mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
605 lines
16 KiB
C++
605 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 */
|
|
/* 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 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 texture;
|
|
|
|
CommandMesh() { type = TYPE_MESH; }
|
|
};
|
|
|
|
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);
|
|
found_xform = false;
|
|
}
|
|
|
|
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
|