godot/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
clayjohn 2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00

472 lines
15 KiB
C++

/*************************************************************************/
/* renderer_canvas_render_rd.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.*/
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDERER_CANVAS_RENDER_RD_H
#define RENDERER_CANVAS_RENDER_RD_H
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_compiler.h"
class RendererCanvasRenderRD : public RendererCanvasRender {
enum {
BASE_UNIFORM_SET = 0,
MATERIAL_UNIFORM_SET = 1,
TRANSFORMS_UNIFORM_SET = 2,
CANVAS_TEXTURE_UNIFORM_SET = 3,
};
enum ShaderVariant {
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_PRIMITIVE,
SHADER_VARIANT_PRIMITIVE_POINTS,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES_POINTS,
SHADER_VARIANT_QUAD_LIGHT,
SHADER_VARIANT_NINEPATCH_LIGHT,
SHADER_VARIANT_PRIMITIVE_LIGHT,
SHADER_VARIANT_PRIMITIVE_POINTS_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
SHADER_VARIANT_MAX
};
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
};
/****************/
/**** SHADER ****/
/****************/
enum PipelineVariant {
PIPELINE_VARIANT_QUAD,
PIPELINE_VARIANT_NINEPATCH,
PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
PIPELINE_VARIANT_PRIMITIVE_LINES,
PIPELINE_VARIANT_PRIMITIVE_POINTS,
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLE_STRIP,
PIPELINE_VARIANT_ATTRIBUTE_LINES,
PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
PIPELINE_VARIANT_QUAD_LCD_BLEND,
PIPELINE_VARIANT_MAX
};
enum PipelineLightMode {
PIPELINE_LIGHT_MODE_DISABLED,
PIPELINE_LIGHT_MODE_ENABLED,
PIPELINE_LIGHT_MODE_MAX
};
struct PipelineVariants {
PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
};
struct {
CanvasShaderRD canvas_shader;
RID default_version;
RID default_version_rd_shader;
RID quad_index_buffer;
RID quad_index_array;
PipelineVariants pipeline_variants;
// default_skeleton uniform set
RID default_skeleton_uniform_buffer;
RID default_skeleton_texture_buffer;
ShaderCompiler compiler;
} shader;
struct CanvasShaderData : public RendererRD::MaterialStorage::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
BLEND_MODE_PMALPHA,
BLEND_MODE_DISABLED,
};
bool valid = false;
RID version;
PipelineVariants pipeline_variants;
String path;
HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size = 0;
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
bool uses_screen_texture_mipmaps = false;
bool uses_sdf = false;
bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_path_hint(const String &p_path);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_parameter_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
CanvasShaderData() {}
virtual ~CanvasShaderData();
};
RendererRD::MaterialStorage::ShaderData *_create_shader_func();
static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() {
return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
}
struct CanvasMaterialData : public RendererRD::MaterialStorage::MaterialData {
CanvasShaderData *shader_data = nullptr;
RID uniform_set;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~CanvasMaterialData();
};
RendererRD::MaterialStorage::MaterialData *_create_material_func(CanvasShaderData *p_shader);
static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<CanvasShaderData *>(p_shader));
}
/**************************/
/**** CANVAS TEXTURES *****/
/**************************/
struct {
RS::CanvasItemTextureFilter default_filter;
RS::CanvasItemTextureRepeat default_repeat;
} default_samplers;
/******************/
/**** POLYGONS ****/
/******************/
struct PolygonBuffers {
RD::VertexFormatID vertex_format_id;
RID vertex_buffer;
RID vertex_array;
RID index_buffer;
RID indices;
};
struct {
HashMap<PolygonID, PolygonBuffers> polygons;
PolygonID last_id;
} polygon_buffers;
/********************/
/**** PRIMITIVES ****/
/********************/
struct {
RID index_array[4];
} primitive_arrays;
/*******************/
/**** MATERIALS ****/
/*******************/
/******************/
/**** LIGHTING ****/
/******************/
struct CanvasLight {
RID texture;
struct {
bool enabled = false;
float z_far;
float y_offset;
Transform2D directional_xform;
} shadow;
};
RID_Owner<CanvasLight> canvas_light_owner;
struct ShadowRenderPushConstant {
float projection[16];
float modelview[8];
float direction[2];
float z_far;
float pad;
};
struct OccluderPolygon {
RS::CanvasOccluderPolygonCullMode cull_mode;
int line_point_count;
RID vertex_buffer;
RID vertex_array;
RID index_buffer;
RID index_array;
int sdf_point_count;
int sdf_index_count;
RID sdf_vertex_buffer;
RID sdf_vertex_array;
RID sdf_index_buffer;
RID sdf_index_array;
bool sdf_is_lines;
};
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];
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
enum ShadowRenderMode {
SHADOW_RENDER_MODE_SHADOW,
SHADOW_RENDER_MODE_SDF,
};
enum {
SHADOW_RENDER_SDF_TRIANGLES,
SHADOW_RENDER_SDF_LINES,
};
struct {
CanvasOcclusionShaderRD shader;
RID shader_version;
RID render_pipelines[3];
RID sdf_render_pipelines[2];
RD::VertexFormatID vertex_format;
RD::VertexFormatID sdf_vertex_format;
RD::FramebufferFormatID framebuffer_format;
RD::FramebufferFormatID sdf_framebuffer_format;
} shadow_render;
/***************/
/**** STATE ****/
/***************/
//state that does not vary across rendering all items
struct State {
//state buffer
struct Buffer {
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;
};
LightUniform *light_uniforms = nullptr;
RID lights_uniform_buffer;
RID canvas_state_buffer;
RID shadow_sampler;
RID shadow_texture;
RID shadow_depth_texture;
RID shadow_fb;
int shadow_texture_size = 2048;
RID default_transforms_uniform_set;
uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
double time;
} state;
struct PushConstant {
float world[6];
uint32_t flags;
uint32_t specular_shininess;
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
};
};
float color_texture_pixel_size[2];
uint32_t lights[4];
};
struct SkeletonUniform {
float skeleton_transform[16];
float skeleton_inverse[16];
};
Item *items[MAX_RENDER_ITEMS];
bool using_directional_lights = false;
RID default_canvas_texture;
RID default_canvas_group_shader;
RID default_canvas_group_material;
RID default_clip_children_material;
RID default_clip_children_shader;
RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
void _render_item(RenderingDevice::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer = false);
_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);
void _update_shadow_atlas();
public:
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>());
void free_polygon(PolygonID p_polygon);
RID light_create();
void light_set_texture(RID p_rid, RID p_texture);
void light_set_use_shadow(RID p_rid, bool p_enable);
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);
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);
virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
RID occluder_polygon_create();
void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_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);
virtual void set_shadow_texture_size(int p_size);
void set_time(double p_time);
void update();
bool free(RID p_rid);
RendererCanvasRenderRD();
~RendererCanvasRenderRD();
};
#endif // RENDERER_CANVAS_RENDER_RD_H