diff options
Diffstat (limited to 'drivers/gles3/rasterizer_canvas_gles3.h')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.h | 100 |
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 *¤t_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 *¤t_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(); |