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# include "rasterizer_canvas_rd.h"
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void RasterizerCanvasRD : : _update_transform_2d_to_mat4 ( const Transform2D & p_transform , float * p_mat4 ) {
p_mat4 [ 0 ] = p_transform . elements [ 0 ] [ 0 ] ;
p_mat4 [ 1 ] = p_transform . elements [ 0 ] [ 1 ] ;
p_mat4 [ 2 ] = 0 ;
p_mat4 [ 3 ] = 0 ;
p_mat4 [ 4 ] = p_transform . elements [ 1 ] [ 0 ] ;
p_mat4 [ 5 ] = p_transform . elements [ 1 ] [ 1 ] ;
p_mat4 [ 6 ] = 0 ;
p_mat4 [ 7 ] = 0 ;
p_mat4 [ 8 ] = 0 ;
p_mat4 [ 9 ] = 0 ;
p_mat4 [ 10 ] = 1 ;
p_mat4 [ 11 ] = 0 ;
p_mat4 [ 12 ] = p_transform . elements [ 2 ] [ 0 ] ;
p_mat4 [ 13 ] = p_transform . elements [ 2 ] [ 1 ] ;
p_mat4 [ 14 ] = 0 ;
p_mat4 [ 15 ] = 1 ;
}
void RasterizerCanvasRD : : _update_transform_2d_to_mat2x4 ( const Transform2D & p_transform , float * p_mat2x4 ) {
p_mat2x4 [ 0 ] = p_transform . elements [ 0 ] [ 0 ] ;
p_mat2x4 [ 1 ] = p_transform . elements [ 1 ] [ 0 ] ;
p_mat2x4 [ 2 ] = 0 ;
p_mat2x4 [ 3 ] = p_transform . elements [ 2 ] [ 0 ] ;
p_mat2x4 [ 4 ] = p_transform . elements [ 0 ] [ 1 ] ;
p_mat2x4 [ 5 ] = p_transform . elements [ 1 ] [ 1 ] ;
p_mat2x4 [ 6 ] = 0 ;
p_mat2x4 [ 7 ] = p_transform . elements [ 2 ] [ 1 ] ;
}
void RasterizerCanvasRD : : _update_transform_to_mat4 ( const Transform & p_transform , float * p_mat4 ) {
p_mat4 [ 0 ] = p_transform . basis . elements [ 0 ] [ 0 ] ;
p_mat4 [ 1 ] = p_transform . basis . elements [ 1 ] [ 0 ] ;
p_mat4 [ 2 ] = p_transform . basis . elements [ 2 ] [ 0 ] ;
p_mat4 [ 3 ] = 0 ;
p_mat4 [ 4 ] = p_transform . basis . elements [ 0 ] [ 1 ] ;
p_mat4 [ 5 ] = p_transform . basis . elements [ 1 ] [ 1 ] ;
p_mat4 [ 6 ] = p_transform . basis . elements [ 2 ] [ 1 ] ;
p_mat4 [ 7 ] = 0 ;
p_mat4 [ 8 ] = p_transform . basis . elements [ 0 ] [ 2 ] ;
p_mat4 [ 9 ] = p_transform . basis . elements [ 1 ] [ 2 ] ;
p_mat4 [ 10 ] = p_transform . basis . elements [ 2 ] [ 2 ] ;
p_mat4 [ 11 ] = 0 ;
p_mat4 [ 12 ] = p_transform . origin . x ;
p_mat4 [ 13 ] = p_transform . origin . y ;
p_mat4 [ 14 ] = p_transform . origin . z ;
p_mat4 [ 15 ] = 1 ;
}
RasterizerCanvas : : TextureBindingID RasterizerCanvasRD : : request_texture_binding ( RID p_texture , RID p_normalmap , RID p_specular , VisualServer : : CanvasItemTextureFilter p_filter , VisualServer : : CanvasItemTextureRepeat p_repeat , RID p_multimesh ) {
if ( p_filter = = VS : : CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ) {
p_filter = default_samplers . default_filter ;
}
if ( p_repeat = = VS : : CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ) {
p_repeat = default_samplers . default_repeat ;
}
TextureBindingKey key ;
key . texture = p_texture ;
key . normalmap = p_normalmap ;
key . specular = p_specular ;
key . multimesh = p_multimesh ;
key . texture_filter = p_filter ;
key . texture_repeat = p_repeat ;
TextureBinding * binding ;
TextureBindingID id ;
{
TextureBindingID * idptr = bindings . texture_key_bindings . getptr ( key ) ;
if ( ! idptr ) {
id = bindings . id_generator + + ;
bindings . texture_key_bindings [ key ] = id ;
binding = memnew ( TextureBinding ) ;
binding - > key = key ;
binding - > id = id ;
bindings . texture_bindings [ id ] = binding ;
} else {
id = * idptr ;
binding = bindings . texture_bindings [ id ] ;
}
}
binding - > reference_count + + ;
if ( binding - > to_dispose . in_list ( ) ) {
//was queued for disposal previously, but ended up reused.
bindings . to_dispose_list . remove ( & binding - > to_dispose ) ;
}
if ( binding - > uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( binding - > uniform_set ) ) {
//needs to be re-created
/* from GLSL:
layout ( set = 0 , binding = 1 ) uniform texture2D color_texture ;
layout ( set = 0 , binding = 2 ) uniform texture2D normal_texture ;
layout ( set = 0 , binding = 3 ) uniform texture2D specular_texture ;
layout ( set = 0 , binding = 4 ) uniform sampler texture_sampler ;
layout ( set = 0 , binding = 5 ) uniform textureBuffer instancing_buffer ;
*/
Vector < RD : : Uniform > uniform_set ;
{ // COLOR TEXTURE
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 1 ;
RID texture = storage - > texture_get_rd_texture ( p_texture ) ;
if ( ! texture . is_valid ( ) ) {
//use default white texture
texture = default_textures . white_texture ;
}
u . ids . push_back ( texture ) ;
uniform_set . push_back ( u ) ;
}
{ // NORMAL TEXTURE
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 2 ;
RID texture = storage - > texture_get_rd_texture ( p_normalmap ) ;
if ( ! texture . is_valid ( ) ) {
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//use default normal texture
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texture = default_textures . normal_texture ;
}
u . ids . push_back ( texture ) ;
uniform_set . push_back ( u ) ;
}
{ // SPECULAR TEXTURE
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 3 ;
RID texture = storage - > texture_get_rd_texture ( p_specular ) ;
if ( ! texture . is_valid ( ) ) {
//use default white texture
texture = default_textures . white_texture ;
}
u . ids . push_back ( texture ) ;
uniform_set . push_back ( u ) ;
}
{ // SAMPLER
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 4 ;
RID sampler = default_samplers . samplers [ p_filter ] [ p_repeat ] ;
ERR_FAIL_COND_V ( sampler . is_null ( ) , 0 ) ;
u . ids . push_back ( sampler ) ;
uniform_set . push_back ( u ) ;
}
{ // MULTIMESH TEXTURE BUFFER
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_TEXTURE_BUFFER ;
u . binding = 5 ;
u . ids . push_back ( default_textures . default_multimesh_tb ) ;
uniform_set . push_back ( u ) ;
}
binding - > uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniform_set , shader . default_version_rd_shader , 0 ) ;
}
return id ;
}
void RasterizerCanvasRD : : free_texture_binding ( TextureBindingID p_binding ) {
TextureBinding * * binding_ptr = bindings . texture_bindings . getptr ( p_binding ) ;
ERR_FAIL_COND ( ! binding_ptr ) ;
TextureBinding * binding = * binding_ptr ;
ERR_FAIL_COND ( binding - > reference_count = = 0 ) ;
binding - > reference_count - - ;
if ( binding - > reference_count = = 0 ) {
bindings . to_dispose_list . add ( & binding - > to_dispose ) ;
}
}
void RasterizerCanvasRD : : _dispose_bindings ( ) {
while ( bindings . to_dispose_list . first ( ) ) {
TextureBinding * binding = bindings . to_dispose_list . first ( ) - > self ( ) ;
if ( binding - > uniform_set . is_null ( ) | | ! RD : : get_singleton ( ) - > uniform_set_is_valid ( binding - > uniform_set ) ) {
RD : : get_singleton ( ) - > free ( binding - > uniform_set ) ;
}
bindings . texture_key_bindings . erase ( binding - > key ) ;
bindings . texture_bindings . erase ( binding - > id ) ;
bindings . to_dispose_list . remove ( & binding - > to_dispose ) ;
memdelete ( binding ) ;
}
}
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void RasterizerCanvasRD : : _render_item ( RD : : DrawListID p_draw_list , const Item * p_item , RenderTargetFormat p_render_target_format , RD : : TextureSamples p_samples , const Color & p_modulate , const Transform2D & p_canvas_transform_inverse ) {
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int cc = p_item - > commands . size ( ) ;
const Item : : Command * const * commands = p_item - > commands . ptr ( ) ;
//create an empty push constant
PushConstant push_constant ;
_update_transform_2d_to_mat2x4 ( p_canvas_transform_inverse * p_item - > final_transform , push_constant . world ) ;
for ( int i = 0 ; i < 4 ; i + + ) {
push_constant . modulation [ i ] = 0 ;
push_constant . ninepatch_margins [ i ] = 0 ;
push_constant . src_rect [ i ] = 0 ;
push_constant . dst_rect [ i ] = 0 ;
}
push_constant . flags = 0 ;
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push_constant . specular_shininess = 0xFFFFFFFF ;
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push_constant . color_texture_pixel_size [ 0 ] = 0 ;
push_constant . color_texture_pixel_size [ 1 ] = 0 ;
push_constant . pad [ 0 ] = 0 ;
push_constant . pad [ 1 ] = 0 ;
push_constant . pad [ 2 ] = 0 ;
PipelineVariants * pipeline_variants = & shader . pipeline_variants ;
for ( int i = 0 ; i < cc ; i + + ) {
const Item : : Command * c = commands [ i ] ;
push_constant . flags = 0 ; //reset on each command for sanity
switch ( c - > type ) {
#if 0
case Item : : Command : : TYPE_LINE : {
Item : : CommandLine * line = static_cast < Item : : CommandLine * > ( c ) ;
_set_texture_rect_mode ( false ) ;
_bind_canvas_texture ( RID ( ) , RID ( ) ) ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , line - > color . r , line - > color . g , line - > color . b , line - > color . a ) ;
if ( line - > width < = 1 ) {
Vector2 verts [ 2 ] = {
Vector2 ( line - > from . x , line - > from . y ) ,
Vector2 ( line - > to . x , line - > to . y )
} ;
# ifdef GLES_OVER_GL
if ( line - > antialiased )
glEnable ( GL_LINE_SMOOTH ) ;
# endif
//glLineWidth(line->width);
_draw_gui_primitive ( 2 , verts , NULL , NULL ) ;
# ifdef GLES_OVER_GL
if ( line - > antialiased )
glDisable ( GL_LINE_SMOOTH ) ;
# endif
} else {
//thicker line
Vector2 t = ( line - > from - line - > to ) . normalized ( ) . tangent ( ) * line - > width * 0.5 ;
Vector2 verts [ 4 ] = {
line - > from - t ,
line - > from + t ,
line - > to + t ,
line - > to - t ,
} ;
//glLineWidth(line->width);
_draw_gui_primitive ( 4 , verts , NULL , NULL ) ;
# ifdef GLES_OVER_GL
if ( line - > antialiased ) {
glEnable ( GL_LINE_SMOOTH ) ;
for ( int j = 0 ; j < 4 ; j + + ) {
Vector2 vertsl [ 2 ] = {
verts [ j ] ,
verts [ ( j + 1 ) % 4 ] ,
} ;
_draw_gui_primitive ( 2 , vertsl , NULL , NULL ) ;
}
glDisable ( GL_LINE_SMOOTH ) ;
}
# endif
}
} break ;
case Item : : Command : : TYPE_POLYLINE : {
Item : : CommandPolyLine * pline = static_cast < Item : : CommandPolyLine * > ( c ) ;
_set_texture_rect_mode ( false ) ;
_bind_canvas_texture ( RID ( ) , RID ( ) ) ;
if ( pline - > triangles . size ( ) ) {
_draw_generic ( GL_TRIANGLE_STRIP , pline - > triangles . size ( ) , pline - > triangles . ptr ( ) , NULL , pline - > triangle_colors . ptr ( ) , pline - > triangle_colors . size ( ) = = 1 ) ;
# ifdef GLES_OVER_GL
glEnable ( GL_LINE_SMOOTH ) ;
if ( pline - > multiline ) {
//needs to be different
} else {
_draw_generic ( GL_LINE_LOOP , pline - > lines . size ( ) , pline - > lines . ptr ( ) , NULL , pline - > line_colors . ptr ( ) , pline - > line_colors . size ( ) = = 1 ) ;
}
glDisable ( GL_LINE_SMOOTH ) ;
# endif
} else {
# ifdef GLES_OVER_GL
if ( pline - > antialiased )
glEnable ( GL_LINE_SMOOTH ) ;
# endif
if ( pline - > multiline ) {
int todo = pline - > lines . size ( ) / 2 ;
int max_per_call = data . polygon_buffer_size / ( sizeof ( real_t ) * 4 ) ;
int offset = 0 ;
while ( todo ) {
int to_draw = MIN ( max_per_call , todo ) ;
_draw_generic ( GL_LINES , to_draw * 2 , & pline - > lines . ptr ( ) [ offset ] , NULL , pline - > line_colors . size ( ) = = 1 ? pline - > line_colors . ptr ( ) : & pline - > line_colors . ptr ( ) [ offset ] , pline - > line_colors . size ( ) = = 1 ) ;
todo - = to_draw ;
offset + = to_draw * 2 ;
}
} else {
_draw_generic ( GL_LINE_STRIP , pline - > lines . size ( ) , pline - > lines . ptr ( ) , NULL , pline - > line_colors . ptr ( ) , pline - > line_colors . size ( ) = = 1 ) ;
}
# ifdef GLES_OVER_GL
if ( pline - > antialiased )
glDisable ( GL_LINE_SMOOTH ) ;
# endif
}
} break ;
# endif
case Item : : Command : : TYPE_RECT : {
const Item : : CommandRect * rect = static_cast < const Item : : CommandRect * > ( c ) ;
//bind pipeline
{
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RID pipeline = pipeline_variants - > variants [ p_render_target_format ] [ PIPELINE_VARIANT_QUAD ] . get_render_pipeline ( RD : : INVALID_ID , p_samples ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
}
//bind textures
Size2 texpixel_size ;
{
TextureBinding * * texture_binding_ptr = bindings . texture_bindings . getptr ( rect - > texture_binding . binding_id ) ;
ERR_CONTINUE ( ! texture_binding_ptr ) ;
TextureBinding * texture_binding = * texture_binding_ptr ;
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( p_draw_list , texture_binding - > uniform_set , 0 ) ;
if ( texture_binding - > key . texture . is_valid ( ) ) {
Size2i tex_size = storage - > texture_2d_get_size ( texture_binding - > key . texture ) ;
if ( tex_size . x ! = 0 & & tex_size . y ! = 0 ) {
texpixel_size . x = 1.0 / tex_size . x ;
texpixel_size . y = 1.0 / tex_size . y ;
}
}
}
Rect2 src_rect ;
Rect2 dst_rect ;
if ( texpixel_size ! = Vector2 ( ) ) {
push_constant . color_texture_pixel_size [ 0 ] = texpixel_size . x ;
push_constant . color_texture_pixel_size [ 1 ] = texpixel_size . y ;
src_rect = ( rect - > flags & CANVAS_RECT_REGION ) ? Rect2 ( rect - > source . position * texpixel_size , rect - > source . size * texpixel_size ) : Rect2 ( 0 , 0 , 1 , 1 ) ;
dst_rect = Rect2 ( rect - > rect . position , rect - > rect . size ) ;
if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
if ( rect - > flags & CANVAS_RECT_FLIP_H ) {
src_rect . size . x * = - 1 ;
}
if ( rect - > flags & CANVAS_RECT_FLIP_V ) {
src_rect . size . y * = - 1 ;
}
if ( rect - > flags & CANVAS_RECT_TRANSPOSE ) {
dst_rect . size . x * = - 1 ; // Encoding in the dst_rect.z uniform
}
if ( rect - > flags & CANVAS_RECT_CLIP_UV ) {
push_constant . flags | = FLAGS_CLIP_RECT_UV ;
}
} else {
dst_rect = Rect2 ( rect - > rect . position , rect - > rect . size ) ;
if ( dst_rect . size . width < 0 ) {
dst_rect . position . x + = dst_rect . size . width ;
dst_rect . size . width * = - 1 ;
}
if ( dst_rect . size . height < 0 ) {
dst_rect . position . y + = dst_rect . size . height ;
dst_rect . size . height * = - 1 ;
}
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
texpixel_size = Vector2 ( 1 , 1 ) ;
}
push_constant . modulation [ 0 ] = rect - > modulate . r * p_modulate . r ;
push_constant . modulation [ 1 ] = rect - > modulate . g * p_modulate . g ;
push_constant . modulation [ 2 ] = rect - > modulate . b * p_modulate . b ;
push_constant . modulation [ 3 ] = rect - > modulate . a ;
push_constant . src_rect [ 0 ] = src_rect . position . x ;
push_constant . src_rect [ 1 ] = src_rect . position . y ;
push_constant . src_rect [ 2 ] = src_rect . size . width ;
push_constant . src_rect [ 3 ] = src_rect . size . height ;
push_constant . dst_rect [ 0 ] = dst_rect . position . x ;
push_constant . dst_rect [ 1 ] = dst_rect . position . y ;
push_constant . dst_rect [ 2 ] = dst_rect . size . width ;
push_constant . dst_rect [ 3 ] = dst_rect . size . height ;
push_constant . color_texture_pixel_size [ 0 ] = texpixel_size . x ;
push_constant . color_texture_pixel_size [ 1 ] = texpixel_size . y ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , shader . quad_index_array ) ;
RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , true ) ;
} break ;
case Item : : Command : : TYPE_NINEPATCH : {
const Item : : CommandNinePatch * np = static_cast < const Item : : CommandNinePatch * > ( c ) ;
//bind pipeline
{
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RID pipeline = pipeline_variants - > variants [ p_render_target_format ] [ PIPELINE_VARIANT_NINEPATCH ] . get_render_pipeline ( RD : : INVALID_ID , p_samples ) ;
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RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( p_draw_list , pipeline ) ;
}
//bind textures
Size2 texpixel_size ;
{
TextureBinding * * texture_binding_ptr = bindings . texture_bindings . getptr ( np - > texture_binding . binding_id ) ;
ERR_CONTINUE ( ! texture_binding_ptr ) ;
TextureBinding * texture_binding = * texture_binding_ptr ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( p_draw_list , texture_binding - > uniform_set , 0 ) ;
if ( texture_binding - > key . texture . is_valid ( ) ) {
Size2i tex_size = storage - > texture_2d_get_size ( texture_binding - > key . texture ) ;
if ( tex_size . x ! = 0 & & tex_size . y ! = 0 ) {
texpixel_size . x = 1.0 / tex_size . x ;
texpixel_size . y = 1.0 / tex_size . y ;
}
}
}
Rect2 src_rect ;
Rect2 dst_rect ( np - > rect . position . x , np - > rect . position . y , np - > rect . size . x , np - > rect . size . y ) ;
if ( texpixel_size = = Size2 ( ) ) {
texpixel_size = Size2 ( 1 , 1 ) ;
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
} else {
if ( np - > source ! = Rect2 ( ) ) {
src_rect = Rect2 ( np - > source . position . x * texpixel_size . width , np - > source . position . y * texpixel_size . height , np - > source . size . x * texpixel_size . width , np - > source . size . y * texpixel_size . height ) ;
texpixel_size = Size2 ( 1.0 / np - > source . size . width , 1.0 / np - > source . size . height ) ;
} else {
src_rect = Rect2 ( 0 , 0 , 1 , 1 ) ;
}
}
push_constant . modulation [ 0 ] = np - > color . r * p_modulate . r ;
push_constant . modulation [ 1 ] = np - > color . g * p_modulate . g ;
push_constant . modulation [ 2 ] = np - > color . b * p_modulate . b ;
push_constant . modulation [ 3 ] = np - > color . a ;
push_constant . src_rect [ 0 ] = src_rect . position . x ;
push_constant . src_rect [ 1 ] = src_rect . position . y ;
push_constant . src_rect [ 2 ] = src_rect . size . width ;
push_constant . src_rect [ 3 ] = src_rect . size . height ;
push_constant . dst_rect [ 0 ] = dst_rect . position . x ;
push_constant . dst_rect [ 1 ] = dst_rect . position . y ;
push_constant . dst_rect [ 2 ] = dst_rect . size . width ;
push_constant . dst_rect [ 3 ] = dst_rect . size . height ;
push_constant . color_texture_pixel_size [ 0 ] = texpixel_size . x ;
push_constant . color_texture_pixel_size [ 1 ] = texpixel_size . y ;
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push_constant . flags | = int ( np - > axis_x ) < < FLAGS_NINEPATCH_H_MODE_SHIFT ;
push_constant . flags | = int ( np - > axis_y ) < < FLAGS_NINEPATCH_V_MODE_SHIFT ;
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if ( np - > draw_center ) {
push_constant . flags | = FLAGS_NINEPACH_DRAW_CENTER ;
}
push_constant . ninepatch_margins [ 0 ] = np - > margin [ MARGIN_LEFT ] ;
push_constant . ninepatch_margins [ 1 ] = np - > margin [ MARGIN_TOP ] ;
push_constant . ninepatch_margins [ 2 ] = np - > margin [ MARGIN_RIGHT ] ;
push_constant . ninepatch_margins [ 3 ] = np - > margin [ MARGIN_BOTTOM ] ;
RD : : get_singleton ( ) - > draw_list_set_push_constant ( p_draw_list , & push_constant , sizeof ( PushConstant ) ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( p_draw_list , shader . quad_index_array ) ;
RD : : get_singleton ( ) - > draw_list_draw ( p_draw_list , true ) ;
} break ;
#if 0
case Item : : Command : : TYPE_PRIMITIVE : {
Item : : CommandPrimitive * primitive = static_cast < Item : : CommandPrimitive * > ( c ) ;
_set_texture_rect_mode ( false ) ;
ERR_CONTINUE ( primitive - > points . size ( ) < 1 ) ;
RasterizerStorageGLES3 : : Texture * texture = _bind_canvas_texture ( primitive - > texture , primitive - > normal_map ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
}
if ( primitive - > colors . size ( ) = = 1 & & primitive - > points . size ( ) > 1 ) {
Color col = primitive - > colors [ 0 ] ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , col . r , col . g , col . b , col . a ) ;
} else if ( primitive - > colors . empty ( ) ) {
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ;
}
_draw_gui_primitive ( primitive - > points . size ( ) , primitive - > points . ptr ( ) , primitive - > colors . ptr ( ) , primitive - > uvs . ptr ( ) ) ;
} break ;
case Item : : Command : : TYPE_POLYGON : {
Item : : CommandPolygon * polygon = static_cast < Item : : CommandPolygon * > ( c ) ;
_set_texture_rect_mode ( false ) ;
RasterizerStorageGLES3 : : Texture * texture = _bind_canvas_texture ( polygon - > texture , polygon - > normal_map ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
}
_draw_polygon ( polygon - > indices . ptr ( ) , polygon - > count , polygon - > points . size ( ) , polygon - > points . ptr ( ) , polygon - > uvs . ptr ( ) , polygon - > colors . ptr ( ) , polygon - > colors . size ( ) = = 1 , polygon - > bones . ptr ( ) , polygon - > weights . ptr ( ) ) ;
# ifdef GLES_OVER_GL
if ( polygon - > antialiased ) {
glEnable ( GL_LINE_SMOOTH ) ;
_draw_generic ( GL_LINE_LOOP , polygon - > points . size ( ) , polygon - > points . ptr ( ) , polygon - > uvs . ptr ( ) , polygon - > colors . ptr ( ) , polygon - > colors . size ( ) = = 1 ) ;
glDisable ( GL_LINE_SMOOTH ) ;
}
# endif
} break ;
case Item : : Command : : TYPE_MESH : {
Item : : CommandMesh * mesh = static_cast < Item : : CommandMesh * > ( c ) ;
_set_texture_rect_mode ( false ) ;
RasterizerStorageGLES3 : : Texture * texture = _bind_canvas_texture ( mesh - > texture , mesh - > normal_map ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
}
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX , state . final_transform * mesh - > transform ) ;
RasterizerStorageGLES3 : : Mesh * mesh_data = storage - > mesh_owner . getornull ( mesh - > mesh ) ;
if ( mesh_data ) {
for ( int j = 0 ; j < mesh_data - > surfaces . size ( ) ; j + + ) {
RasterizerStorageGLES3 : : Surface * s = mesh_data - > surfaces [ j ] ;
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindVertexArray ( s - > array_id ) ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , mesh - > modulate . r , mesh - > modulate . g , mesh - > modulate . b , mesh - > modulate . a ) ;
if ( s - > index_array_len ) {
glDrawElements ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 ) ;
} else {
glDrawArrays ( gl_primitive [ s - > primitive ] , 0 , s - > array_len ) ;
}
glBindVertexArray ( 0 ) ;
}
}
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX , state . final_transform ) ;
} break ;
case Item : : Command : : TYPE_MULTIMESH : {
Item : : CommandMultiMesh * mmesh = static_cast < Item : : CommandMultiMesh * > ( c ) ;
RasterizerStorageGLES3 : : MultiMesh * multi_mesh = storage - > multimesh_owner . getornull ( mmesh - > multimesh ) ;
if ( ! multi_mesh )
break ;
RasterizerStorageGLES3 : : Mesh * mesh_data = storage - > mesh_owner . getornull ( multi_mesh - > mesh ) ;
if ( ! mesh_data )
break ;
RasterizerStorageGLES3 : : Texture * texture = _bind_canvas_texture ( mmesh - > texture , mmesh - > normal_map ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM , multi_mesh - > custom_data_format ! = VS : : MULTIMESH_CUSTOM_DATA_NONE ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING , true ) ;
//reset shader and force rebind
state . using_texture_rect = true ;
_set_texture_rect_mode ( false ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
}
int amount = MIN ( multi_mesh - > size , multi_mesh - > visible_instances ) ;
if ( amount = = - 1 ) {
amount = multi_mesh - > size ;
}
for ( int j = 0 ; j < mesh_data - > surfaces . size ( ) ; j + + ) {
RasterizerStorageGLES3 : : Surface * s = mesh_data - > surfaces [ j ] ;
// materials are ignored in 2D meshes, could be added but many things (ie, lighting mode, reading from screen, etc) would break as they are not meant be set up at this point of drawing
glBindVertexArray ( s - > instancing_array_id ) ;
glBindBuffer ( GL_ARRAY_BUFFER , multi_mesh - > buffer ) ; //modify the buffer
int stride = ( multi_mesh - > xform_floats + multi_mesh - > color_floats + multi_mesh - > custom_data_floats ) * 4 ;
glEnableVertexAttribArray ( 8 ) ;
glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( 0 ) ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
glEnableVertexAttribArray ( 9 ) ;
glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( 4 * 4 ) ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
int color_ofs ;
if ( multi_mesh - > transform_format = = VS : : MULTIMESH_TRANSFORM_3D ) {
glEnableVertexAttribArray ( 10 ) ;
glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( 8 * 4 ) ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
color_ofs = 12 * 4 ;
} else {
glDisableVertexAttribArray ( 10 ) ;
glVertexAttrib4f ( 10 , 0 , 0 , 1 , 0 ) ;
color_ofs = 8 * 4 ;
}
int custom_data_ofs = color_ofs ;
switch ( multi_mesh - > color_format ) {
case VS : : MULTIMESH_COLOR_NONE : {
glDisableVertexAttribArray ( 11 ) ;
glVertexAttrib4f ( 11 , 1 , 1 , 1 , 1 ) ;
} break ;
case VS : : MULTIMESH_COLOR_8BIT : {
glEnableVertexAttribArray ( 11 ) ;
glVertexAttribPointer ( 11 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , stride , CAST_INT_TO_UCHAR_PTR ( color_ofs ) ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
custom_data_ofs + = 4 ;
} break ;
case VS : : MULTIMESH_COLOR_FLOAT : {
glEnableVertexAttribArray ( 11 ) ;
glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( color_ofs ) ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
custom_data_ofs + = 4 * 4 ;
} break ;
}
switch ( multi_mesh - > custom_data_format ) {
case VS : : MULTIMESH_CUSTOM_DATA_NONE : {
glDisableVertexAttribArray ( 12 ) ;
glVertexAttrib4f ( 12 , 1 , 1 , 1 , 1 ) ;
} break ;
case VS : : MULTIMESH_CUSTOM_DATA_8BIT : {
glEnableVertexAttribArray ( 12 ) ;
glVertexAttribPointer ( 12 , 4 , GL_UNSIGNED_BYTE , GL_TRUE , stride , CAST_INT_TO_UCHAR_PTR ( custom_data_ofs ) ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
} break ;
case VS : : MULTIMESH_CUSTOM_DATA_FLOAT : {
glEnableVertexAttribArray ( 12 ) ;
glVertexAttribPointer ( 12 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( custom_data_ofs ) ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
} break ;
}
if ( s - > index_array_len ) {
glDrawElementsInstanced ( gl_primitive [ s - > primitive ] , s - > index_array_len , ( s - > array_len > = ( 1 < < 16 ) ) ? GL_UNSIGNED_INT : GL_UNSIGNED_SHORT , 0 , amount ) ;
} else {
glDrawArraysInstanced ( gl_primitive [ s - > primitive ] , 0 , s - > array_len , amount ) ;
}
glBindVertexArray ( 0 ) ;
}
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING , false ) ;
state . using_texture_rect = true ;
_set_texture_rect_mode ( false ) ;
} break ;
case Item : : Command : : TYPE_PARTICLES : {
Item : : CommandParticles * particles_cmd = static_cast < Item : : CommandParticles * > ( c ) ;
RasterizerStorageGLES3 : : Particles * particles = storage - > particles_owner . getornull ( particles_cmd - > particles ) ;
if ( ! particles )
break ;
if ( particles - > inactive & & ! particles - > emitting )
break ;
glVertexAttrib4f ( VS : : ARRAY_COLOR , 1 , 1 , 1 , 1 ) ; //not used, so keep white
VisualServerRaster : : redraw_request ( ) ;
storage - > particles_request_process ( particles_cmd - > particles ) ;
//enable instancing
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM , true ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_PARTICLES , true ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING , true ) ;
//reset shader and force rebind
state . using_texture_rect = true ;
_set_texture_rect_mode ( false ) ;
RasterizerStorageGLES3 : : Texture * texture = _bind_canvas_texture ( particles_cmd - > texture , particles_cmd - > normal_map ) ;
if ( texture ) {
Size2 texpixel_size ( 1.0 / texture - > width , 1.0 / texture - > height ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE , texpixel_size ) ;
} else {
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : COLOR_TEXPIXEL_SIZE , Vector2 ( 1.0 , 1.0 ) ) ;
}
if ( ! particles - > use_local_coords ) {
Transform2D inv_xf ;
inv_xf . set_axis ( 0 , Vector2 ( particles - > emission_transform . basis . get_axis ( 0 ) . x , particles - > emission_transform . basis . get_axis ( 0 ) . y ) ) ;
inv_xf . set_axis ( 1 , Vector2 ( particles - > emission_transform . basis . get_axis ( 1 ) . x , particles - > emission_transform . basis . get_axis ( 1 ) . y ) ) ;
inv_xf . set_origin ( Vector2 ( particles - > emission_transform . get_origin ( ) . x , particles - > emission_transform . get_origin ( ) . y ) ) ;
inv_xf . affine_invert ( ) ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : MODELVIEW_MATRIX , state . final_transform * inv_xf ) ;
}
glBindVertexArray ( data . particle_quad_array ) ; //use particle quad array
glBindBuffer ( GL_ARRAY_BUFFER , particles - > particle_buffers [ 0 ] ) ; //bind particle buffer
int stride = sizeof ( float ) * 4 * 6 ;
int amount = particles - > amount ;
if ( particles - > draw_order ! = VS : : PARTICLES_DRAW_ORDER_LIFETIME ) {
glEnableVertexAttribArray ( 8 ) ; //xform x
glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 3 ) ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
glEnableVertexAttribArray ( 9 ) ; //xform y
glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 4 ) ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
glEnableVertexAttribArray ( 10 ) ; //xform z
glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 5 ) ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
glEnableVertexAttribArray ( 11 ) ; //color
glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , NULL ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
glEnableVertexAttribArray ( 12 ) ; //custom
glVertexAttribPointer ( 12 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 2 ) ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
glDrawArraysInstanced ( GL_TRIANGLE_FAN , 0 , 4 , amount ) ;
} else {
//split
int split = int ( Math : : ceil ( particles - > phase * particles - > amount ) ) ;
if ( amount - split > 0 ) {
glEnableVertexAttribArray ( 8 ) ; //xform x
glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( stride * split + sizeof ( float ) * 4 * 3 ) ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
glEnableVertexAttribArray ( 9 ) ; //xform y
glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( stride * split + sizeof ( float ) * 4 * 4 ) ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
glEnableVertexAttribArray ( 10 ) ; //xform z
glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( stride * split + sizeof ( float ) * 4 * 5 ) ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
glEnableVertexAttribArray ( 11 ) ; //color
glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( stride * split + 0 ) ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
glEnableVertexAttribArray ( 12 ) ; //custom
glVertexAttribPointer ( 12 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( stride * split + sizeof ( float ) * 4 * 2 ) ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
glDrawArraysInstanced ( GL_TRIANGLE_FAN , 0 , 4 , amount - split ) ;
}
if ( split > 0 ) {
glEnableVertexAttribArray ( 8 ) ; //xform x
glVertexAttribPointer ( 8 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 3 ) ) ;
glVertexAttribDivisor ( 8 , 1 ) ;
glEnableVertexAttribArray ( 9 ) ; //xform y
glVertexAttribPointer ( 9 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 4 ) ) ;
glVertexAttribDivisor ( 9 , 1 ) ;
glEnableVertexAttribArray ( 10 ) ; //xform z
glVertexAttribPointer ( 10 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 5 ) ) ;
glVertexAttribDivisor ( 10 , 1 ) ;
glEnableVertexAttribArray ( 11 ) ; //color
glVertexAttribPointer ( 11 , 4 , GL_FLOAT , GL_FALSE , stride , NULL ) ;
glVertexAttribDivisor ( 11 , 1 ) ;
glEnableVertexAttribArray ( 12 ) ; //custom
glVertexAttribPointer ( 12 , 4 , GL_FLOAT , GL_FALSE , stride , CAST_INT_TO_UCHAR_PTR ( sizeof ( float ) * 4 * 2 ) ) ;
glVertexAttribDivisor ( 12 , 1 ) ;
glDrawArraysInstanced ( GL_TRIANGLE_FAN , 0 , 4 , split ) ;
}
}
glBindVertexArray ( 0 ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCE_CUSTOM , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_PARTICLES , false ) ;
state . canvas_shader . set_conditional ( CanvasShaderGLES3 : : USE_INSTANCING , false ) ;
state . using_texture_rect = true ;
_set_texture_rect_mode ( false ) ;
} break ;
case Item : : Command : : TYPE_CIRCLE : {
_set_texture_rect_mode ( false ) ;
Item : : CommandCircle * circle = static_cast < Item : : CommandCircle * > ( c ) ;
static const int numpoints = 32 ;
Vector2 points [ numpoints + 1 ] ;
points [ numpoints ] = circle - > pos ;
int indices [ numpoints * 3 ] ;
for ( int j = 0 ; j < numpoints ; j + + ) {
points [ j ] = circle - > pos + Vector2 ( Math : : sin ( j * Math_PI * 2.0 / numpoints ) , Math : : cos ( j * Math_PI * 2.0 / numpoints ) ) * circle - > radius ;
indices [ j * 3 + 0 ] = j ;
indices [ j * 3 + 1 ] = ( j + 1 ) % numpoints ;
indices [ j * 3 + 2 ] = numpoints ;
}
_bind_canvas_texture ( RID ( ) , RID ( ) ) ;
_draw_polygon ( indices , numpoints * 3 , numpoints + 1 , points , NULL , & circle - > color , true , NULL , NULL ) ;
//_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true);
//canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1);
} break ;
case Item : : Command : : TYPE_TRANSFORM : {
Item : : CommandTransform * transform = static_cast < Item : : CommandTransform * > ( c ) ;
state . extra_matrix = transform - > xform ;
state . canvas_shader . set_uniform ( CanvasShaderGLES3 : : EXTRA_MATRIX , state . extra_matrix ) ;
} break ;
case Item : : Command : : TYPE_CLIP_IGNORE : {
Item : : CommandClipIgnore * ci = static_cast < Item : : CommandClipIgnore * > ( c ) ;
if ( current_clip ) {
if ( ci - > ignore ! = reclip ) {
if ( ci - > ignore ) {
glDisable ( GL_SCISSOR_TEST ) ;
reclip = true ;
} else {
glEnable ( GL_SCISSOR_TEST ) ;
//glScissor(viewport.x+current_clip->final_clip_rect.pos.x,viewport.y+ (viewport.height-(current_clip->final_clip_rect.pos.y+current_clip->final_clip_rect.size.height)),
//current_clip->final_clip_rect.size.width,current_clip->final_clip_rect.size.height);
int y = storage - > frame . current_rt - > height - ( current_clip - > final_clip_rect . position . y + current_clip - > final_clip_rect . size . y ) ;
if ( storage - > frame . current_rt - > flags [ RasterizerStorage : : RENDER_TARGET_VFLIP ] )
y = current_clip - > final_clip_rect . position . y ;
glScissor ( current_clip - > final_clip_rect . position . x , y , current_clip - > final_clip_rect . size . x , current_clip - > final_clip_rect . size . y ) ;
reclip = false ;
}
}
}
} break ;
# endif
}
}
}
void RasterizerCanvasRD : : _render_items ( RID p_to_render_target , bool p_clear , const Color & p_clear_color , int p_item_count , const Color & p_modulate , const Transform2D & p_transform ) {
Item * current_clip = NULL ;
RenderTargetFormat render_target_format = RENDER_TARGET_FORMAT_8_BIT_INT ;
Transform2D canvas_transform_inverse = p_transform . affine_inverse ( ) ;
RID framebuffer = storage - > render_target_get_rd_framebuffer ( p_to_render_target ) ;
Vector < Color > clear_colors ;
if ( p_clear ) {
clear_colors . push_back ( p_clear_color ) ;
}
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# warning TODO obtain from framebuffer format eventually when this is implemented
RD : : TextureSamples texture_samples = RD : : TEXTURE_SAMPLES_1 ;
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( framebuffer , p_clear ? RD : : INITIAL_ACTION_CLEAR : RD : : INITIAL_ACTION_KEEP_COLOR , RD : : FINAL_ACTION_READ_COLOR_DISCARD_DEPTH , clear_colors ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , state . canvas_state_uniform_set , 3 ) ;
for ( int i = 0 ; i < p_item_count ; i + + ) {
Item * ci = items [ i ] ;
if ( current_clip ! = ci - > final_clip_owner ) {
current_clip = ci - > final_clip_owner ;
//setup clip
if ( current_clip ) {
RD : : get_singleton ( ) - > draw_list_enable_scissor ( draw_list , current_clip - > final_clip_rect ) ;
} else {
RD : : get_singleton ( ) - > draw_list_disable_scissor ( draw_list ) ;
}
}
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if ( false ) { //not skeleton
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RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , shader . default_material_uniform_set , 1 ) ;
}
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_render_item ( draw_list , ci , render_target_format , texture_samples , p_modulate , canvas_transform_inverse ) ;
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}
RD : : get_singleton ( ) - > draw_list_end ( ) ;
}
void RasterizerCanvasRD : : _update_canvas_state_uniform_set ( ) {
if ( state . canvas_state_uniform_set . is_valid ( ) & & RD : : get_singleton ( ) - > uniform_set_is_valid ( state . canvas_state_uniform_set ) ) {
return ; //nothing to update
}
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 0 ;
u . ids . push_back ( state . canvas_state_buffer ) ;
uniforms . push_back ( u ) ;
state . canvas_state_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , shader . default_version_rd_shader , 3 ) ; // uses index 3
}
void RasterizerCanvasRD : : canvas_render_items ( RID p_to_render_target , bool p_clear , const Color & p_clear_color , Item * p_item_list , const Color & p_modulate , Light * p_light_list , const Transform2D & p_canvas_transform ) {
int item_count = 0 ;
//setup canvas state uniforms if needed
_update_canvas_state_uniform_set ( ) ;
{
//update canvas state uniform buffer
State : : Buffer state_buffer ;
Size2i ssize = storage - > render_target_get_size ( p_to_render_target ) ;
Transform screen_transform ;
screen_transform . translate ( - ( ssize . width / 2.0f ) , - ( ssize . height / 2.0f ) , 0.0f ) ;
screen_transform . scale ( Vector3 ( 2.0f / ssize . width , 2.0f / ssize . height , 1.0f ) ) ;
_update_transform_to_mat4 ( screen_transform , state_buffer . screen_transform ) ;
_update_transform_2d_to_mat4 ( p_canvas_transform , state_buffer . canvas_transform ) ;
RD : : get_singleton ( ) - > buffer_update ( state . canvas_state_buffer , 0 , sizeof ( State : : Buffer ) , & state_buffer , true ) ;
}
//fill the list until rendering is possible.
Item * ci = p_item_list ;
while ( ci ) {
items [ item_count + + ] = ci ;
bool backbuffer_copy = ci - > copy_back_buffer ; // || shader uses SCREEN_TEXTURE
if ( ! ci - > next | | backbuffer_copy | | item_count = = MAX_RENDER_ITEMS - 1 ) {
_render_items ( p_to_render_target , p_clear , p_clear_color , item_count , p_modulate , p_canvas_transform ) ;
//then reset
item_count = 0 ;
p_clear = false ;
}
if ( ci - > copy_back_buffer ) {
if ( ci - > copy_back_buffer - > full ) {
//_copy_texscreen(Rect2());
} else {
//_copy_texscreen(ci->copy_back_buffer->rect);
}
}
ci = ci - > next ;
}
}
void RasterizerCanvasRD : : update ( ) {
_dispose_bindings ( ) ;
}
RasterizerCanvasRD : : RasterizerCanvasRD ( RasterizerStorageRD * p_storage ) {
storage = p_storage ;
{ //create default textures
RD : : TextureFormat tformat ;
tformat . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
tformat . width = 4 ;
tformat . height = 4 ;
tformat . usage_bits = RD : : TEXTURE_USAGE_SAMPLING_BIT | RD : : TEXTURE_USAGE_CAN_UPDATE_BIT ;
tformat . type = RD : : TEXTURE_TYPE_2D ;
PoolVector < uint8_t > pv ;
pv . resize ( 16 * 4 ) ;
for ( int i = 0 ; i < 16 ; i + + ) {
pv . set ( i * 4 + 0 , 255 ) ;
pv . set ( i * 4 + 1 , 255 ) ;
pv . set ( i * 4 + 2 , 255 ) ;
pv . set ( i * 4 + 3 , 255 ) ;
}
{
Vector < PoolVector < uint8_t > > vpv ;
vpv . push_back ( pv ) ;
default_textures . white_texture = RD : : get_singleton ( ) - > texture_create ( tformat , RD : : TextureView ( ) , vpv ) ;
}
for ( int i = 0 ; i < 16 ; i + + ) {
pv . set ( i * 4 + 0 , 0 ) ;
pv . set ( i * 4 + 1 , 0 ) ;
pv . set ( i * 4 + 2 , 0 ) ;
pv . set ( i * 4 + 3 , 255 ) ;
}
{
Vector < PoolVector < uint8_t > > vpv ;
vpv . push_back ( pv ) ;
default_textures . black_texture = RD : : get_singleton ( ) - > texture_create ( tformat , RD : : TextureView ( ) , vpv ) ;
}
for ( int i = 0 ; i < 16 ; i + + ) {
pv . set ( i * 4 + 0 , 128 ) ;
pv . set ( i * 4 + 1 , 128 ) ;
pv . set ( i * 4 + 2 , 255 ) ;
pv . set ( i * 4 + 3 , 255 ) ;
}
{
Vector < PoolVector < uint8_t > > vpv ;
vpv . push_back ( pv ) ;
default_textures . normal_texture = RD : : get_singleton ( ) - > texture_create ( tformat , RD : : TextureView ( ) , vpv ) ;
}
for ( int i = 0 ; i < 16 ; i + + ) {
pv . set ( i * 4 + 0 , 255 ) ;
pv . set ( i * 4 + 1 , 128 ) ;
pv . set ( i * 4 + 2 , 255 ) ;
pv . set ( i * 4 + 3 , 255 ) ;
}
{
Vector < PoolVector < uint8_t > > vpv ;
vpv . push_back ( pv ) ;
default_textures . aniso_texture = RD : : get_singleton ( ) - > texture_create ( tformat , RD : : TextureView ( ) , vpv ) ;
}
for ( int i = 0 ; i < 16 ; i + + ) {
pv . set ( i * 4 + 0 , 0 ) ;
pv . set ( i * 4 + 1 , 0 ) ;
pv . set ( i * 4 + 2 , 0 ) ;
pv . set ( i * 4 + 3 , 0 ) ;
}
default_textures . default_multimesh_tb = RD : : get_singleton ( ) - > texture_buffer_create ( 16 , RD : : DATA_FORMAT_R8G8B8A8_UNORM , pv ) ;
}
{ //create default samplers
for ( int i = 1 ; i < VS : : CANVAS_ITEM_TEXTURE_FILTER_MAX ; i + + ) {
for ( int j = 1 ; j < VS : : CANVAS_ITEM_TEXTURE_REPEAT_MAX ; j + + ) {
RD : : SamplerState sampler_state ;
switch ( i ) {
case VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST : {
sampler_state . mag_filter = RD : : SAMPLER_FILTER_NEAREST ;
sampler_state . min_filter = RD : : SAMPLER_FILTER_NEAREST ;
sampler_state . max_lod = 0 ;
} break ;
case VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR : {
sampler_state . mag_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler_state . min_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler_state . max_lod = 0 ;
} break ;
case VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS : {
sampler_state . mag_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler_state . min_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler_state . mip_filter = RD : : SAMPLER_FILTER_LINEAR ;
} break ;
case VS : : CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS : {
sampler_state . mag_filter = RD : : SAMPLER_FILTER_NEAREST ;
sampler_state . min_filter = RD : : SAMPLER_FILTER_LINEAR ;
sampler_state . mip_filter = RD : : SAMPLER_FILTER_LINEAR ;
} break ;
default : {
}
}
switch ( j ) {
case VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED : {
sampler_state . repeat_u = RD : : SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE ;
sampler_state . repeat_v = RD : : SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE ;
} break ;
case VS : : CANVAS_ITEM_TEXTURE_REPEAT_ENABLED : {
sampler_state . repeat_u = RD : : SAMPLER_REPEAT_MODE_REPEAT ;
sampler_state . repeat_v = RD : : SAMPLER_REPEAT_MODE_REPEAT ;
} break ;
case VS : : CANVAS_ITEM_TEXTURE_REPEAT_MIRROR : {
sampler_state . repeat_u = RD : : SAMPLER_REPEAT_MODE_MIRRORED_REPEAT ;
sampler_state . repeat_v = RD : : SAMPLER_REPEAT_MODE_MIRRORED_REPEAT ;
} break ;
default : {
}
}
default_samplers . samplers [ i ] [ j ] = RD : : get_singleton ( ) - > sampler_create ( sampler_state ) ;
}
}
default_samplers . default_filter = VS : : CANVAS_ITEM_TEXTURE_FILTER_LINEAR ;
default_samplers . default_repeat = VS : : CANVAS_ITEM_TEXTURE_REPEAT_DISABLED ;
}
{ //shader variants
Vector < String > variants ;
variants . push_back ( " " ) ; //none by default is first variant
variants . push_back ( " #define USE_NINEPATCH \n " ) ; //ninepatch is the second variant
variants . push_back ( " #define USE_VERTEX_ARRAYS \n " ) ; //vertex arrays is the last variant
variants . push_back ( " #define USE_POINT_SIZE \n " ) ; //for point drawing
shader . canvas_shader . initialize ( variants ) ;
shader . default_version = shader . canvas_shader . version_create ( ) ;
{
//framebuffer formats
RD : : AttachmentFormat af ;
af . format = RD : : DATA_FORMAT_R8G8B8A8_UNORM ;
af . samples = RD : : TEXTURE_SAMPLES_1 ;
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af . usage_flags = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD : : TEXTURE_USAGE_SAMPLING_BIT ;
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Vector < RD : : AttachmentFormat > formats ;
formats . push_back ( af ) ;
shader . framebuffer_formats [ RENDER_TARGET_FORMAT_8_BIT_INT ] = RD : : get_singleton ( ) - > framebuffer_format_create ( formats ) ;
formats . clear ( ) ;
af . format = RD : : DATA_FORMAT_R16G16B16A16_SFLOAT ;
formats . push_back ( af ) ;
shader . framebuffer_formats [ RENDER_TARGET_FORMAT_16_BIT_FLOAT ] = RD : : get_singleton ( ) - > framebuffer_format_create ( formats ) ;
}
for ( int i = 0 ; i < RENDER_TARGET_FORMAT_MAX ; i + + ) {
RD : : FramebufferFormatID fb_format = shader . framebuffer_formats [ i ] ;
for ( int j = 0 ; j < PIPELINE_VARIANT_MAX ; j + + ) {
RD : : RenderPrimitive primitive [ PIPELINE_VARIANT_MAX ] = { RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : RENDER_PRIMITIVE_TRIANGLES , RD : : RENDER_PRIMITIVE_LINES , RD : : RENDER_PRIMITIVE_POINTS } ;
ShaderVariant shader_variants [ PIPELINE_VARIANT_MAX ] = { SHADER_VARIANT_QUAD , SHADER_VARIANT_NINEPATCH , SHADER_VARIANT_VERTICES , SHADER_VARIANT_VERTICES , SHADER_VARIANT_POINTS } ;
RID shader_variant = shader . canvas_shader . version_get_shader ( shader . default_version , shader_variants [ j ] ) ;
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shader . pipeline_variants . variants [ i ] [ j ] . setup ( shader_variant , fb_format , primitive [ j ] , RD : : PipelineRasterizationState ( ) , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , RD : : PipelineColorBlendState : : create_blend ( ) , j = = PIPELINE_VARIANT_LINES ? RD : : DYNAMIC_STATE_LINE_WIDTH : 0 ) ;
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}
}
shader . default_version_rd_shader = shader . canvas_shader . version_get_shader ( shader . default_version , 0 ) ;
}
{ //bindings
bindings . id_generator = 0 ;
//generate for 0
bindings . default_empty = request_texture_binding ( RID ( ) , RID ( ) , RID ( ) , VS : : CANVAS_ITEM_TEXTURE_FILTER_DEFAULT , VS : : CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT , RID ( ) ) ;
{ //state allocate
state . canvas_state_buffer = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( State : : Buffer ) ) ;
}
}
{ // default index buffer
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 ;
}
RID index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( 6 , RenderingDevice : : INDEX_BUFFER_FORMAT_UINT32 , pv ) ;
shader . quad_index_array = RD : : get_singleton ( ) - > index_array_create ( index_buffer , 0 , 6 ) ;
}
{ //default skeleton buffer
shader . default_material_skeleton_uniform = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( SkeletonUniform ) ) ;
SkeletonUniform su ;
_update_transform_2d_to_mat4 ( Transform2D ( ) , su . skeleton_inverse ) ;
_update_transform_2d_to_mat4 ( Transform2D ( ) , su . skeleton_transform ) ;
RD : : get_singleton ( ) - > buffer_update ( shader . default_material_skeleton_uniform , 0 , sizeof ( SkeletonUniform ) , & su ) ;
}
{ //default material uniform set
Vector < RD : : Uniform > default_material_uniforms ;
RD : : Uniform u ;
u . type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 2 ;
u . ids . push_back ( shader . default_material_skeleton_uniform ) ;
default_material_uniforms . push_back ( u ) ;
u . ids . clear ( ) ;
u . type = RD : : UNIFORM_TYPE_TEXTURE_BUFFER ;
u . binding = 1 ;
u . ids . push_back ( default_textures . default_multimesh_tb ) ;
default_material_uniforms . push_back ( u ) ;
shader . default_material_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( default_material_uniforms , shader . default_version_rd_shader , 1 ) ;
}
ERR_FAIL_COND ( sizeof ( PushConstant ) ! = 128 ) ;
}