summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp302
1 files changed, 272 insertions, 30 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index ab232e712c..8c4234fe3c 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -115,7 +115,7 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
p_mat4[15] = 1;
}
-void RasterizerCanvasGLES3::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) {
+void RasterizerCanvasGLES3::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) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
@@ -144,9 +144,173 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
}
- // TODO: Setup Directional Lights
+ //setup directional lights if exist
- // TODO: Setup lights
+ 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 == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(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.columns[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;
+ state.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 == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(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.columns[0].length() + p_canvas_transform.columns[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 = GLES3::TextureStorage::get_singleton()->texture_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) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
+
+ GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
+ if (texture_atlas == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ texture_atlas = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas);
+ }
{
//update canvas state uniform buffer
@@ -175,13 +339,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- // TODO: temporary, this should be set at the top of this function
glViewport(0, 0, render_target_size.x, 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 = 0; //directional_light_count;
+ state_buffer.directional_light_count = directional_light_count;
Vector2 canvas_scale = p_canvas_transform.get_scale();
@@ -200,7 +363,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer);
+ glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -440,7 +603,9 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
- _bind_material(material_data, variant);
+ uint64_t specialization = 0;
+ specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
+ _bind_material(material_data, variant, specialization);
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -552,6 +717,38 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
bool skipping = false;
+ // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
+ uint32_t lights[4] = { 0, 0, 0, 0 };
+
+ uint16_t light_count = 0;
+
+ {
+ 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;
+ lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
+
+ light_count++;
+
+ if (light_count == data.max_lights_per_item) {
+ break;
+ }
+ }
+ light = light->next_ptr;
+ }
+
+ base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
+ }
+
+ bool lights_disabled = light_count == 0 && !state.using_directional_lights;
+
+ if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
+ _new_batch(r_batch_broken, r_index);
+ state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
+ }
+
const Item::Command *c = p_item->commands;
while (c) {
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
@@ -578,6 +775,11 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].pad[0] = 0.0;
state.instance_data_array[r_index].pad[1] = 0.0;
+ state.instance_data_array[r_index].lights[0] = lights[0];
+ state.instance_data_array[r_index].lights[1] = lights[1];
+ state.instance_data_array[r_index].lights[2] = lights[2];
+ state.instance_data_array[r_index].lights[3] = lights[3];
+
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
Color blend_color;
@@ -1138,25 +1340,41 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
_align_instance_data_buffer(r_index);
}
-void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant) {
+void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
if (p_material_data) {
if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
// Bind uniform buffer and textures
p_material_data->bind_uniforms();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
}
RID RasterizerCanvasGLES3::light_create() {
- return RID();
+ CanvasLight canvas_light;
+ return canvas_light_owner.make_rid(canvas_light);
}
void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+ if (cl->texture == p_texture) {
+ return;
+ }
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_remove_from_texture_atlas(cl->texture);
+ }
+ cl->texture = p_texture;
+
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_add_to_texture_atlas(cl->texture);
+ }
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
@@ -1185,6 +1403,14 @@ void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
+ if (canvas_light_owner.owns(p_rid)) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!cl, false);
+ canvas_light_owner.free(p_rid);
+ } else {
+ return false;
+ }
+
return true;
}
@@ -1355,7 +1581,7 @@ void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasIte
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
- if (!normal_map) {
+ if (normal_map) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
@@ -1565,13 +1791,23 @@ void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
+
state.current_buffer = (state.current_buffer + 1);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number();
state.canvas_instance_data_buffers.insert(state.current_buffer, db);
state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
@@ -1753,12 +1989,21 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
state.canvas_instance_batches.reserve(200);
for (int i = 0; i < 3; i++) {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = 0;
db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.canvas_instance_data_buffers[i] = db;
@@ -1766,6 +2011,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+ state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
{
const uint32_t no_of_instances = data.max_instances_per_batch;
@@ -1792,14 +2038,9 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
delete[] indices;
}
- glGenBuffers(1, &state.canvas_state_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
- global_defines += "#define MAX_LIGHTS " + itos(data.max_instances_per_batch) + "\n";
+ global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
@@ -1852,7 +2093,8 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
glDeleteVertexArrays(1, &data.canvas_quad_array);
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
- memfree(state.instance_data_array);
+ memdelete_arr(state.instance_data_array);
+ memdelete_arr(state.light_uniforms);
}
#endif // GLES3_ENABLED