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authorreduz <reduzio@gmail.com>2020-12-04 15:26:24 -0300
committerreduz <reduzio@gmail.com>2020-12-04 18:39:46 -0300
commit2787ad65be12a8ac84b7cc8536749686e9fe80dc (patch)
tree2f2cfbc02bddd77ba217797a5206767881184913 /servers/rendering/renderer_canvas_render.h
parent3dc8aaaccc642cddbd8d5c1841fef079db5c7edf (diff)
RenderingServer reorganization
Diffstat (limited to 'servers/rendering/renderer_canvas_render.h')
-rw-r--r--servers/rendering/renderer_canvas_render.h604
1 files changed, 604 insertions, 0 deletions
diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h
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+++ b/servers/rendering/renderer_canvas_render.h
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+/*************************************************************************/
+/* renderer_canvas_render.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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. */
+/*************************************************************************/
+
+#ifndef RENDERINGSERVERCANVASRENDER_H
+#define RENDERINGSERVERCANVASRENDER_H
+
+#include "servers/rendering/renderer_storage.h"
+
+class RendererCanvasRender {
+public:
+ static RendererCanvasRender *singleton;
+
+ enum CanvasRectFlags {
+ CANVAS_RECT_REGION = 1,
+ CANVAS_RECT_TILE = 2,
+ CANVAS_RECT_FLIP_H = 4,
+ CANVAS_RECT_FLIP_V = 8,
+ CANVAS_RECT_TRANSPOSE = 16,
+ CANVAS_RECT_CLIP_UV = 32,
+ CANVAS_RECT_IS_GROUP = 64,
+ };
+
+ struct Light {
+ bool enabled;
+ Color color;
+ Transform2D xform;
+ float height;
+ float energy;
+ float scale;
+ int z_min;
+ int z_max;
+ int layer_min;
+ int layer_max;
+ int item_mask;
+ int item_shadow_mask;
+ float directional_distance;
+ RS::CanvasLightMode mode;
+ RS::CanvasLightBlendMode blend_mode;
+ RID texture;
+ Vector2 texture_offset;
+ RID canvas;
+ bool use_shadow;
+ int shadow_buffer_size;
+ RS::CanvasLightShadowFilter shadow_filter;
+ Color shadow_color;
+ float shadow_smooth;
+
+ //void *texture_cache; // implementation dependent
+ Rect2 rect_cache;
+ Transform2D xform_cache;
+ float radius_cache; //used for shadow far plane
+ //CameraMatrix shadow_matrix_cache;
+
+ Transform2D light_shader_xform;
+ //Vector2 light_shader_pos;
+
+ Light *shadows_next_ptr;
+ Light *filter_next_ptr;
+ Light *next_ptr;
+ Light *directional_next_ptr;
+
+ RID light_internal;
+ uint64_t version;
+
+ int32_t render_index_cache;
+
+ Light() {
+ version = 0;
+ enabled = true;
+ color = Color(1, 1, 1);
+ shadow_color = Color(0, 0, 0, 0);
+ height = 0;
+ z_min = -1024;
+ z_max = 1024;
+ layer_min = 0;
+ layer_max = 0;
+ item_mask = 1;
+ scale = 1.0;
+ energy = 1.0;
+ item_shadow_mask = 1;
+ mode = RS::CANVAS_LIGHT_MODE_POINT;
+ blend_mode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
+ // texture_cache = nullptr;
+ next_ptr = nullptr;
+ directional_next_ptr = nullptr;
+ filter_next_ptr = nullptr;
+ use_shadow = false;
+ shadow_buffer_size = 2048;
+ shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE;
+ shadow_smooth = 0.0;
+ render_index_cache = -1;
+ directional_distance = 10000.0;
+ }
+ };
+
+ //easier wrap to avoid mistakes
+
+ struct Item;
+
+ typedef uint64_t PolygonID;
+ virtual PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) = 0;
+ virtual void free_polygon(PolygonID p_polygon) = 0;
+
+ //also easier to wrap to avoid mistakes
+ struct Polygon {
+ PolygonID polygon_id;
+ Rect2 rect_cache;
+
+ _FORCE_INLINE_ void create(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) {
+ ERR_FAIL_COND(polygon_id != 0);
+ {
+ uint32_t pc = p_points.size();
+ const Vector2 *v2 = p_points.ptr();
+ rect_cache.position = *v2;
+ for (uint32_t i = 1; i < pc; i++) {
+ rect_cache.expand_to(v2[i]);
+ }
+ }
+ polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights);
+ }
+
+ _FORCE_INLINE_ Polygon() { polygon_id = 0; }
+ _FORCE_INLINE_ ~Polygon() {
+ if (polygon_id) {
+ singleton->free_polygon(polygon_id);
+ }
+ }
+ };
+
+ //item
+
+ struct Item {
+ //commands are allocated in blocks of 4k to improve performance
+ //and cache coherence.
+ //blocks always grow but never shrink.
+
+ struct CommandBlock {
+ enum {
+ MAX_SIZE = 4096
+ };
+ uint32_t usage;
+ uint8_t *memory;
+ };
+
+ struct Command {
+ enum Type {
+ TYPE_RECT,
+ TYPE_NINEPATCH,
+ TYPE_POLYGON,
+ TYPE_PRIMITIVE,
+ TYPE_MESH,
+ TYPE_MULTIMESH,
+ TYPE_PARTICLES,
+ TYPE_TRANSFORM,
+ TYPE_CLIP_IGNORE,
+ };
+
+ Command *next;
+ Type type;
+ virtual ~Command() {}
+ };
+
+ struct CommandRect : public Command {
+ Rect2 rect;
+ Color modulate;
+ Rect2 source;
+ uint8_t flags;
+
+ RID texture;
+
+ CommandRect() {
+ flags = 0;
+ type = TYPE_RECT;
+ }
+ };
+
+ struct CommandNinePatch : public Command {
+ Rect2 rect;
+ Rect2 source;
+ float margin[4];
+ bool draw_center;
+ Color color;
+ RS::NinePatchAxisMode axis_x;
+ RS::NinePatchAxisMode axis_y;
+
+ RID texture;
+
+ CommandNinePatch() {
+ draw_center = true;
+ type = TYPE_NINEPATCH;
+ }
+ };
+
+ struct CommandPolygon : public Command {
+ RS::PrimitiveType primitive;
+ Polygon polygon;
+
+ RID texture;
+
+ CommandPolygon() {
+ type = TYPE_POLYGON;
+ }
+ };
+
+ struct CommandPrimitive : public Command {
+ uint32_t point_count;
+ Vector2 points[4];
+ Vector2 uvs[4];
+ Color colors[4];
+
+ RID texture;
+
+ CommandPrimitive() {
+ type = TYPE_PRIMITIVE;
+ }
+ };
+
+ struct CommandMesh : public Command {
+ RID mesh;
+ Transform2D transform;
+ Color modulate;
+
+ RID texture;
+
+ CommandMesh() { type = TYPE_MESH; }
+ };
+
+ struct CommandMultiMesh : public Command {
+ RID multimesh;
+
+ RID texture;
+
+ CommandMultiMesh() { type = TYPE_MULTIMESH; }
+ };
+
+ struct CommandParticles : public Command {
+ RID particles;
+
+ RID texture;
+
+ CommandParticles() { type = TYPE_PARTICLES; }
+ };
+
+ struct CommandTransform : public Command {
+ Transform2D xform;
+ CommandTransform() { type = TYPE_TRANSFORM; }
+ };
+
+ struct CommandClipIgnore : public Command {
+ bool ignore;
+ CommandClipIgnore() {
+ type = TYPE_CLIP_IGNORE;
+ ignore = false;
+ }
+ };
+
+ struct ViewportRender {
+ RenderingServer *owner;
+ void *udata;
+ Rect2 rect;
+ };
+
+ Transform2D xform;
+ bool clip;
+ bool visible;
+ bool behind;
+ bool update_when_visible;
+
+ struct CanvasGroup {
+ RS::CanvasGroupMode mode;
+ bool fit_empty;
+ float fit_margin;
+ bool blur_mipmaps;
+ float clear_margin;
+ };
+
+ CanvasGroup *canvas_group = nullptr;
+ int light_mask;
+ int z_final;
+
+ mutable bool custom_rect;
+ mutable bool rect_dirty;
+ mutable Rect2 rect;
+ RID material;
+ RID skeleton;
+
+ Item *next;
+
+ struct CopyBackBuffer {
+ Rect2 rect;
+ Rect2 screen_rect;
+ bool full;
+ };
+ CopyBackBuffer *copy_back_buffer;
+
+ Color final_modulate;
+ Transform2D final_transform;
+ Rect2 final_clip_rect;
+ Item *final_clip_owner;
+ Item *material_owner;
+ Item *canvas_group_owner;
+ ViewportRender *vp_render;
+ bool distance_field;
+ bool light_masked;
+
+ Rect2 global_rect_cache;
+
+ const Rect2 &get_rect() const {
+ if (custom_rect || (!rect_dirty && !update_when_visible)) {
+ return rect;
+ }
+
+ //must update rect
+
+ if (commands == nullptr) {
+ rect = Rect2();
+ rect_dirty = false;
+ return rect;
+ }
+
+ Transform2D xf;
+ bool found_xform = false;
+ bool first = true;
+
+ const Item::Command *c = commands;
+
+ while (c) {
+ Rect2 r;
+
+ switch (c->type) {
+ case Item::Command::TYPE_RECT: {
+ const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);
+ r = crect->rect;
+
+ } break;
+ case Item::Command::TYPE_NINEPATCH: {
+ const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);
+ r = style->rect;
+ } break;
+
+ case Item::Command::TYPE_POLYGON: {
+ const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
+ r = polygon->polygon.rect_cache;
+ } break;
+ case Item::Command::TYPE_PRIMITIVE: {
+ const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
+ for (uint32_t j = 0; j < primitive->point_count; j++) {
+ if (j == 0) {
+ r.position = primitive->points[0];
+ } else {
+ r.expand_to(primitive->points[j]);
+ }
+ }
+ } break;
+ case Item::Command::TYPE_MESH: {
+ const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
+ AABB aabb = RendererStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
+
+ r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
+
+ } break;
+ case Item::Command::TYPE_MULTIMESH: {
+ const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
+ AABB aabb = RendererStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);
+
+ r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
+
+ } break;
+ case Item::Command::TYPE_PARTICLES: {
+ const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
+ if (particles_cmd->particles.is_valid()) {
+ AABB aabb = RendererStorage::base_singleton->particles_get_aabb(particles_cmd->particles);
+ r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
+ }
+
+ } break;
+ case Item::Command::TYPE_TRANSFORM: {
+ const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
+ xf = transform->xform;
+ found_xform = true;
+ [[fallthrough]];
+ }
+ default: {
+ c = c->next;
+ continue;
+ }
+ }
+
+ if (found_xform) {
+ r = xf.xform(r);
+ found_xform = false;
+ }
+
+ if (first) {
+ rect = r;
+ first = false;
+ } else {
+ rect = rect.merge(r);
+ }
+ c = c->next;
+ }
+
+ rect_dirty = false;
+ return rect;
+ }
+
+ Command *commands;
+ Command *last_command;
+ Vector<CommandBlock> blocks;
+ uint32_t current_block;
+
+ template <class T>
+ T *alloc_command() {
+ T *command;
+ if (commands == nullptr) {
+ // As the most common use case of canvas items is to
+ // use only one command, the first is done with it's
+ // own allocation. The rest of them use blocks.
+ command = memnew(T);
+ command->next = nullptr;
+ commands = command;
+ last_command = command;
+ } else {
+ //Subsequent commands go into a block.
+
+ while (true) {
+ if (unlikely(current_block == (uint32_t)blocks.size())) {
+ // If we need more blocks, we allocate them
+ // (they won't be freed until this CanvasItem is
+ // deleted, though).
+ CommandBlock cb;
+ cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE);
+ cb.usage = 0;
+ blocks.push_back(cb);
+ }
+
+ CommandBlock *c = &blocks.write[current_block];
+ size_t space_left = CommandBlock::MAX_SIZE - c->usage;
+ if (space_left < sizeof(T)) {
+ current_block++;
+ continue;
+ }
+
+ //allocate block and add to the linked list
+ void *memory = c->memory + c->usage;
+ command = memnew_placement(memory, T);
+ command->next = nullptr;
+ last_command->next = command;
+ last_command = command;
+ c->usage += sizeof(T);
+ break;
+ }
+ }
+
+ rect_dirty = true;
+ return command;
+ }
+
+ void clear() {
+ // The first one is always allocated on heap
+ // the rest go in the blocks
+ Command *c = commands;
+ while (c) {
+ Command *n = c->next;
+ if (c == commands) {
+ memdelete(commands);
+ commands = nullptr;
+ } else {
+ c->~Command();
+ }
+ c = n;
+ }
+ {
+ uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size());
+ CommandBlock *blockptr = blocks.ptrw();
+ for (uint32_t i = 0; i < cbc; i++) {
+ blockptr[i].usage = 0;
+ }
+ }
+
+ last_command = nullptr;
+ commands = nullptr;
+ current_block = 0;
+ clip = false;
+ rect_dirty = true;
+ final_clip_owner = nullptr;
+ material_owner = nullptr;
+ light_masked = false;
+ }
+
+ RS::CanvasItemTextureFilter texture_filter;
+ RS::CanvasItemTextureRepeat texture_repeat;
+
+ Item() {
+ commands = nullptr;
+ last_command = nullptr;
+ current_block = 0;
+ light_mask = 1;
+ vp_render = nullptr;
+ next = nullptr;
+ final_clip_owner = nullptr;
+ canvas_group_owner = nullptr;
+ clip = false;
+ final_modulate = Color(1, 1, 1, 1);
+ visible = true;
+ rect_dirty = true;
+ custom_rect = false;
+ behind = false;
+ material_owner = nullptr;
+ copy_back_buffer = nullptr;
+ distance_field = false;
+ light_masked = false;
+ update_when_visible = false;
+ z_final = 0;
+ texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ }
+ virtual ~Item() {
+ clear();
+ for (int i = 0; i < blocks.size(); i++) {
+ memfree(blocks[i].memory);
+ }
+ if (copy_back_buffer) {
+ memdelete(copy_back_buffer);
+ }
+ }
+ };
+
+ virtual void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) = 0;
+ virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
+
+ struct LightOccluderInstance {
+ bool enabled;
+ RID canvas;
+ RID polygon;
+ RID occluder;
+ Rect2 aabb_cache;
+ Transform2D xform;
+ Transform2D xform_cache;
+ int light_mask;
+ bool sdf_collision;
+ RS::CanvasOccluderPolygonCullMode cull_cache;
+
+ LightOccluderInstance *next;
+
+ LightOccluderInstance() {
+ enabled = true;
+ sdf_collision = false;
+ next = nullptr;
+ light_mask = 1;
+ cull_cache = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+ }
+ };
+
+ virtual RID light_create() = 0;
+ virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
+ virtual void light_set_use_shadow(RID p_rid, bool p_enable) = 0;
+ virtual void 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) = 0;
+ virtual void 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) = 0;
+
+ virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) = 0;
+
+ virtual RID occluder_polygon_create() = 0;
+ virtual void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) = 0;
+ virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0;
+ virtual void set_shadow_texture_size(int p_size) = 0;
+
+ virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
+
+ virtual bool free(RID p_rid) = 0;
+ virtual void update() = 0;
+
+ RendererCanvasRender() { singleton = this; }
+ virtual ~RendererCanvasRender() {}
+};
+
+#endif // RENDERINGSERVERCANVASRENDER_H