godot/drivers/gles3/rasterizer_canvas_gles3.h

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/*************************************************************************/
/* rasterizer_canvas_gles3.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.*/
/* 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 RASTERIZER_CANVAS_OPENGL_H
#define RASTERIZER_CANVAS_OPENGL_H
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#ifdef GLES3_ENABLED
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#include "rasterizer_scene_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
#include "storage/material_storage.h"
#include "storage/texture_storage.h"
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#include "shaders/canvas.glsl.gen.h"
class RasterizerSceneGLES3;
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class RasterizerCanvasGLES3 : public RendererCanvasRender {
static RasterizerCanvasGLES3 *singleton;
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_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);
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),
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FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
FLAGS_USING_PARTICLES = (1 << 13),
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FLAGS_USE_SKELETON = (1 << 15),
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
FLAGS_LIGHT_COUNT_SHIFT = 20,
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FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
FLAGS_USE_MSDF = (1 << 28),
};
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,
};
public:
//TODO move to Material storage
enum {
BASE_UNIFORM_BUFFER_OBJECT = 0,
GLOBAL_UNIFORM_BUFFER_OBJECT = 1,
LIGHT_UNIFORM_BUFFER_OBJECT = 2,
INSTANCE_UNIFORM_BUFFER_OBJECT = 3,
MATERIAL_UNIFORM_BUFFER_OBJECT = 4,
};
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struct StateBuffer {
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;
};
struct InstanceData {
float world[6];
float color_texture_pixel_size[2];
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
};
};
uint32_t flags;
uint32_t specular_shininess;
uint32_t lights[4];
};
struct Data {
GLuint canvas_quad_vertices;
GLuint canvas_quad_array;
GLuint particle_quad_vertices;
GLuint particle_quad_array;
GLuint ninepatch_vertices;
GLuint ninepatch_elements;
} data;
struct State {
GLuint canvas_state_buffer;
LocalVector<GLuint> canvas_instance_data_buffers;
LocalVector<GLsync> fences;
uint32_t current_buffer = 0;
InstanceData *instance_data_array = nullptr;
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bool canvas_texscreen_used;
//CanvasShaderGLES3 canvas_shader;
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RID canvas_shader_current_version;
RID canvas_shader_default_version;
//CanvasShadowShaderGLES3 canvas_shadow_shader;
//LensDistortedShaderGLES3 lens_shader;
bool using_texture_rect;
bool using_ninepatch;
bool using_skeleton;
Transform2D skeleton_transform;
Transform2D skeleton_transform_inverse;
Size2i skeleton_texture_size;
RID current_tex = RID();
RID current_normal = RID();
RID current_specular = RID();
GLES3::Texture *current_tex_ptr;
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RID current_shader_version = RID();
RS::PrimitiveType current_primitive = RS::PRIMITIVE_MAX;
uint32_t current_primitive_points = 0;
Item::Command::Type current_command = Item::Command::TYPE_RECT;
bool end_batch = false;
Transform3D vp;
Light *using_light = nullptr;
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bool using_shadow;
bool using_transparent_rt;
// FROM RD Renderer
double time = 0.0;
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uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
uint32_t max_instances_per_batch;
RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
} state;
Item *items[MAX_RENDER_ITEMS];
RID default_canvas_texture;
RID default_canvas_group_material;
RID default_canvas_group_shader;
typedef void Texture;
RasterizerStorageGLES3 *storage = nullptr;
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void _set_uniforms();
void canvas_begin();
void canvas_end();
//virtual void draw_window_margins(int *black_margin, RID *black_image) override;
void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
virtual void reset_canvas();
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
RID light_create() override;
void light_set_texture(RID p_rid, RID p_texture) override;
void light_set_use_shadow(RID p_rid, bool p_enable) override;
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) override;
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) override;
void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
RID occluder_polygon_create() override;
void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
void set_shadow_texture_size(int p_size) override;
bool free(RID p_rid) override;
void update() override;
void _bind_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, RID &r_last_texture, Size2 &r_texpixel_size);
struct PolygonBuffers {
GLuint vertex_buffer;
GLuint vertex_array;
GLuint index_buffer;
int count;
};
struct {
HashMap<PolygonID, PolygonBuffers> polygons;
PolygonID last_id;
} polygon_buffers;
RendererCanvasRender::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>()) override;
void free_polygon(PolygonID p_polygon) override;
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) override;
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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);
void _render_item(RID p_render_target, const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, uint32_t &r_index);
void _render_batch(uint32_t &p_max_index);
void _end_batch(const uint32_t p_index);
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void _allocate_instance_data_buffer();
void set_time(double p_time);
static RasterizerCanvasGLES3 *get_singleton();
RasterizerCanvasGLES3(RasterizerStorageGLES3 *p_storage);
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~RasterizerCanvasGLES3();
};
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#endif // GLES3_ENABLED
#endif // RASTERIZER_CANVAS_OPENGL_H