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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_rd/renderer_canvas_render_rd.h
parent3dc8aaaccc642cddbd8d5c1841fef079db5c7edf (diff)
RenderingServer reorganization
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_canvas_render_rd.h')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h470
1 files changed, 470 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
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+/*************************************************************************/
+/* renderer_canvas_render_rd.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 RENDERING_SERVER_CANVAS_RENDER_RD_H
+#define RENDERING_SERVER_CANVAS_RENDER_RD_H
+
+#include "servers/rendering/renderer_canvas_render.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
+#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
+#include "servers/rendering/rendering_device.h"
+
+class RendererCanvasRenderRD : public RendererCanvasRender {
+ RendererStorageRD *storage;
+
+ enum {
+ BASE_UNIFORM_SET = 0,
+ MATERIAL_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ CANVAS_TEXTURE_UNIFORM_SET = 3,
+ };
+
+ enum ShaderVariant {
+ SHADER_VARIANT_QUAD,
+ SHADER_VARIANT_NINEPATCH,
+ SHADER_VARIANT_PRIMITIVE,
+ SHADER_VARIANT_PRIMITIVE_POINTS,
+ SHADER_VARIANT_ATTRIBUTES,
+ SHADER_VARIANT_ATTRIBUTES_POINTS,
+ SHADER_VARIANT_QUAD_LIGHT,
+ SHADER_VARIANT_NINEPATCH_LIGHT,
+ SHADER_VARIANT_PRIMITIVE_LIGHT,
+ SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
+ SHADER_VARIANT_ATTRIBUTES_LIGHT,
+ SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
+ SHADER_VARIANT_MAX
+ };
+
+ enum {
+ FLAGS_INSTANCING_STRIDE_MASK = 0xF,
+ FLAGS_INSTANCING_ENABLED = (1 << 4),
+ FLAGS_INSTANCING_HAS_COLORS = (1 << 5),
+ FLAGS_INSTANCING_COLOR_8BIT = (1 << 6),
+ FLAGS_INSTANCING_HAS_CUSTOM_DATA = (1 << 7),
+ FLAGS_INSTANCING_CUSTOM_DATA_8_BIT = (1 << 8),
+
+ FLAGS_CLIP_RECT_UV = (1 << 9),
+ FLAGS_TRANSPOSE_RECT = (1 << 10),
+
+ FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
+ FLAGS_USING_PARTICLES = (1 << 13),
+
+ FLAGS_USE_SKELETON = (1 << 15),
+ FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
+ FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
+ FLAGS_LIGHT_COUNT_SHIFT = 20,
+
+ FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
+ FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
+
+ };
+
+ enum {
+ LIGHT_FLAGS_TEXTURE_MASK = 0xFFFF,
+ LIGHT_FLAGS_BLEND_SHIFT = 16,
+ LIGHT_FLAGS_BLEND_MASK = (3 << 16),
+ LIGHT_FLAGS_BLEND_MODE_ADD = (0 << 16),
+ LIGHT_FLAGS_BLEND_MODE_SUB = (1 << 16),
+ LIGHT_FLAGS_BLEND_MODE_MIX = (2 << 16),
+ LIGHT_FLAGS_BLEND_MODE_MASK = (3 << 16),
+ LIGHT_FLAGS_HAS_SHADOW = (1 << 20),
+ LIGHT_FLAGS_FILTER_SHIFT = 22
+
+ };
+
+ enum {
+ MAX_RENDER_ITEMS = 256 * 1024,
+ MAX_LIGHT_TEXTURES = 1024,
+ MAX_LIGHTS_PER_ITEM = 16,
+ DEFAULT_MAX_LIGHTS_PER_RENDER = 256
+ };
+
+ /****************/
+ /**** SHADER ****/
+ /****************/
+
+ enum PipelineVariant {
+ PIPELINE_VARIANT_QUAD,
+ PIPELINE_VARIANT_NINEPATCH,
+ PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
+ PIPELINE_VARIANT_PRIMITIVE_LINES,
+ PIPELINE_VARIANT_PRIMITIVE_POINTS,
+ PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
+ PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
+ PIPELINE_VARIANT_ATTRIBUTE_LINES,
+ PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
+ PIPELINE_VARIANT_ATTRIBUTE_POINTS,
+ PIPELINE_VARIANT_MAX
+ };
+ enum PipelineLightMode {
+ PIPELINE_LIGHT_MODE_DISABLED,
+ PIPELINE_LIGHT_MODE_ENABLED,
+ PIPELINE_LIGHT_MODE_MAX
+ };
+
+ struct PipelineVariants {
+ PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
+ };
+
+ struct {
+ CanvasShaderRD canvas_shader;
+ RID default_version;
+ RID default_version_rd_shader;
+ RID quad_index_buffer;
+ RID quad_index_array;
+ PipelineVariants pipeline_variants;
+
+ // default_skeleton uniform set
+ RID default_skeleton_uniform_buffer;
+ RID default_skeleton_texture_buffer;
+
+ ShaderCompilerRD compiler;
+ } shader;
+
+ struct ShaderData : public RendererStorageRD::ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_PMALPHA,
+ BLEND_MODE_DISABLED,
+ };
+
+ bool valid;
+ RID version;
+ PipelineVariants pipeline_variants;
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ bool uses_screen_texture = false;
+ bool uses_sdf = false;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ RendererStorageRD::ShaderData *_create_shader_func();
+ static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
+ }
+
+ struct MaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ ShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ }
+
+ /**************************/
+ /**** CANVAS TEXTURES *****/
+ /**************************/
+
+ struct {
+ RS::CanvasItemTextureFilter default_filter;
+ RS::CanvasItemTextureRepeat default_repeat;
+ } default_samplers;
+
+ /******************/
+ /**** POLYGONS ****/
+ /******************/
+
+ struct PolygonBuffers {
+ RD::VertexFormatID vertex_format_id;
+ RID vertex_buffer;
+ RID vertex_array;
+ RID index_buffer;
+ RID indices;
+ };
+
+ struct {
+ HashMap<PolygonID, PolygonBuffers> polygons;
+ PolygonID last_id;
+ } polygon_buffers;
+
+ /********************/
+ /**** PRIMITIVES ****/
+ /********************/
+
+ struct {
+ RID index_array[4];
+ } primitive_arrays;
+
+ /*******************/
+ /**** MATERIALS ****/
+ /*******************/
+
+ /******************/
+ /**** LIGHTING ****/
+ /******************/
+
+ struct CanvasLight {
+ RID texture;
+ struct {
+ bool enabled = false;
+ float z_far;
+ float y_offset;
+ Transform2D directional_xform;
+ } shadow;
+ };
+
+ RID_Owner<CanvasLight> canvas_light_owner;
+
+ struct ShadowRenderPushConstant {
+ float projection[16];
+ float modelview[8];
+ float direction[2];
+ float z_far;
+ float pad;
+ };
+
+ struct OccluderPolygon {
+ RS::CanvasOccluderPolygonCullMode cull_mode;
+ int line_point_count;
+ RID vertex_buffer;
+ RID vertex_array;
+ RID index_buffer;
+ RID index_array;
+
+ int sdf_point_count;
+ int sdf_index_count;
+ RID sdf_vertex_buffer;
+ RID sdf_vertex_array;
+ RID sdf_index_buffer;
+ RID sdf_index_array;
+ bool sdf_is_lines;
+ };
+
+ struct LightUniform {
+ float matrix[8]; //light to texture coordinate matrix
+ float shadow_matrix[8]; //light to shadow coordinate matrix
+ float color[4];
+
+ uint8_t shadow_color[4];
+ uint32_t flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ float position[2];
+ float shadow_z_far_inv;
+ float shadow_y_ofs;
+
+ float atlas_rect[4];
+ };
+
+ RID_Owner<OccluderPolygon> occluder_polygon_owner;
+
+ enum ShadowRenderMode {
+ SHADOW_RENDER_MODE_SHADOW,
+ SHADOW_RENDER_MODE_SDF,
+ };
+
+ enum {
+ SHADOW_RENDER_SDF_TRIANGLES,
+ SHADOW_RENDER_SDF_LINES,
+ };
+
+ struct {
+ CanvasOcclusionShaderRD shader;
+ RID shader_version;
+ RID render_pipelines[3];
+ RID sdf_render_pipelines[2];
+ RD::VertexFormatID vertex_format;
+ RD::VertexFormatID sdf_vertex_format;
+ RD::FramebufferFormatID framebuffer_format;
+ RD::FramebufferFormatID sdf_framebuffer_format;
+ } shadow_render;
+
+ /***************/
+ /**** STATE ****/
+ /***************/
+
+ //state that does not vary across rendering all items
+
+ struct State {
+ //state buffer
+ struct Buffer {
+ float canvas_transform[16];
+ float screen_transform[16];
+ float canvas_normal_transform[16];
+ float canvas_modulate[4];
+
+ float screen_pixel_size[2];
+ float time;
+ uint32_t use_pixel_snap;
+
+ float sdf_to_tex[4];
+ float sdf_to_screen[2];
+ float screen_to_sdf[2];
+
+ uint32_t directional_light_count;
+ float tex_to_sdf;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ LightUniform *light_uniforms;
+
+ RID lights_uniform_buffer;
+ RID canvas_state_buffer;
+ RID shadow_sampler;
+ RID shadow_texture;
+ RID shadow_depth_texture;
+ RID shadow_fb;
+ int shadow_texture_size = 2048;
+
+ RID default_transforms_uniform_set;
+
+ uint32_t max_lights_per_render;
+ uint32_t max_lights_per_item;
+
+ double time;
+
+ } state;
+
+ struct PushConstant {
+ float world[6];
+ uint32_t flags;
+ uint32_t specular_shininess;
+ union {
+ //rect
+ struct {
+ float modulation[4];
+ float ninepatch_margins[4];
+ float dst_rect[4];
+ float src_rect[4];
+ float pad[2];
+ };
+ //primitive
+ struct {
+ float points[6]; // vec2 points[3]
+ float uvs[6]; // vec2 points[3]
+ uint32_t colors[6]; // colors encoded as half
+ };
+ };
+ float color_texture_pixel_size[2];
+ uint32_t lights[4];
+ };
+
+ struct SkeletonUniform {
+ float skeleton_transform[16];
+ float skeleton_inverse[16];
+ };
+
+ Item *items[MAX_RENDER_ITEMS];
+
+ bool using_directional_lights = false;
+ RID default_canvas_texture;
+
+ RID default_canvas_group_shader;
+ RID default_canvas_group_material;
+
+ RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+
+ RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
+
+ inline void _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); //recursive, so regular inline used instead.
+ void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
+ void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
+
+ _FORCE_INLINE_ void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
+ _FORCE_INLINE_ void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
+
+ _FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
+ _FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
+
+ void _update_shadow_atlas();
+
+public:
+ PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
+ void free_polygon(PolygonID p_polygon);
+
+ RID light_create();
+ void light_set_texture(RID p_rid, RID p_texture);
+ void light_set_use_shadow(RID p_rid, bool p_enable);
+ 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);
+ 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);
+
+ virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
+
+ RID occluder_polygon_create();
+ void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
+ void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
+
+ void 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, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used);
+
+ void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
+
+ void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
+
+ virtual void set_shadow_texture_size(int p_size);
+
+ void set_time(double p_time);
+ void update();
+ bool free(RID p_rid);
+ RendererCanvasRenderRD(RendererStorageRD *p_storage);
+ ~RendererCanvasRenderRD();
+};
+
+#endif // RASTERIZER_CANVAS_RD_H