godot/servers/rendering/renderer_canvas_render.h
lawnjelly 07ca9cd263 [4] Fix canvas rect bound calculation
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.

This PR fixes this inconsistency.
2021-05-28 09:04:24 +01:00

609 lines
16 KiB
C++

/*************************************************************************/
/* renderer_canvas_render.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDERINGSERVERCANVASRENDER_H
#define RENDERINGSERVERCANVASRENDER_H
#include "servers/rendering/renderer_storage.h"
class RendererCanvasRender {
public:
static RendererCanvasRender *singleton;
enum CanvasRectFlags {
CANVAS_RECT_REGION = 1,
CANVAS_RECT_TILE = 2,
CANVAS_RECT_FLIP_H = 4,
CANVAS_RECT_FLIP_V = 8,
CANVAS_RECT_TRANSPOSE = 16,
CANVAS_RECT_CLIP_UV = 32,
CANVAS_RECT_IS_GROUP = 64,
};
struct Light {
bool enabled;
Color color;
Transform2D xform;
float height;
float energy;
float scale;
int z_min;
int z_max;
int layer_min;
int layer_max;
int item_mask;
int item_shadow_mask;
float directional_distance;
RS::CanvasLightMode mode;
RS::CanvasLightBlendMode blend_mode;
RID texture;
Vector2 texture_offset;
RID canvas;
bool use_shadow;
int shadow_buffer_size;
RS::CanvasLightShadowFilter shadow_filter;
Color shadow_color;
float shadow_smooth;
//void *texture_cache; // implementation dependent
Rect2 rect_cache;
Transform2D xform_cache;
float radius_cache; //used for shadow far plane
//CameraMatrix shadow_matrix_cache;
Transform2D light_shader_xform;
//Vector2 light_shader_pos;
Light *shadows_next_ptr;
Light *filter_next_ptr;
Light *next_ptr;
Light *directional_next_ptr;
RID light_internal;
uint64_t version;
int32_t render_index_cache;
Light() {
version = 0;
enabled = true;
color = Color(1, 1, 1);
shadow_color = Color(0, 0, 0, 0);
height = 0;
z_min = -1024;
z_max = 1024;
layer_min = 0;
layer_max = 0;
item_mask = 1;
scale = 1.0;
energy = 1.0;
item_shadow_mask = 1;
mode = RS::CANVAS_LIGHT_MODE_POINT;
blend_mode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
// texture_cache = nullptr;
next_ptr = nullptr;
directional_next_ptr = nullptr;
filter_next_ptr = nullptr;
use_shadow = false;
shadow_buffer_size = 2048;
shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE;
shadow_smooth = 0.0;
render_index_cache = -1;
directional_distance = 10000.0;
}
};
//easier wrap to avoid mistakes
struct Item;
typedef uint64_t PolygonID;
virtual PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) = 0;
virtual void free_polygon(PolygonID p_polygon) = 0;
//also easier to wrap to avoid mistakes
struct Polygon {
PolygonID polygon_id;
Rect2 rect_cache;
_FORCE_INLINE_ void create(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) {
ERR_FAIL_COND(polygon_id != 0);
{
uint32_t pc = p_points.size();
const Vector2 *v2 = p_points.ptr();
rect_cache.position = *v2;
for (uint32_t i = 1; i < pc; i++) {
rect_cache.expand_to(v2[i]);
}
}
polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights);
}
_FORCE_INLINE_ Polygon() { polygon_id = 0; }
_FORCE_INLINE_ ~Polygon() {
if (polygon_id) {
singleton->free_polygon(polygon_id);
}
}
};
//item
struct Item {
//commands are allocated in blocks of 4k to improve performance
//and cache coherence.
//blocks always grow but never shrink.
struct CommandBlock {
enum {
MAX_SIZE = 4096
};
uint32_t usage;
uint8_t *memory;
};
struct Command {
enum Type {
TYPE_RECT,
TYPE_NINEPATCH,
TYPE_POLYGON,
TYPE_PRIMITIVE,
TYPE_MESH,
TYPE_MULTIMESH,
TYPE_PARTICLES,
TYPE_TRANSFORM,
TYPE_CLIP_IGNORE,
};
Command *next;
Type type;
virtual ~Command() {}
};
struct CommandRect : public Command {
Rect2 rect;
Color modulate;
Rect2 source;
uint8_t flags;
RID texture;
CommandRect() {
flags = 0;
type = TYPE_RECT;
}
};
struct CommandNinePatch : public Command {
Rect2 rect;
Rect2 source;
float margin[4];
bool draw_center;
Color color;
RS::NinePatchAxisMode axis_x;
RS::NinePatchAxisMode axis_y;
RID texture;
CommandNinePatch() {
draw_center = true;
type = TYPE_NINEPATCH;
}
};
struct CommandPolygon : public Command {
RS::PrimitiveType primitive;
Polygon polygon;
RID texture;
CommandPolygon() {
type = TYPE_POLYGON;
}
};
struct CommandPrimitive : public Command {
uint32_t point_count;
Vector2 points[4];
Vector2 uvs[4];
Color colors[4];
RID texture;
CommandPrimitive() {
type = TYPE_PRIMITIVE;
}
};
struct CommandMesh : public Command {
RID mesh;
Transform2D transform;
Color modulate;
RID mesh_instance;
RID texture;
CommandMesh() { type = TYPE_MESH; }
~CommandMesh() {
if (mesh_instance.is_valid()) {
RendererStorage::base_singleton->free(mesh_instance);
}
}
};
struct CommandMultiMesh : public Command {
RID multimesh;
RID texture;
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
struct CommandParticles : public Command {
RID particles;
RID texture;
CommandParticles() { type = TYPE_PARTICLES; }
};
struct CommandTransform : public Command {
Transform2D xform;
CommandTransform() { type = TYPE_TRANSFORM; }
};
struct CommandClipIgnore : public Command {
bool ignore;
CommandClipIgnore() {
type = TYPE_CLIP_IGNORE;
ignore = false;
}
};
struct ViewportRender {
RenderingServer *owner;
void *udata;
Rect2 rect;
};
Transform2D xform;
bool clip;
bool visible;
bool behind;
bool update_when_visible;
struct CanvasGroup {
RS::CanvasGroupMode mode;
bool fit_empty;
float fit_margin;
bool blur_mipmaps;
float clear_margin;
};
CanvasGroup *canvas_group = nullptr;
int light_mask;
int z_final;
mutable bool custom_rect;
mutable bool rect_dirty;
mutable Rect2 rect;
RID material;
RID skeleton;
Item *next;
struct CopyBackBuffer {
Rect2 rect;
Rect2 screen_rect;
bool full;
};
CopyBackBuffer *copy_back_buffer;
Color final_modulate;
Transform2D final_transform;
Rect2 final_clip_rect;
Item *final_clip_owner;
Item *material_owner;
Item *canvas_group_owner;
ViewportRender *vp_render;
bool distance_field;
bool light_masked;
Rect2 global_rect_cache;
const Rect2 &get_rect() const {
if (custom_rect || (!rect_dirty && !update_when_visible)) {
return rect;
}
//must update rect
if (commands == nullptr) {
rect = Rect2();
rect_dirty = false;
return rect;
}
Transform2D xf;
bool found_xform = false;
bool first = true;
const Item::Command *c = commands;
while (c) {
Rect2 r;
switch (c->type) {
case Item::Command::TYPE_RECT: {
const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);
r = crect->rect;
} break;
case Item::Command::TYPE_NINEPATCH: {
const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);
r = style->rect;
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
r = polygon->polygon.rect_cache;
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
for (uint32_t j = 0; j < primitive->point_count; j++) {
if (j == 0) {
r.position = primitive->points[0];
} else {
r.expand_to(primitive->points[j]);
}
}
} break;
case Item::Command::TYPE_MESH: {
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
AABB aabb = RendererStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_MULTIMESH: {
const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
AABB aabb = RendererStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_PARTICLES: {
const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
if (particles_cmd->particles.is_valid()) {
AABB aabb = RendererStorage::base_singleton->particles_get_aabb(particles_cmd->particles);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
}
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
xf = transform->xform;
found_xform = true;
[[fallthrough]];
}
default: {
c = c->next;
continue;
}
}
if (found_xform) {
r = xf.xform(r);
}
if (first) {
rect = r;
first = false;
} else {
rect = rect.merge(r);
}
c = c->next;
}
rect_dirty = false;
return rect;
}
Command *commands;
Command *last_command;
Vector<CommandBlock> blocks;
uint32_t current_block;
template <class T>
T *alloc_command() {
T *command;
if (commands == nullptr) {
// As the most common use case of canvas items is to
// use only one command, the first is done with it's
// own allocation. The rest of them use blocks.
command = memnew(T);
command->next = nullptr;
commands = command;
last_command = command;
} else {
//Subsequent commands go into a block.
while (true) {
if (unlikely(current_block == (uint32_t)blocks.size())) {
// If we need more blocks, we allocate them
// (they won't be freed until this CanvasItem is
// deleted, though).
CommandBlock cb;
cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE);
cb.usage = 0;
blocks.push_back(cb);
}
CommandBlock *c = &blocks.write[current_block];
size_t space_left = CommandBlock::MAX_SIZE - c->usage;
if (space_left < sizeof(T)) {
current_block++;
continue;
}
//allocate block and add to the linked list
void *memory = c->memory + c->usage;
command = memnew_placement(memory, T);
command->next = nullptr;
last_command->next = command;
last_command = command;
c->usage += sizeof(T);
break;
}
}
rect_dirty = true;
return command;
}
void clear() {
// The first one is always allocated on heap
// the rest go in the blocks
Command *c = commands;
while (c) {
Command *n = c->next;
if (c == commands) {
memdelete(commands);
commands = nullptr;
} else {
c->~Command();
}
c = n;
}
{
uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size());
CommandBlock *blockptr = blocks.ptrw();
for (uint32_t i = 0; i < cbc; i++) {
blockptr[i].usage = 0;
}
}
last_command = nullptr;
commands = nullptr;
current_block = 0;
clip = false;
rect_dirty = true;
final_clip_owner = nullptr;
material_owner = nullptr;
light_masked = false;
}
RS::CanvasItemTextureFilter texture_filter;
RS::CanvasItemTextureRepeat texture_repeat;
Item() {
commands = nullptr;
last_command = nullptr;
current_block = 0;
light_mask = 1;
vp_render = nullptr;
next = nullptr;
final_clip_owner = nullptr;
canvas_group_owner = nullptr;
clip = false;
final_modulate = Color(1, 1, 1, 1);
visible = true;
rect_dirty = true;
custom_rect = false;
behind = false;
material_owner = nullptr;
copy_back_buffer = nullptr;
distance_field = false;
light_masked = false;
update_when_visible = false;
z_final = 0;
texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
}
virtual ~Item() {
clear();
for (int i = 0; i < blocks.size(); i++) {
memfree(blocks[i].memory);
}
if (copy_back_buffer) {
memdelete(copy_back_buffer);
}
}
};
virtual 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) = 0;
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
struct LightOccluderInstance {
bool enabled;
RID canvas;
RID polygon;
RID occluder;
Rect2 aabb_cache;
Transform2D xform;
Transform2D xform_cache;
int light_mask;
bool sdf_collision;
RS::CanvasOccluderPolygonCullMode cull_cache;
LightOccluderInstance *next;
LightOccluderInstance() {
enabled = true;
sdf_collision = false;
next = nullptr;
light_mask = 1;
cull_cache = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
}
};
virtual RID light_create() = 0;
virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
virtual void light_set_use_shadow(RID p_rid, bool p_enable) = 0;
virtual 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) = 0;
virtual 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) = 0;
virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) = 0;
virtual RID occluder_polygon_create() = 0;
virtual void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) = 0;
virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0;
virtual void set_shadow_texture_size(int p_size) = 0;
virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
virtual bool free(RID p_rid) = 0;
virtual void update() = 0;
RendererCanvasRender() { singleton = this; }
virtual ~RendererCanvasRender() {}
};
#endif // RENDERINGSERVERCANVASRENDER_H