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 | 544 |
1 files changed, 208 insertions, 336 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 7d6e2fa8e4..053bda59a7 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -31,8 +31,10 @@ #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]; @@ -74,7 +76,7 @@ void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p p_mat2x3[5] = p_transform.elements[2][1]; } -void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform &p_transform, float *p_mat4) { +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]; @@ -304,7 +306,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve index_buffer.resize(p_indices.size() * sizeof(int32_t)); { uint8_t *w = index_buffer.ptrw(); - copymem(w, p_indices.ptr(), sizeof(int32_t) * p_indices.size()); + 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()); @@ -390,7 +392,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI r_last_texture = p_texture; } -void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, 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) { +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; @@ -406,6 +408,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item 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; @@ -462,8 +465,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item 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) { @@ -610,7 +620,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item 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 + // Restore if overridden. push_constant.color_texture_pixel_size[0] = texpixel_size.x; push_constant.color_texture_pixel_size[1] = texpixel_size.y; @@ -705,288 +715,160 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item case Item::Command::TYPE_MESH: case Item::Command::TYPE_MULTIMESH: case Item::Command::TYPE_PARTICLES: { - ERR_PRINT("FIXME: Mesh, MultiMesh and Particles render commands are unimplemented currently, they need to be ported to the 4.0 rendering architecture."); -#ifndef _MSC_VER -#warning Item::Command types for Mesh, MultiMesh and Particles need to be implemented. -#endif - // See #if 0'ed code below to port from GLES3. - } break; - -#if 0 - case Item::Command::TYPE_MESH: { - Item::CommandMesh *mesh = static_cast<Item::CommandMesh *>(c); - _set_texture_rect_mode(false); - - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mesh->texture, mesh->normal_map); - - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); + 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]; } - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * mesh->transform); - - RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(mesh->mesh); - if (mesh_data) { - for (int j = 0; j < mesh_data->surfaces.size(); j++) { - RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j]; - // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing - glBindVertexArray(s->array_id); - - glVertexAttrib4f(RS::ARRAY_COLOR, mesh->modulate.r, mesh->modulate.g, mesh->modulate.b, mesh->modulate.a); - - if (s->index_array_len) { - glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0); - } else { - glDrawArrays(gl_primitive[s->primitive], 0, s->array_len); - } - - glBindVertexArray(0); + 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; } - } - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform); - - } break; - case Item::Command::TYPE_MULTIMESH: { - Item::CommandMultiMesh *mmesh = static_cast<Item::CommandMultiMesh *>(c); - RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(mmesh->multimesh); + instance_count = storage->multimesh_get_instances_to_draw(multimesh); - if (!multi_mesh) - break; - - RasterizerStorageGLES3::Mesh *mesh_data = storage->mesh_owner.getornull(multi_mesh->mesh); - - if (!mesh_data) - break; + 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); - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map); + if (storage->particles_is_inactive(pt->particles)) { + break; + } - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); - //reset shader and force rebind - state.using_texture_rect = true; - _set_texture_rect_mode(false); + RenderingServerDefault::redraw_request(); // active particles means redraw request - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - } - - int amount = MIN(multi_mesh->size, multi_mesh->visible_instances); + 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); - if (amount == -1) { - amount = multi_mesh->size; - } + 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); - for (int j = 0; j < mesh_data->surfaces.size(); j++) { - RasterizerStorageGLES3::Surface *s = mesh_data->surfaces[j]; - // materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing - glBindVertexArray(s->instancing_array_id); + push_constant.flags |= divisor; + instance_count /= divisor; - glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer + push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS; + push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA; - int stride = (multi_mesh->xform_floats + multi_mesh->color_floats + multi_mesh->custom_data_floats) * 4; - glEnableVertexAttribArray(8); - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(0)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(4 * 4)); - glVertexAttribDivisor(9, 1); + mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored + texture = pt->texture; - int color_ofs; + 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; + } - if (multi_mesh->transform_format == RS::MULTIMESH_TRANSFORM_3D) { - glEnableVertexAttribArray(10); - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(8 * 4)); - glVertexAttribDivisor(10, 1); - color_ofs = 12 * 4; - } else { - glDisableVertexAttribArray(10); - glVertexAttrib4f(10, 0, 0, 1, 0); - color_ofs = 8 * 4; - } + RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target); - int custom_data_ofs = color_ofs; - - switch (multi_mesh->color_format) { - case RS::MULTIMESH_COLOR_NONE: { - glDisableVertexAttribArray(11); - glVertexAttrib4f(11, 1, 1, 1, 1); - } break; - case RS::MULTIMESH_COLOR_8BIT: { - glEnableVertexAttribArray(11); - glVertexAttribPointer(11, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); - glVertexAttribDivisor(11, 1); - custom_data_ofs += 4; - - } break; - case RS::MULTIMESH_COLOR_FLOAT: { - glEnableVertexAttribArray(11); - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(color_ofs)); - glVertexAttribDivisor(11, 1); - custom_data_ofs += 4 * 4; - } break; - } + Rect2 to_screen; + { + Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target); - switch (multi_mesh->custom_data_format) { - case RS::MULTIMESH_CUSTOM_DATA_NONE: { - glDisableVertexAttribArray(12); - glVertexAttrib4f(12, 1, 1, 1, 1); - } break; - case RS::MULTIMESH_CUSTOM_DATA_8BIT: { - glEnableVertexAttribArray(12); - glVertexAttribPointer(12, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); - glVertexAttribDivisor(12, 1); - - } break; - case RS::MULTIMESH_CUSTOM_DATA_FLOAT: { - glEnableVertexAttribArray(12); - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(custom_data_ofs)); - glVertexAttribDivisor(12, 1); - } break; - } + 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; + } - if (s->index_array_len) { - glDrawElementsInstanced(gl_primitive[s->primitive], s->index_array_len, (s->array_len >= (1 << 16)) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT, 0, amount); + storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture); } else { - glDrawArraysInstanced(gl_primitive[s->primitive], 0, s->array_len, amount); + storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID()); } - - glBindVertexArray(0); } - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); - state.using_texture_rect = true; - _set_texture_rect_mode(false); - - } break; - case Item::Command::TYPE_PARTICLES: { - Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c); - - RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles); - if (!particles) - break; - - if (particles->inactive && !particles->emitting) + if (mesh.is_null()) { break; + } - glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white + _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size); - RenderingServerDefault::redraw_request(); + 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 }; - storage->particles_request_process(particles_cmd->particles); - //enable instancing + 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; - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, true); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, true); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, true); - //reset shader and force rebind - state.using_texture_rect = true; - _set_texture_rect_mode(false); + 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; + } - RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map); + for (uint32_t j = 0; j < surf_count; j++) { + void *surface = storage->mesh_get_surface(mesh, j); - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size); - } else { - state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, Vector2(1.0, 1.0)); - } + RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface); + ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX); - if (!particles->use_local_coords) { - Transform2D inv_xf; - inv_xf.set_axis(0, Vector2(particles->emission_transform.basis.get_axis(0).x, particles->emission_transform.basis.get_axis(0).y)); - inv_xf.set_axis(1, Vector2(particles->emission_transform.basis.get_axis(1).x, particles->emission_transform.basis.get_axis(1).y)); - inv_xf.set_origin(Vector2(particles->emission_transform.get_origin().x, particles->emission_transform.get_origin().y)); - inv_xf.affine_invert(); + uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask(); - state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf); - } + RID vertex_array; + RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID; - glBindVertexArray(data.particle_quad_array); //use particle quad array - glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[0]); //bind particle buffer - - int stride = sizeof(float) * 4 * 6; - - int amount = particles->amount; - - if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_LIFETIME) { - glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); - - glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount); - } else { - //split - int split = int(Math::ceil(particles->phase * particles->amount)); - - if (amount - split > 0) { - glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + 0)); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * split + sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); - - glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount - split); + 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); } - if (split > 0) { - glEnableVertexAttribArray(8); //xform x - glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 3)); - glVertexAttribDivisor(8, 1); - glEnableVertexAttribArray(9); //xform y - glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 4)); - glVertexAttribDivisor(9, 1); - glEnableVertexAttribArray(10); //xform z - glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5)); - glVertexAttribDivisor(10, 1); - glEnableVertexAttribArray(11); //color - glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr); - glVertexAttribDivisor(11, 1); - glEnableVertexAttribArray(12); //custom - glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2)); - glVertexAttribDivisor(12, 1); - - glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, split); + 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); } - } - glBindVertexArray(0); + 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)); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCE_CUSTOM, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_PARTICLES, false); - state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_INSTANCING, false); - state.using_texture_rect = true; - _set_texture_rect_mode(false); + 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; -#endif 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; @@ -1005,6 +887,14 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, const Item } } 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; @@ -1199,7 +1089,8 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co 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()) { + // Update uniform set. + if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET); } } else { @@ -1210,7 +1101,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co } } - _render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, 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; } @@ -1376,7 +1267,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p Size2i ssize = storage->render_target_get_size(p_to_render_target); - Transform screen_transform; + 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); @@ -1437,6 +1328,9 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p 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; @@ -1461,6 +1355,9 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p 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)) { @@ -1472,9 +1369,27 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p } } + 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; @@ -1494,6 +1409,11 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p } 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; @@ -1506,6 +1426,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p 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; @@ -1518,6 +1442,11 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p 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; @@ -1525,6 +1454,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p ci = ci->next; } + + if (time_used) { + RenderingServerDefault::redraw_request(); + } } RID RendererCanvasRenderRD::light_create() { @@ -1623,7 +1556,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, } Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); - projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); + projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { @@ -1701,7 +1634,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh CameraMatrix projection; projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance); - projection = projection * CameraMatrix(Transform().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse()); + 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++) { @@ -2001,6 +1934,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { uniforms.clear(); uses_screen_texture = false; uses_sdf = false; + uses_time = false; if (code == String()) { return; //just invalid, but no error @@ -2012,6 +1946,9 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { 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); @@ -2022,6 +1959,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { 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; @@ -2048,7 +1986,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { 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.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines); + 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; @@ -2264,94 +2202,14 @@ RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() { return shader_data; } -void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { +bool 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); + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, 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); - } + free_parameters_uniform_set(uniform_set); } RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) { @@ -2488,6 +2346,9 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { 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"; @@ -2710,8 +2571,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { 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"); + storage->shader_set_code(default_canvas_group_shader, R"( +shader_type canvas_item; + +void fragment() { + vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + if (c.a > 0.0001) { + c.rgb /= c.a; + } + + COLOR *= c; +} +)"); default_canvas_group_material = storage->material_allocate(); storage->material_initialize(default_canvas_group_material); |