/*************************************************************************/ /* rasterizer_canvas_gles3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 RASTERIZER_CANVAS_GLES3_H #define RASTERIZER_CANVAS_GLES3_H #ifdef GLES3_ENABLED #include "rasterizer_scene_gles3.h" #include "servers/rendering/renderer_canvas_render.h" #include "servers/rendering/renderer_compositor.h" #include "storage/material_storage.h" #include "storage/texture_storage.h" #include "shaders/canvas.glsl.gen.h" #include "shaders/canvas_occlusion.glsl.gen.h" class RasterizerSceneGLES3; class RasterizerCanvasGLES3 : public RendererCanvasRender { static RasterizerCanvasGLES3 *singleton; _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 Transform3D &p_transform, float *p_mat4); enum { FLAGS_INSTANCING_MASK = 0x7F, FLAGS_INSTANCING_HAS_COLORS = (1 << 7), FLAGS_INSTANCING_HAS_CUSTOM_DATA = (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), FLAGS_USE_MSDF = (1 << 28), FLAGS_USE_LCD = (1 << 29), }; 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, }; /******************/ /**** LIGHTING ****/ /******************/ struct CanvasLight { RID texture; struct { bool enabled = false; float z_far; float y_offset; Transform2D directional_xform; } shadow; }; RID_Owner 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 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, GLOBAL_UNIFORM_LOCATION = 1, LIGHT_UNIFORM_LOCATION = 2, INSTANCE_UNIFORM_LOCATION = 3, MATERIAL_UNIFORM_LOCATION = 4, }; struct StateBuffer { 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; }; struct PolygonBuffers { GLuint vertex_buffer = 0; GLuint vertex_array = 0; GLuint index_buffer = 0; int count = 0; bool color_disabled = false; Color color; }; struct { HashMap polygons; PolygonID last_id = 0; } polygon_buffers; RendererCanvasRender::PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) override; void free_polygon(PolygonID p_polygon) override; struct InstanceData { float world[6]; float color_texture_pixel_size[2]; union { //rect struct { float modulation[4]; union { float msdf[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 }; }; uint32_t flags; uint32_t specular_shininess; uint32_t lights[4]; }; struct Data { GLuint canvas_quad_vertices; GLuint canvas_quad_array; GLuint indexed_quad_buffer; GLuint indexed_quad_array; GLuint particle_quad_vertices; GLuint particle_quad_array; GLuint ninepatch_vertices; GLuint ninepatch_elements; RID canvas_shader_default_version; 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; } data; struct Batch { // Position in the UBO measured in bytes uint32_t start = 0; uint32_t instance_count = 0; RID tex; RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; GLES3::CanvasShaderData::BlendMode blend_mode = GLES3::CanvasShaderData::BLEND_MODE_MIX; Color blend_color = Color(1.0, 1.0, 1.0, 1.0); Item *clip = nullptr; 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 { LocalVector canvas_instance_data_buffers; LocalVector canvas_instance_batches; uint32_t current_buffer = 0; uint32_t current_buffer_index = 0; uint32_t current_batch_index = 0; InstanceData *instance_data_array = nullptr; 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; bool transparent_render_target = false; double time = 0.0; RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; } state; Item *items[MAX_RENDER_ITEMS]; 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; void canvas_begin(RID p_to_render_target, bool p_to_backbuffer); //virtual void draw_window_margins(int *black_margin, RID *black_image) override; 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(); RID light_create() override; void light_set_texture(RID p_rid, RID p_texture) override; void light_set_use_shadow(RID p_rid, bool p_enable) override; 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) override; 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) override; void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override; RID occluder_polygon_create() override; void occluder_polygon_set_shape(RID p_occluder, const Vector &p_points, bool p_closed) override; void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override; void set_shadow_texture_size(int p_size) override; bool free(RID p_rid) override; void update() override; void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat); void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size); 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, 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); 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(); void _align_instance_data_buffer(uint32_t &r_index); void set_time(double p_time); static RasterizerCanvasGLES3 *get_singleton(); RasterizerCanvasGLES3(); ~RasterizerCanvasGLES3(); }; #endif // GLES3_ENABLED #endif // RASTERIZER_CANVAS_GLES3_H