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authorJuan Linietsky <reduzio@gmail.com>2019-07-27 10:23:24 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 11:53:29 +0100
commit0586e184490fd132f99acb1a67c788959cfdbade (patch)
tree194972ba608705445c9ee084f908e183a9792760 /servers/visual/rasterizer_rd/rasterizer_rd.cpp
parent8bbbb973361f367a4888629c571fb6f43581269d (diff)
Custom material support seems complete.
Diffstat (limited to 'servers/visual/rasterizer_rd/rasterizer_rd.cpp')
-rw-r--r--servers/visual/rasterizer_rd/rasterizer_rd.cpp140
1 files changed, 140 insertions, 0 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_rd.cpp
new file mode 100644
index 0000000000..d1c7549409
--- /dev/null
+++ b/servers/visual/rasterizer_rd/rasterizer_rd.cpp
@@ -0,0 +1,140 @@
+#include "rasterizer_rd.h"
+
+void RasterizerRD::prepare_for_blitting_render_targets() {
+ RD::get_singleton()->prepare_screen_for_drawing();
+}
+
+void RasterizerRD::blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) {
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
+
+ for (int i = 0; i < p_amount; i++) {
+ RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
+ ERR_CONTINUE(texture.is_null());
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+ ERR_CONTINUE(rd_texture.is_null());
+ if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(copy_viewports_sampler);
+ u.ids.push_back(rd_texture);
+ uniforms.push_back(u);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, copy_viewports_rd_shader, 0);
+
+ render_target_descriptors[rd_texture] = uniform_set;
+ }
+
+ Size2 screen_size(RD::get_singleton()->screen_get_width(p_screen), RD::get_singleton()->screen_get_height(p_screen));
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_viewports_rd_pipeline);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, copy_viewports_rd_array);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0);
+
+ float push_constant[4] = {
+ p_render_targets[i].rect.position.x / screen_size.width,
+ p_render_targets[i].rect.position.y / screen_size.height,
+ p_render_targets[i].rect.size.width / screen_size.width,
+ p_render_targets[i].rect.size.height / screen_size.height,
+ };
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, push_constant, 4 * sizeof(float));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ }
+
+ RD::get_singleton()->draw_list_end();
+}
+
+void RasterizerRD::begin_frame(double frame_step) {
+ time += frame_step;
+ canvas->set_time(time);
+}
+
+void RasterizerRD::end_frame(bool p_swap_buffers) {
+
+ RD::get_singleton()->finalize_frame();
+#warning not swapping buffers likely not an option for now, find another way
+ OS::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
+ RD::get_singleton()->advance_frame(); //advance frame here, so any new call happens on new frame
+}
+
+void RasterizerRD::initialize() {
+
+ { //create framebuffer copy shader
+ RenderingDevice::ShaderStageSource vert;
+ vert.shader_stage = RenderingDevice::SHADER_STAGE_VERTEX;
+ vert.shader_source =
+ "#version 450\n"
+ "layout(push_constant, binding = 0, std140) uniform Pos { vec4 dst_rect; } pos;\n"
+ "layout(location =0) out vec2 uv;\n"
+ "void main() { \n"
+ " vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));\n"
+ " uv = base_arr[gl_VertexIndex];\n"
+ " vec2 vtx = pos.dst_rect.xy+uv*pos.dst_rect.zw;\n"
+ " gl_Position = vec4(vtx * 2.0 - 1.0,0.0,1.0);\n"
+ "}\n";
+
+ RenderingDevice::ShaderStageSource frag;
+ frag.shader_stage = RenderingDevice::SHADER_STAGE_FRAGMENT;
+ frag.shader_source =
+ "#version 450\n"
+ "layout (location = 0) in vec2 uv;\n"
+ "layout (location = 0) out vec4 color;\n"
+ "layout (binding = 0) uniform sampler2D src_rt;\n"
+ "void main() { color=texture(src_rt,uv); }\n";
+
+ Vector<RenderingDevice::ShaderStageSource> source;
+ source.push_back(vert);
+ source.push_back(frag);
+ String error;
+ copy_viewports_rd_shader = RD::get_singleton()->shader_create_from_source(source, &error);
+ if (!copy_viewports_rd_shader.is_valid()) {
+ print_line("failed compilation: " + error);
+ } else {
+ print_line("compilation success");
+ }
+ }
+
+ { //create index array for copy shader
+ PoolVector<uint8_t> pv;
+ pv.resize(6 * 4);
+ {
+ PoolVector<uint8_t>::Write w = pv.write();
+ int *p32 = (int *)w.ptr();
+ p32[0] = 0;
+ p32[1] = 1;
+ p32[2] = 2;
+ p32[3] = 0;
+ p32[4] = 2;
+ p32[5] = 3;
+ }
+ copy_viewports_rd_index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ copy_viewports_rd_array = RD::get_singleton()->index_array_create(copy_viewports_rd_index_buffer, 0, 6);
+ }
+
+ { //pipeline
+ copy_viewports_rd_pipeline = RD::get_singleton()->render_pipeline_create(copy_viewports_rd_shader, RD::get_singleton()->screen_get_framebuffer_format(), RD::INVALID_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
+ }
+ { // sampler
+ copy_viewports_sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
+ }
+}
+
+void RasterizerRD::finalize() {
+
+ memdelete(scene);
+ memdelete(canvas);
+ memdelete(storage);
+
+ //only need to erase these, the rest are erased by cascade
+ RD::get_singleton()->free(copy_viewports_rd_index_buffer);
+ RD::get_singleton()->free(copy_viewports_rd_shader);
+ RD::get_singleton()->free(copy_viewports_sampler);
+}
+
+RasterizerRD::RasterizerRD() {
+ time = 0;
+ storage = memnew(RasterizerStorageRD);
+ canvas = memnew(RasterizerCanvasRD(storage));
+ scene = memnew(RasterizerSceneForwardRD);
+}