summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_canvas_gles3.h
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.h')
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h100
1 files changed, 86 insertions, 14 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 15c2ca5710..0a03d43d07 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -40,6 +40,7 @@
#include "storage/texture_storage.h"
#include "shaders/canvas.glsl.gen.h"
+#include "shaders/canvas_occlusion.glsl.gen.h"
class RasterizerSceneGLES3;
@@ -96,6 +97,63 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
};
+ /******************/
+ /**** 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 OccluderPolygon {
+ RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+ int line_point_count = 0;
+ GLuint vertex_buffer = 0;
+ GLuint vertex_array = 0;
+ GLuint index_buffer = 0;
+
+ int sdf_point_count = 0;
+ int sdf_index_count = 0;
+ GLuint sdf_vertex_buffer = 0;
+ GLuint sdf_vertex_array = 0;
+ GLuint sdf_index_buffer = 0;
+ bool sdf_is_lines = false;
+ };
+
+ RID_Owner<OccluderPolygon> occluder_polygon_owner;
+
+ void _update_shadow_atlas();
+
+ struct {
+ CanvasOcclusionShaderGLES3 shader;
+ RID shader_version;
+ } shadow_render;
+
+ 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];
+ };
+
public:
enum {
BASE_UNIFORM_LOCATION = 0,
@@ -126,9 +184,9 @@ public:
};
struct PolygonBuffers {
- GLuint vertex_buffer;
- GLuint vertex_array;
- GLuint index_buffer;
+ GLuint vertex_buffer = 0;
+ GLuint vertex_array = 0;
+ GLuint index_buffer = 0;
int count = 0;
bool color_disabled = false;
Color color;
@@ -184,8 +242,8 @@ public:
RID canvas_shader_default_version;
- uint32_t max_lights_per_render;
- uint32_t max_lights_per_item;
+ uint32_t max_lights_per_render = 256;
+ uint32_t max_lights_per_item = 16;
uint32_t max_instances_per_batch = 512;
uint32_t max_instances_per_ubo = 16384;
uint32_t max_instance_buffer_size = 16384 * 128;
@@ -196,7 +254,7 @@ public:
uint32_t start = 0;
uint32_t instance_count = 0;
- RID tex = RID();
+ RID tex;
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -205,23 +263,29 @@ public:
Item *clip = nullptr;
- RID material = RID();
+ RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
uint32_t primitive_points = 0;
+
+ bool lights_disabled = false;
};
+ // DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.
+ // We track them and ensure that they don't get reused until at least 2 frames have passed
+ // to avoid the GPU stalling to wait for a resource to become available.
struct DataBuffer {
GLuint ubo = 0;
+ GLuint light_ubo = 0;
+ GLuint state_ubo = 0;
uint64_t last_frame_used = -3;
GLsync fence = GLsync();
};
struct State {
- GLuint canvas_state_buffer;
LocalVector<DataBuffer> canvas_instance_data_buffers;
LocalVector<Batch> canvas_instance_batches;
uint32_t current_buffer = 0;
@@ -230,7 +294,16 @@ public:
InstanceData *instance_data_array = nullptr;
- RID current_tex = RID();
+ LightUniform *light_uniforms = nullptr;
+
+ GLuint shadow_texture = 0;
+ GLuint shadow_depth_buffer = 0;
+ GLuint shadow_fb = 0;
+ int shadow_texture_size = 2048;
+
+ bool using_directional_lights = false;
+
+ RID current_tex;
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -247,6 +320,8 @@ public:
RID default_canvas_texture;
RID default_canvas_group_material;
RID default_canvas_group_shader;
+ RID default_clip_children_material;
+ RID default_clip_children_shader;
typedef void Texture;
@@ -256,9 +331,6 @@ public:
void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void reset_canvas();
- void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, Projection *p_xform_cache);
-
- virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
RID light_create() override;
void light_set_texture(RID p_rid, RID p_texture) override;
@@ -280,9 +352,9 @@ public:
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) override;
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
- void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
+ void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
void _render_batch(Light *p_lights, uint32_t p_index);
- void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant);
+ bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
void _allocate_instance_data_buffer();