->sdf_index_buffer); + + oc->sdf_vertex_array = RID(); + oc->sdf_vertex_buffer = RID(); + oc->sdf_index_array = RID(); + oc->sdf_index_buffer = RID(); + + oc->sdf_index_count = sdf_indices.size(); + oc->sdf_point_count = p_points.size(); + + oc->sdf_is_lines = false; + } + + if (sdf_indices.size()) { + if (oc->sdf_vertex_array.is_null()) { + //create from scratch + //vertices + oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array()); + oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array()); + oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size()); + + Vector<RID> buffer; + buffer.push_back(oc->sdf_vertex_buffer); + oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer); + //indices + + } else { + //update existing + RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr()); + RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr()); + } + } +} + +void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) { + OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder); + ERR_FAIL_COND(!oc); + oc->cull_mode = p_mode; +} + +void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { + //compile + + code = p_code; + valid = false; + ubo_size = 0; + uniforms.clear(); + uses_screen_texture = false; + uses_sdf = false; + uses_time = false; + + if (code == String()) { + return; //just invalid, but no error + } + + ShaderCompilerRD::GeneratedCode gen_code; + + int blend_mode = BLEND_MODE_MIX; + uses_screen_texture = false; + + ShaderCompilerRD::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + + actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); + actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); + actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB); + actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL); + actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA); + actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED); + + actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; + actions.usage_flag_pointers["texture_sdf"] = &uses_sdf; + actions.usage_flag_pointers["TIME"] = &uses_time; + + actions.uniforms = &uniforms; + + RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; + + Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code); + + ERR_FAIL_COND(err != OK); + + if (version.is_null()) { + version = canvas_singleton->shader.canvas_shader.version_create(); + } + +#if 0 + print_line("**compiling shader:"); + print_line("**defines:\n"); + for (int i = 0; i < gen_code.defines.size(); i++) { + print_line(gen_code.defines[i]); + } + print_line("\n**uniforms:\n" + gen_code.uniforms); + print_line("\n**vertex_globals:\n" + gen_code.vertex_global); + print_line("\n**vertex_code:\n" + gen_code.vertex); + print_line("\n**fragment_globals:\n" + gen_code.fragment_global); + print_line("\n**fragment_code:\n" + gen_code.fragment); + print_line("\n**light_code:\n" + gen_code.light); +#endif + canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version)); + + ubo_size = gen_code.uniform_total_size; + ubo_offsets = gen_code.uniform_offsets; + texture_uniforms = gen_code.texture_uniforms; + + //update them pipelines + + RD::PipelineColorBlendState::Attachment attachment; + + switch (blend_mode) { + case BLEND_MODE_DISABLED: { + // nothing to do here, disabled by default + + } break; + case BLEND_MODE_MIX: { + attachment.enable_blend = true; + attachment.color_blend_op = RD::BLEND_OP_ADD; + attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + attachment.alpha_blend_op = RD::BLEND_OP_ADD; + attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + } break; + case BLEND_MODE_ADD: { + attachment.enable_blend = true; + attachment.alpha_blend_op = RD::BLEND_OP_ADD; + attachment.color_blend_op = RD::BLEND_OP_ADD; + attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; + attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + + } break; + case BLEND_MODE_SUB: { + attachment.enable_blend = true; + attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT; + attachment.color_blend_op = RD::BLEND_OP_SUBTRACT; + attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; + attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + + } break; + case BLEND_MODE_MUL: { + attachment.enable_blend = true; + attachment.alpha_blend_op = RD::BLEND_OP_ADD; + attachment.color_blend_op = RD::BLEND_OP_ADD; + attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR; + attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO; + attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA; + attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; + + } break; + case BLEND_MODE_PMALPHA: { + attachment.enable_blend = true; + attachment.alpha_blend_op = RD::BLEND_OP_ADD; + attachment.color_blend_op = RD::BLEND_OP_ADD; + attachment.src_color_blend_factor = RD::BLEND_FACTOR_ONE; + attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + } break; + } + + RD::PipelineColorBlendState blend_state; + blend_state.attachments.push_back(attachment); + + //update pipelines + + for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) { + for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) { + RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = { + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_LINES, + RD::RENDER_PRIMITIVE_POINTS, + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, + RD::RENDER_PRIMITIVE_LINES, + RD::RENDER_PRIMITIVE_LINESTRIPS, + RD::RENDER_PRIMITIVE_POINTS, + }; + + ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = { + { //non lit + SHADER_VARIANT_QUAD, + SHADER_VARIANT_NINEPATCH, + SHADER_VARIANT_PRIMITIVE, + SHADER_VARIANT_PRIMITIVE, + SHADER_VARIANT_PRIMITIVE_POINTS, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES_POINTS }, + { //lit + SHADER_VARIANT_QUAD_LIGHT, + SHADER_VARIANT_NINEPATCH_LIGHT, + SHADER_VARIANT_PRIMITIVE_LIGHT, + SHADER_VARIANT_PRIMITIVE_LIGHT, + SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT }, + }; + + RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]); + pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } + } + + valid = true; +} + +void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { + if (!p_texture.is_valid()) { + default_texture_params.erase(p_name); + } else { + default_texture_params[p_name] = p_texture; + } +} + +void RendererCanvasRenderRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { + Map<int, StringName> order; + + for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { + if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { + continue; + } + if (E->get().texture_order >= 0) { + order[E->get().texture_order + 100000] = E->key(); + } else { + order[E->get().order] = E->key(); + } + } + + for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) { + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]); + pi.name = E->get(); + p_param_list->push_back(pi); + } +} + +void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const { + for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { + if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + RendererStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E->get()); + p.info.name = E->key(); //supply name + p.index = E->get().instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint); + p_param_list->push_back(p); + } +} + +bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool RendererCanvasRenderRD::ShaderData::is_animated() const { + return false; +} + +bool RendererCanvasRenderRD::ShaderData::casts_shadows() const { + return false; +} + +Variant RendererCanvasRenderRD::ShaderData::get_default_parameter(const StringName &p_parameter) const { + if (uniforms.has(p_parameter)) { + ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; + Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; + return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); + } + return Variant(); +} + +RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const { + RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; + return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version); +} + +RendererCanvasRenderRD::ShaderData::ShaderData() { + valid = false; + uses_screen_texture = false; + uses_sdf = false; +} + +RendererCanvasRenderRD::ShaderData::~ShaderData() { + RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; + ERR_FAIL_COND(!canvas_singleton); + //pipeline variants will clear themselves if shader is gone + if (version.is_valid()) { + canvas_singleton->shader.canvas_shader.version_free(version); + } +} + +RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() { + ShaderData *shader_data = memnew(ShaderData); + return shader_data; +} + +void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton; + + if ((uint32_t)ubo_data.size() != shader_data->ubo_size) { + p_uniform_dirty = true; + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + uniform_buffer = RID(); + } + + ubo_data.resize(shader_data->ubo_size); + if (ubo_data.size()) { + uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size()); + memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear + } + + //clear previous uniform set + if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + RD::get_singleton()->free(uniform_set); + uniform_set = RID(); + } + } + + //check whether buffer changed + if (p_uniform_dirty && ubo_data.size()) { + update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false); + RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw()); + } + + uint32_t tex_uniform_count = shader_data->texture_uniforms.size(); + + if ((uint32_t)texture_cache.size() != tex_uniform_count) { + texture_cache.resize(tex_uniform_count); + p_textures_dirty = true; + + //clear previous uniform set + if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + RD::get_singleton()->free(uniform_set); + uniform_set = RID(); + } + } + + if (p_textures_dirty && tex_uniform_count) { + update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false); + } + + if (shader_data->ubo_size == 0) { + // This material does not require an uniform set, so don't create it. + return; + } + + if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + //no reason to update uniform set, only UBO (or nothing) was needed to update + return; + } + + Vector<RD::Uniform> uniforms; + + { + if (shader_data->ubo_size) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 0; + u.ids.push_back(uniform_buffer); + uniforms.push_back(u); + } + + const RID *textures = texture_cache.ptrw(); + for (uint32_t i = 0; i < tex_uniform_count; i++) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1 + i; + u.ids.push_back(textures[i]); + uniforms.push_back(u); + } + } + + uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET); +} + +RendererCanvasRenderRD::MaterialData::~MaterialData() { + if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + RD::get_singleton()->free(uniform_set); + } + + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + } +} + +RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) { + MaterialData *material_data = memnew(MaterialData); + material_data->shader_data = p_shader; + material_data->last_frame = false; + //update will happen later anyway so do nothing. + return material_data; +} + +void RendererCanvasRenderRD::set_time(double p_time) { + state.time = p_time; +} + +void RendererCanvasRenderRD::update() { +} + +RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { + storage = p_storage; + + { //create default samplers + + default_samplers.default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; + default_samplers.default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; + } + + { //shader variants + + String global_defines; + + uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE); + if (uniform_max_size < 65536) { + //Yes, you guessed right, ARM again + state.max_lights_per_render = 64; + global_defines += "#define MAX_LIGHTS 64\n"; + } else { + state.max_lights_per_render = DEFAULT_MAX_LIGHTS_PER_RENDER; + global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n"; + } + + state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render); + Vector<String> variants; + //non light variants + variants.push_back(""); //none by default is first variant + variants.push_back("#define USE_NINEPATCH\n"); //ninepatch is the second variant + variants.push_back("#define USE_PRIMITIVE\n"); //primitive is the third + variants.push_back("#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size + variants.push_back("#define USE_ATTRIBUTES\n"); // attributes for vertex arrays + variants.push_back("#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size + //light variants + variants.push_back("#define USE_LIGHTING\n"); //none by default is first variant + variants.push_back("#define USE_LIGHTING\n#define USE_NINEPATCH\n"); //ninepatch is the second variant + variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n"); //primitive is the third + variants.push_back("#define USE_LIGHTING\n#define USE_PRIMITIVE\n#define USE_POINT_SIZE\n"); //points need point size + variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n"); // attributes for vertex arrays + variants.push_back("#define USE_LIGHTING\n#define USE_ATTRIBUTES\n#define USE_POINT_SIZE\n"); //attributes with point size + + shader.canvas_shader.initialize(variants, global_defines); + + shader.default_version = shader.canvas_shader.version_create(); + shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD); + + RD::PipelineColorBlendState blend_state; + RD::PipelineColorBlendState::Attachment blend_attachment; + + blend_attachment.enable_blend = true; + blend_attachment.color_blend_op = RD::BLEND_OP_ADD; + blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; + blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + blend_state.attachments.push_back(blend_attachment); + + for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) { + for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) { + RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = { + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_LINES, + RD::RENDER_PRIMITIVE_POINTS, + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, + RD::RENDER_PRIMITIVE_LINES, + RD::RENDER_PRIMITIVE_LINESTRIPS, + RD::RENDER_PRIMITIVE_POINTS, + }; + + ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = { + { //non lit + SHADER_VARIANT_QUAD, + SHADER_VARIANT_NINEPATCH, + SHADER_VARIANT_PRIMITIVE, + SHADER_VARIANT_PRIMITIVE, + SHADER_VARIANT_PRIMITIVE_POINTS, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES, + SHADER_VARIANT_ATTRIBUTES_POINTS }, + { //lit + SHADER_VARIANT_QUAD_LIGHT, + SHADER_VARIANT_NINEPATCH_LIGHT, + SHADER_VARIANT_PRIMITIVE_LIGHT, + SHADER_VARIANT_PRIMITIVE_LIGHT, + SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_LIGHT, + SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT }, + }; + + RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]); + shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); + } + } + } + + { + //shader compiler + ShaderCompilerRD::DefaultIdentifierActions actions; + + actions.renames["VERTEX"] = "vertex"; + actions.renames["LIGHT_VERTEX"] = "light_vertex"; + actions.renames["SHADOW_VERTEX"] = "shadow_vertex"; + actions.renames["UV"] = "uv"; + actions.renames["POINT_SIZE"] = "gl_PointSize"; + + actions.renames["WORLD_MATRIX"] = "world_matrix"; + actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform"; + actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform"; + actions.renames["TIME"] = "canvas_data.time"; + actions.renames["PI"] = _MKSTR(Math_PI); + actions.renames["TAU"] = _MKSTR(Math_TAU); + actions.renames["E"] = _MKSTR(Math_E); + actions.renames["AT_LIGHT_PASS"] = "false"; + actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; + + actions.renames["COLOR"] = "color"; + actions.renames["NORMAL"] = "normal"; + actions.renames["NORMAL_MAP"] = "normal_map"; + actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; + actions.renames["TEXTURE"] = "color_texture"; + actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size"; + actions.renames["NORMAL_TEXTURE"] = "normal_texture"; + actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture"; + actions.renames["SPECULAR_SHININESS"] = "specular_shininess"; + actions.renames["SCREEN_UV"] = "screen_uv"; + actions.renames["SCREEN_TEXTURE"] = "screen_texture"; + actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size"; + actions.renames["FRAGCOORD"] = "gl_FragCoord"; + actions.renames["POINT_COORD"] = "gl_PointCoord"; + + actions.renames["LIGHT_POSITION"] = "light_position"; + actions.renames["LIGHT_COLOR"] = "light_color"; + actions.renames["LIGHT_ENERGY"] = "light_energy"; + actions.renames["LIGHT"] = "light"; + actions.renames["SHADOW_MODULATE"] = "shadow_modulate"; + + actions.renames["texture_sdf"] = "texture_sdf"; + actions.renames["texture_sdf_normal"] = "texture_sdf_normal"; + actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv"; + actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf"; + + actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; + actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; + actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; + actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; + actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n"; + + actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; + actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n"; + + actions.custom_samplers["TEXTURE"] = "texture_sampler"; + actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler"; + actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler"; + actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = MATERIAL_UNIFORM_SET; + actions.base_uniform_string = "material."; + actions.default_filter = ShaderLanguage::FILTER_LINEAR; + actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; + actions.base_varying_index = 4; + + actions.global_buffer_array_variable = "global_variables.data"; + + shader.compiler.initialize(actions); + } + + { //shadow rendering + Vector<String> versions; + versions.push_back("\n#define MODE_SHADOW\n"); //shadow + versions.push_back("\n#define MODE_SDF\n"); //sdf + shadow_render.shader.initialize(versions); + + { + Vector<RD::AttachmentFormat> attachments; + + RD::AttachmentFormat af_color; + af_color.format = RD::DATA_FORMAT_R32_SFLOAT; + af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + + attachments.push_back(af_color); + + RD::AttachmentFormat af_depth; + af_depth.format = RD::DATA_FORMAT_D32_SFLOAT; + af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + + attachments.push_back(af_depth); + + shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments); + } + + { + Vector<RD::AttachmentFormat> attachments; + + RD::AttachmentFormat af_color; + af_color.format = RD::DATA_FORMAT_R8_UNORM; + af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + + attachments.push_back(af_color); + + shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments); + } + + //pipelines + Vector<RD::VertexAttribute> vf; + RD::VertexAttribute vd; + vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT; + vd.location = 0; + vd.offset = 0; + vd.stride = sizeof(real_t) * 3; + vf.push_back(vd); + shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf); + + vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT; + vd.stride = sizeof(real_t) * 2; + + vf.write[0] = vd; + shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf); + + shadow_render.shader_version = shadow_render.shader.version_create(); + + for (int i = 0; i < 3; i++) { + RD::PipelineRasterizationState rs; + rs.cull_mode = i == 0 ? RD::POLYGON_CULL_DISABLED : (i == 1 ? RD::POLYGON_CULL_FRONT : RD::POLYGON_CULL_BACK); + RD::PipelineDepthStencilState ds; + ds.enable_depth_write = true; + ds.enable_depth_test = true; + ds.depth_compare_operator = RD::COMPARE_OP_LESS; + shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SHADOW), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0); + } + + for (int i = 0; i < 2; i++) { + 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); + } + } + + { //bindings + + state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer)); + state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render); + + RD::SamplerState shadow_sampler_state; + shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around + shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER; + shadow_sampler_state.enable_compare = true; + state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state); + } + + { + //polygon buffers + polygon_buffers.last_id = 1; + } + + { // default index buffer + + Vector<uint8_t> pv; + pv.resize(6 * 4); + { + uint8_t *w = pv.ptrw(); + int *p32 = (int *)w; + p32[0] = 0; + p32[1] = 1; + p32[2] = 2; + p32[3] = 0; + p32[4] = 2; + p32[5] = 3; + } + shader.quad_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv); + shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6); + } + + { //primitive + primitive_arrays.index_array[0] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 1); + primitive_arrays.index_array[1] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 2); + primitive_arrays.index_array[2] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 3); + primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6); + } + + { //default skeleton buffer + + shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform)); + SkeletonUniform su; + _update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse); + _update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform); + RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su); + + shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT); + } + { + //default shadow texture to keep uniform set happy + RD::TextureFormat tf; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.width = 4; + tf.height = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; + tf.format = RD::DATA_FORMAT_R32_SFLOAT; + + state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + + { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(storage->get_default_rd_storage_buffer()); + uniforms.push_back(u); + } + + state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); + } + + default_canvas_texture = storage->canvas_texture_allocate(); + storage->canvas_texture_initialize(default_canvas_texture); + + state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size"); + + //create functions for shader and material + storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs); + storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs); + + state.time = 0; + + { + default_canvas_group_shader = storage->shader_allocate(); + storage->shader_initialize(default_canvas_group_shader); + + storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n"); + + default_canvas_group_material = storage->material_allocate(); + storage->material_initialize(default_canvas_group_material); + + storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader); + } + + static_assert(sizeof(PushConstant) == 128); +} + +bool RendererCanvasRenderRD::free(RID p_rid) { + if (canvas_light_owner.owns(p_rid)) { + CanvasLight *cl = canvas_light_owner.getornull(p_rid); + ERR_FAIL_COND_V(!cl, false); + light_set_use_shadow(p_rid, false); + canvas_light_owner.free(p_rid); + } else if (occluder_polygon_owner.owns(p_rid)) { + occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false); + occluder_polygon_owner.free(p_rid); + } else { + return false; + } + + return true; +} + +void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) { + p_size = nearest_power_of_2_templated(p_size); + if (p_size == state.shadow_texture_size) { + return; + } + state.shadow_texture_size = p_size; + if (state.shadow_fb.is_valid()) { + RD::get_singleton()->free(state.shadow_texture); + RD::get_singleton()->free(state.shadow_depth_texture); + state.shadow_fb = RID(); + + { + //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created) + RD::TextureFormat tf; + tf.texture_type = RD::TEXTURE_TYPE_2D; + tf.width = 4; + tf.height = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; + tf.format = RD::DATA_FORMAT_R32_SFLOAT; + + state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + } +} + +RendererCanvasRenderRD::~RendererCanvasRenderRD() { + //canvas state + + storage->free(default_canvas_group_material); + storage->free(default_canvas_group_shader); + + { + if (state.canvas_state_buffer.is_valid()) { + RD::get_singleton()->free(state.canvas_state_buffer); + } + + memdelete_arr(state.light_uniforms); + RD::get_singleton()->free(state.lights_uniform_buffer); + RD::get_singleton()->free(shader.default_skeleton_uniform_buffer); + RD::get_singleton()->free(shader.default_skeleton_texture_buffer); + } + + //shadow rendering + { + shadow_render.shader.version_free(shadow_render.shader_version); + //this will also automatically clear all pipelines + RD::get_singleton()->free(state.shadow_sampler); + } + //bindings + + //shaders + + shader.canvas_shader.version_free(shader.default_version); + + //buffers + { + RD::get_singleton()->free(shader.quad_index_array); + RD::get_singleton()->free(shader.quad_index_buffer); + //primitives are erase by dependency + } + + if (state.shadow_fb.is_valid()) { + RD::get_singleton()->free(state.shadow_depth_texture); + } + RD::get_singleton()->free(state.shadow_texture); + + storage->free(default_canvas_texture); + //pipelines don't need freeing, they are all gone after shaders are gone +} |