initial commit, 4.5 stable
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This commit is contained in:
560
servers/rendering/renderer_canvas_render.h
Normal file
560
servers/rendering/renderer_canvas_render.h
Normal file
@@ -0,0 +1,560 @@
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/**************************************************************************/
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/* renderer_canvas_render.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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||||
/* https://godotengine.org */
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||||
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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||||
/* Permission is hereby granted, free of charge, to any person obtaining */
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||||
/* 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: */
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||||
/* */
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||||
/* The above copyright notice and this permission notice shall be */
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||||
/* included in all copies or substantial portions of the Software. */
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||||
/* */
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||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "servers/rendering/rendering_method.h"
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#include "servers/rendering_server.h"
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class RendererCanvasRender {
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public:
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static RendererCanvasRender *singleton;
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enum CanvasRectFlags {
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CANVAS_RECT_REGION = 1,
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CANVAS_RECT_TILE = 2,
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CANVAS_RECT_FLIP_H = 4,
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CANVAS_RECT_FLIP_V = 8,
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CANVAS_RECT_TRANSPOSE = 16,
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CANVAS_RECT_CLIP_UV = 32,
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CANVAS_RECT_IS_GROUP = 64,
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CANVAS_RECT_MSDF = 128,
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CANVAS_RECT_LCD = 256,
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};
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struct Light {
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bool enabled : 1;
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bool on_interpolate_transform_list : 1;
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bool interpolated : 1;
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Color color;
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Transform2D xform_curr;
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Transform2D xform_prev;
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float height;
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float energy;
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float scale;
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int z_min;
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int z_max;
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int layer_min;
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int layer_max;
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int item_mask;
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int item_shadow_mask;
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float directional_distance;
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RS::CanvasLightMode mode;
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RS::CanvasLightBlendMode blend_mode;
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RID texture;
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Vector2 texture_offset;
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RID canvas;
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bool use_shadow;
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int shadow_buffer_size;
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RS::CanvasLightShadowFilter shadow_filter;
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Color shadow_color;
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float shadow_smooth;
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//void *texture_cache; // implementation dependent
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Rect2 rect_cache;
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Transform2D xform_cache;
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float radius_cache; //used for shadow far plane
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//Projection shadow_matrix_cache;
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Transform2D light_shader_xform;
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//Vector2 light_shader_pos;
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Light *shadows_next_ptr = nullptr;
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Light *filter_next_ptr = nullptr;
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Light *next_ptr = nullptr;
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Light *directional_next_ptr = nullptr;
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RID light_internal;
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uint64_t version;
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int32_t render_index_cache;
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Light() {
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version = 0;
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enabled = true;
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on_interpolate_transform_list = false;
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interpolated = true;
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color = Color(1, 1, 1);
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shadow_color = Color(0, 0, 0, 0);
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height = 0;
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z_min = -1024;
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z_max = 1024;
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layer_min = 0;
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layer_max = 0;
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item_mask = 1;
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scale = 1.0;
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energy = 1.0;
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item_shadow_mask = 1;
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mode = RS::CANVAS_LIGHT_MODE_POINT;
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blend_mode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
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// texture_cache = nullptr;
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next_ptr = nullptr;
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directional_next_ptr = nullptr;
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filter_next_ptr = nullptr;
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use_shadow = false;
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shadow_buffer_size = 2048;
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shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE;
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shadow_smooth = 0.0;
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render_index_cache = -1;
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directional_distance = 10000.0;
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}
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};
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//easier wrap to avoid mistakes
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typedef uint64_t PolygonID;
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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>(), int p_count = -1) = 0;
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virtual void free_polygon(PolygonID p_polygon) = 0;
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//also easier to wrap to avoid mistakes
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struct Polygon {
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PolygonID polygon_id;
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Rect2 rect_cache;
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_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>(), int p_count = -1) {
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ERR_FAIL_COND(polygon_id != 0);
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int count = p_count < 0 ? p_indices.size() : p_count * 3;
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ERR_FAIL_COND(count > p_indices.size());
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{
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uint32_t pc = p_points.size();
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const Vector2 *v2 = p_points.ptr();
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rect_cache.position = *v2;
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for (uint32_t i = 1; i < pc; i++) {
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rect_cache.expand_to(v2[i]);
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}
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}
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polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights, count);
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}
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_FORCE_INLINE_ Polygon() { polygon_id = 0; }
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_FORCE_INLINE_ ~Polygon() {
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if (polygon_id) {
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singleton->free_polygon(polygon_id);
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}
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}
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};
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//item
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struct Item {
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//commands are allocated in blocks of 4k to improve performance
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//and cache coherence.
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//blocks always grow but never shrink.
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struct CommandBlock {
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enum {
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MAX_SIZE = 4096
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};
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uint32_t usage;
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uint8_t *memory = nullptr;
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};
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struct Command {
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enum Type {
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TYPE_RECT,
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TYPE_NINEPATCH,
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TYPE_POLYGON,
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TYPE_PRIMITIVE,
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TYPE_MESH,
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TYPE_MULTIMESH,
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TYPE_PARTICLES,
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TYPE_TRANSFORM,
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TYPE_CLIP_IGNORE,
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TYPE_ANIMATION_SLICE,
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};
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Command *next = nullptr;
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Type type;
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virtual ~Command() {}
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};
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struct CommandRect : public Command {
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Rect2 rect;
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Color modulate;
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Rect2 source;
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uint16_t flags;
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float outline;
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float px_range;
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RID texture;
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CommandRect() {
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flags = 0;
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outline = 0;
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px_range = 1;
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type = TYPE_RECT;
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}
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};
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struct CommandNinePatch : public Command {
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Rect2 rect;
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Rect2 source;
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float margin[4];
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bool draw_center;
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Color color;
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RS::NinePatchAxisMode axis_x;
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RS::NinePatchAxisMode axis_y;
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RID texture;
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CommandNinePatch() {
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draw_center = true;
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type = TYPE_NINEPATCH;
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}
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};
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struct CommandPolygon : public Command {
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RS::PrimitiveType primitive;
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Polygon polygon;
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RID texture;
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CommandPolygon() {
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type = TYPE_POLYGON;
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}
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};
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struct CommandPrimitive : public Command {
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uint32_t point_count;
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Vector2 points[4];
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Vector2 uvs[4];
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Color colors[4];
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RID texture;
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CommandPrimitive() {
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type = TYPE_PRIMITIVE;
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}
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};
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struct CommandMesh : public Command {
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RID mesh;
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Transform2D transform;
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Color modulate;
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RID mesh_instance;
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RID texture;
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CommandMesh() { type = TYPE_MESH; }
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~CommandMesh();
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};
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struct CommandMultiMesh : public Command {
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RID multimesh;
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RID texture;
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CommandMultiMesh() { type = TYPE_MULTIMESH; }
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};
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struct CommandParticles : public Command {
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RID particles;
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RID texture;
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CommandParticles() { type = TYPE_PARTICLES; }
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};
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struct CommandTransform : public Command {
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Transform2D xform;
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CommandTransform() { type = TYPE_TRANSFORM; }
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};
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struct CommandClipIgnore : public Command {
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bool ignore;
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CommandClipIgnore() {
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type = TYPE_CLIP_IGNORE;
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ignore = false;
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}
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};
|
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struct CommandAnimationSlice : public Command {
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double animation_length = 0;
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double slice_begin = 0;
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double slice_end = 0;
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double offset = 0;
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CommandAnimationSlice() {
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type = TYPE_ANIMATION_SLICE;
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}
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};
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struct ViewportRender {
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RenderingServer *owner = nullptr;
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void *udata = nullptr;
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Rect2 rect;
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};
|
||||
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// For interpolation we store the current local xform,
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// and the previous xform from the previous tick.
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Transform2D xform_curr;
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Transform2D xform_prev;
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bool clip : 1;
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bool visible : 1;
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bool behind : 1;
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bool update_when_visible : 1;
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bool on_interpolate_transform_list : 1;
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bool interpolated : 1;
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||||
bool use_identity_transform : 1;
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||||
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struct CanvasGroup {
|
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RS::CanvasGroupMode mode;
|
||||
bool fit_empty;
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float fit_margin;
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bool blur_mipmaps;
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||||
float clear_margin;
|
||||
};
|
||||
|
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CanvasGroup *canvas_group = nullptr;
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bool use_canvas_group = false;
|
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int light_mask;
|
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int z_final;
|
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|
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mutable bool custom_rect;
|
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mutable bool rect_dirty;
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mutable Rect2 rect;
|
||||
RID material;
|
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RID skeleton;
|
||||
|
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int32_t instance_allocated_shader_uniforms_offset = -1;
|
||||
|
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Item *next = nullptr;
|
||||
|
||||
struct CopyBackBuffer {
|
||||
Rect2 rect;
|
||||
Rect2 screen_rect;
|
||||
bool full;
|
||||
};
|
||||
CopyBackBuffer *copy_back_buffer = nullptr;
|
||||
|
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Color final_modulate;
|
||||
Transform2D final_transform;
|
||||
Rect2 final_clip_rect;
|
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Item *final_clip_owner = nullptr;
|
||||
Item *material_owner = nullptr;
|
||||
Item *canvas_group_owner = nullptr;
|
||||
ViewportRender *vp_render = nullptr;
|
||||
bool distance_field;
|
||||
bool light_masked;
|
||||
bool repeat_source;
|
||||
Point2 repeat_size;
|
||||
int repeat_times = 1;
|
||||
Item *repeat_source_item = nullptr;
|
||||
|
||||
Rect2 global_rect_cache;
|
||||
|
||||
const Rect2 &get_rect() const;
|
||||
|
||||
Command *commands = nullptr;
|
||||
Command *last_command = nullptr;
|
||||
Vector<CommandBlock> blocks;
|
||||
uint32_t current_block;
|
||||
#ifdef DEBUG_ENABLED
|
||||
mutable double debug_redraw_time = 0;
|
||||
#endif
|
||||
|
||||
template <typename T>
|
||||
T *alloc_command() {
|
||||
T *command = nullptr;
|
||||
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;
|
||||
repeat_source = false;
|
||||
on_interpolate_transform_list = false;
|
||||
interpolated = true;
|
||||
use_identity_transform = false;
|
||||
}
|
||||
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, RenderingMethod::RenderInfo *r_render_info = nullptr) = 0;
|
||||
|
||||
struct LightOccluderInstance {
|
||||
bool enabled : 1;
|
||||
bool on_interpolate_transform_list : 1;
|
||||
bool interpolated : 1;
|
||||
RID canvas;
|
||||
RID polygon;
|
||||
RID occluder;
|
||||
Rect2 aabb_cache;
|
||||
Transform2D xform_curr;
|
||||
Transform2D xform_prev;
|
||||
Transform2D xform_cache;
|
||||
int light_mask;
|
||||
bool sdf_collision;
|
||||
RS::CanvasOccluderPolygonCullMode cull_cache;
|
||||
|
||||
LightOccluderInstance *next = nullptr;
|
||||
|
||||
LightOccluderInstance() {
|
||||
enabled = true;
|
||||
on_interpolate_transform_list = false;
|
||||
interpolated = false;
|
||||
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, const Rect2 &p_light_rect) = 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 bool free(RID p_rid) = 0;
|
||||
virtual void update() = 0;
|
||||
|
||||
virtual void set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) = 0;
|
||||
virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) = 0;
|
||||
|
||||
RendererCanvasRender() {
|
||||
ERR_FAIL_COND_MSG(singleton != nullptr, "A RendererCanvasRender singleton already exists.");
|
||||
singleton = this;
|
||||
}
|
||||
virtual ~RendererCanvasRender() {
|
||||
singleton = nullptr;
|
||||
}
|
||||
};
|
Reference in New Issue
Block a user