Add 2D shadows and canvas SDF to OpenGL3 renderer

This is an initial implementation based on the current RD implementation

Performance will improve later
This commit is contained in:
clayjohn 2022-10-18 17:59:31 -07:00
parent 282e50ac88
commit 2ec234ff67
19 changed files with 1322 additions and 223 deletions

View file

@ -117,16 +117,12 @@ CopyEffects::~CopyEffects() {
void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
glBindVertexArray(quad_array);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
draw_screen_quad();
}
void CopyEffects::copy_screen() {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
glBindVertexArray(screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
draw_screen_triangle();
}
void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region) {
@ -158,8 +154,19 @@ void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
draw_screen_quad();
}
void CopyEffects::draw_screen_triangle() {
glBindVertexArray(screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
void CopyEffects::draw_screen_quad() {
glBindVertexArray(quad_array);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
}
#endif // GLES3_ENABLED

View file

@ -65,6 +65,8 @@ public:
void copy_screen();
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void set_color(const Color &p_color, const Rect2i &p_region);
void draw_screen_triangle();
void draw_screen_quad();
};
} //namespace GLES3

View file

@ -36,26 +36,13 @@
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
#include "storage/texture_storage.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif
//static const GLenum gl_primitive[] = {
// GL_POINTS,
// GL_LINES,
// GL_LINE_STRIP,
// GL_LINE_LOOP,
// GL_TRIANGLES,
// GL_TRIANGLE_STRIP,
// GL_TRIANGLE_FAN
//};
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.columns[0][0];
p_mat4[1] = p_transform.columns[0][1];
@ -174,7 +161,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].position[0] = -canvas_light_dir.x;
state.light_uniforms[index].position[1] = -canvas_light_dir.y;
//_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
state.light_uniforms[index].height = l->height; //0..1 here
@ -185,8 +172,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
/*
if (state.shadow_fb.is_valid()) {
if (state.shadow_fb != 0) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
@ -195,15 +181,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
*/
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
/*
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
*/
l->render_index_cache = index;
@ -252,24 +236,22 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
/*
if (state.shadow_fb.is_valid()) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
*/
if (state.shadow_fb != 0) {
state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
state.light_uniforms[index].shadow_z_far_inv = 1.0;
state.light_uniforms[index].shadow_y_ofs = 0;
}
state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
/*
if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
*/
if (clight->texture.is_valid()) {
Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
@ -313,6 +295,13 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, texture_atlas);
GLuint shadow_tex = state.shadow_texture;
if (shadow_tex == 0) {
GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
shadow_tex = tex->tex_id;
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, shadow_tex);
}
{
@ -342,8 +331,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
glViewport(0, 0, render_target_size.x, render_target_size.y);
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
@ -366,6 +353,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
@ -375,11 +363,17 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, texture_storage->render_target_get_sdf_texture(p_to_render_target));
{
state.default_filter = p_default_filter;
state.default_repeat = p_default_repeat;
}
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
glViewport(0, 0, render_target_size.x, render_target_size.y);
r_sdf_used = false;
int item_count = 0;
bool backbuffer_cleared = false;
@ -621,6 +615,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
_bind_material(material_data, variant, specialization);
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@ -1395,28 +1390,516 @@ void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
cl->shadow.enabled = p_enable;
}
void RasterizerCanvasGLES3::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) {
GLES3::Config *config = GLES3::Config::get_singleton();
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl->shadow.enabled);
_update_shadow_atlas();
cl->shadow.z_far = p_far;
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glEnable(GL_SCISSOR_TEST);
glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glClearColor(p_far, p_far, p_far, 1.0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
for (int i = 0; i < 4; i++) {
glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
Projection projection;
{
real_t fov = 90;
real_t nearp = p_near;
real_t farp = p_far;
real_t aspect = 1.0;
real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
real_t ymin = -ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, p_far, shadow_render.shader_version, variant);
LightOccluderInstance *instance = p_occluders;
while (instance) {
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
continue;
}
Transform2D modelview = p_light_xform * instance->xform_cache;
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
if (co->cull_mode != cull_mode) {
if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
// Last time was disabled, so enable and set proper face.
glEnable(GL_CULL_FACE);
}
glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
}
cull_mode = co->cull_mode;
}
glBindVertexArray(co->vertex_array);
glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
}
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
}
void RasterizerCanvasGLES3::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) {
GLES3::Config *config = GLES3::Config::get_singleton();
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl->shadow.enabled);
_update_shadow_atlas();
Vector2 light_dir = p_light_xform.columns[1].normalized();
Vector2 center = p_clip_rect.get_center();
float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
float distance = to_edge_distance * 2.0 + p_cull_distance;
float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
cl->shadow.z_far = distance;
cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(data.max_lights_per_render * 2);
Transform2D to_light_xform;
to_light_xform[2] = from_pos;
to_light_xform[1] = light_dir;
to_light_xform[0] = -light_dir.orthogonal();
to_light_xform.invert();
glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
glViewport(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_BLEND);
glEnable(GL_SCISSOR_TEST);
glScissor(0, p_shadow_index * 2, state.shadow_texture_size, 2);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCullFace(GL_BACK);
glDisable(GL_CULL_FACE);
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
Projection projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
projection = projection * Projection(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 1.0, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, distance, shadow_render.shader_version, variant);
LightOccluderInstance *instance = p_occluders;
while (instance) {
OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->vertex_array == 0 || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
continue;
}
Transform2D modelview = to_light_xform * instance->xform_cache;
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
if (co->cull_mode != cull_mode) {
if (co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
if (cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED) {
// Last time was disabled, so enable and set proper face.
glEnable(GL_CULL_FACE);
}
glCullFace(co->cull_mode == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? GL_FRONT : GL_BACK);
}
cull_mode = co->cull_mode;
}
glBindVertexArray(co->vertex_array);
glDrawElements(GL_TRIANGLES, 3 * co->line_point_count, GL_UNSIGNED_SHORT, 0);
instance = instance->next;
}
Transform2D to_shadow;
to_shadow.columns[0].x = 1.0 / -(half_size * 2.0);
to_shadow.columns[2].x = 0.5;
cl->shadow.directional_xform = to_shadow * to_light_xform;
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
}
void RasterizerCanvasGLES3::_update_shadow_atlas() {
GLES3::Config *config = GLES3::Config::get_singleton();
if (state.shadow_fb == 0) {
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &state.shadow_fb);
glBindFramebuffer(GL_FRAMEBUFFER, state.shadow_fb);
glGenRenderbuffers(1, &state.shadow_depth_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, state.shadow_depth_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, state.shadow_texture_size, data.max_lights_per_render * 2);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, state.shadow_depth_buffer);
glGenTextures(1, &state.shadow_texture);
glBindTexture(GL_TEXTURE_2D, state.shadow_texture);
if (config->float_texture_supported) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RED, GL_FLOAT, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, state.shadow_texture_size, data.max_lights_per_render * 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, state.shadow_texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &state.shadow_fb);
glDeleteTextures(1, &state.shadow_texture);
glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
state.shadow_fb = 0;
state.shadow_texture = 0;
state.shadow_depth_buffer = 0;
WARN_PRINT("Could not create CanvasItem shadow atlas, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
}
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
}
void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLuint fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
Transform2D to_sdf;
to_sdf.columns[0] *= rect.size.width;
to_sdf.columns[1] *= rect.size.height;
to_sdf.columns[2] = rect.position;
Transform2D to_clip;
to_clip.columns[0] *= 2.0;
to_clip.columns[1] *= 2.0;
to_clip.columns[2] = -Vector2(1.0, 1.0);
to_clip = to_clip * to_sdf.affine_inverse();
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glViewport(0, 0, rect.size.width, rect.size.height);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDisable(GL_SCISSOR_TEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::Z_FAR, 0.0, shadow_render.shader_version, variant);
LightOccluderInstance *instance = p_occluders;
while (instance) {
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(instance->occluder);
if (!oc || oc->sdf_vertex_array == 0) {
instance = instance->next;
continue;
}
Transform2D modelview = to_clip * instance->xform_cache;
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW1, modelview.columns[0][0], modelview.columns[1][0], 0, modelview.columns[2][0], shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::MODELVIEW2, modelview.columns[0][1], modelview.columns[1][1], 0, modelview.columns[2][1], shadow_render.shader_version, variant);
glBindVertexArray(oc->sdf_vertex_array);
glDrawElements(oc->sdf_is_lines ? GL_LINES : GL_TRIANGLES, oc->sdf_index_count, GL_UNSIGNED_INT, 0);
instance = instance->next;
}
texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
RID RasterizerCanvasGLES3::occluder_polygon_create() {
return RID();
OccluderPolygon occluder;
return occluder_polygon_owner.make_rid(occluder);
}
void RasterizerCanvasGLES3::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
Vector<Vector2> lines;
if (p_points.size()) {
int lc = p_points.size() * 2;
lines.resize(lc - (p_closed ? 0 : 2));
{
Vector2 *w = lines.ptrw();
const Vector2 *r = p_points.ptr();
int max = lc / 2;
if (!p_closed) {
max--;
}
for (int i = 0; i < max; i++) {
Vector2 a = r[i];
Vector2 b = r[(i + 1) % (lc / 2)];
w[i * 2 + 0] = a;
w[i * 2 + 1] = b;
}
}
}
if (oc->line_point_count != lines.size() && oc->vertex_array != 0) {
glDeleteVertexArrays(1, &oc->vertex_array);
glDeleteBuffers(1, &oc->vertex_buffer);
glDeleteBuffers(1, &oc->index_buffer);
oc->vertex_array = 0;
oc->vertex_buffer = 0;
oc->index_buffer = 0;
}
if (lines.size()) {
Vector<uint8_t> geometry;
Vector<uint8_t> indices;
int lc = lines.size();
geometry.resize(lc * 6 * sizeof(float));
indices.resize(lc * 3 * sizeof(uint16_t));
{
uint8_t *vw = geometry.ptrw();
float *vwptr = reinterpret_cast<float *>(vw);
uint8_t *iw = indices.ptrw();
uint16_t *iwptr = (uint16_t *)iw;
const Vector2 *lr = lines.ptr();
const int POLY_HEIGHT = 16384;
for (int i = 0; i < lc / 2; i++) {
vwptr[i * 12 + 0] = lr[i * 2 + 0].x;
vwptr[i * 12 + 1] = lr[i * 2 + 0].y;
vwptr[i * 12 + 2] = POLY_HEIGHT;
vwptr[i * 12 + 3] = lr[i * 2 + 1].x;
vwptr[i * 12 + 4] = lr[i * 2 + 1].y;
vwptr[i * 12 + 5] = POLY_HEIGHT;
vwptr[i * 12 + 6] = lr[i * 2 + 1].x;
vwptr[i * 12 + 7] = lr[i * 2 + 1].y;
vwptr[i * 12 + 8] = -POLY_HEIGHT;
vwptr[i * 12 + 9] = lr[i * 2 + 0].x;
vwptr[i * 12 + 10] = lr[i * 2 + 0].y;
vwptr[i * 12 + 11] = -POLY_HEIGHT;
iwptr[i * 6 + 0] = i * 4 + 0;
iwptr[i * 6 + 1] = i * 4 + 1;
iwptr[i * 6 + 2] = i * 4 + 2;
iwptr[i * 6 + 3] = i * 4 + 2;
iwptr[i * 6 + 4] = i * 4 + 3;
iwptr[i * 6 + 5] = i * 4 + 0;
}
}
if (oc->vertex_array == 0) {
oc->line_point_count = lc;
glGenVertexArrays(1, &oc->vertex_array);
glBindVertexArray(oc->vertex_array);
glGenBuffers(1, &oc->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glGenBuffers(1, &oc->index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
glBindVertexArray(0);
} else {
glBindVertexArray(oc->vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, oc->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, lc * 6 * sizeof(float), geometry.ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 3 * lc * sizeof(uint16_t), indices.ptr(), GL_STATIC_DRAW);
}
}
// sdf
Vector<int> sdf_indices;
if (p_points.size()) {
if (p_closed) {
sdf_indices = Geometry2D::triangulate_polygon(p_points);
oc->sdf_is_lines = false;
} else {
int max = p_points.size();
sdf_indices.resize(max * 2);
int *iw = sdf_indices.ptrw();
for (int i = 0; i < max; i++) {
iw[i * 2 + 0] = i;
iw[i * 2 + 1] = (i + 1) % max;
}
oc->sdf_is_lines = true;
}
}
if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array != 0) {
glDeleteVertexArrays(1, &oc->sdf_vertex_array);
glDeleteBuffers(1, &oc->sdf_vertex_buffer);
glDeleteBuffers(1, &oc->sdf_index_buffer);
oc->sdf_vertex_array = 0;
oc->sdf_vertex_buffer = 0;
oc->sdf_index_buffer = 0;
oc->sdf_index_count = sdf_indices.size();
oc->sdf_point_count = p_points.size();
}
if (sdf_indices.size()) {
if (oc->sdf_vertex_array == 0) {
oc->sdf_index_count = sdf_indices.size();
oc->sdf_point_count = p_points.size();
glGenVertexArrays(1, &oc->sdf_vertex_array);
glBindVertexArray(oc->sdf_vertex_array);
glGenBuffers(1, &oc->sdf_vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), nullptr);
glGenBuffers(1, &oc->sdf_index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
glBindVertexArray(0);
} else {
glBindBuffer(GL_ARRAY_BUFFER, oc->sdf_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, p_points.size() * 2 * sizeof(float), p_points.to_byte_array().ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, oc->sdf_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sdf_indices.size() * sizeof(uint32_t), sdf_indices.to_byte_array().ptr(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
}
void RasterizerCanvasGLES3::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
oc->cull_mode = p_mode;
}
void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
GLES3::Config *config = GLES3::Config::get_singleton();
p_size = nearest_power_of_2_templated(p_size);
if (p_size == state.shadow_texture_size) {
return;
}
if (p_size > config->max_texture_size) {
p_size = config->max_texture_size;
WARN_PRINT("Attempting to set CanvasItem shadow atlas size to " + itos(p_size) + " which is beyond limit of " + itos(config->max_texture_size) + "supported by hardware.");
}
state.shadow_texture_size = p_size;
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
@ -1424,6 +1907,9 @@ bool RasterizerCanvasGLES3::free(RID p_rid) {
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!cl, false);
canvas_light_owner.free(p_rid);
} else if (occluder_polygon_owner.owns(p_rid)) {
occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
occluder_polygon_owner.free(p_rid);
} else {
return false;
}
@ -1623,16 +2109,16 @@ void RasterizerCanvasGLES3::reset_canvas() {
glEnable(GL_BLEND);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void RasterizerCanvasGLES3::canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {
}
void RasterizerCanvasGLES3::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, Projection *p_xform_cache) {
}
void RasterizerCanvasGLES3::draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) {
}
@ -1663,7 +2149,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
polygon_buffer.resize(buffer_size * sizeof(float));
{
glBindBuffer(GL_ARRAY_BUFFER, pb.vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, stride * vertex_count * sizeof(float), nullptr, GL_STATIC_DRAW); // TODO may not be necessary
uint8_t *r = polygon_buffer.ptrw();
float *fptr = reinterpret_cast<float *>(r);
uint32_t *uptr = (uint32_t *)r;
@ -1772,7 +2257,6 @@ RendererCanvasRender::PolygonID RasterizerCanvasGLES3::request_polygon(const Vec
}
glGenBuffers(1, &pb.index_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pb.index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, nullptr, GL_STATIC_DRAW); // TODO may not be necessary
glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_indices.size() * 4, index_buffer.ptr(), GL_STATIC_DRAW);
pb.count = p_indices.size();
}
@ -2064,6 +2548,9 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
shadow_render.shader.initialize();
shadow_render.shader_version = shadow_render.shader.version_create();
{
default_canvas_group_shader = material_storage->shader_allocate();
material_storage->shader_initialize(default_canvas_group_shader);
@ -2116,9 +2603,11 @@ void fragment() {
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
singleton = nullptr;
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
material_storage->shaders.canvas_shader.version_free(data.canvas_shader_default_version);
shadow_render.shader.version_free(shadow_render.shader_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
material_storage->material_free(default_clip_children_material);
@ -2134,6 +2623,15 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
memdelete_arr(state.instance_data_array);
memdelete_arr(state.light_uniforms);
if (state.shadow_fb != 0) {
glDeleteFramebuffers(1, &state.shadow_fb);
glDeleteTextures(1, &state.shadow_texture);
glDeleteRenderbuffers(1, &state.shadow_depth_buffer);
state.shadow_fb = 0;
state.shadow_texture = 0;
state.shadow_depth_buffer = 0;
}
}
#endif // GLES3_ENABLED

View file

@ -40,6 +40,7 @@
#include "storage/texture_storage.h"
#include "shaders/canvas.glsl.gen.h"
#include "shaders/canvas_occlusion.glsl.gen.h"
class RasterizerSceneGLES3;
@ -102,10 +103,40 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
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 OccluderPolygon {
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
int line_point_count = 0;
GLuint vertex_buffer = 0;
GLuint vertex_array = 0;
GLuint index_buffer = 0;
int sdf_point_count = 0;
int sdf_index_count = 0;
GLuint sdf_vertex_buffer = 0;
GLuint sdf_vertex_array = 0;
GLuint sdf_index_buffer = 0;
bool sdf_is_lines = false;
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
void _update_shadow_atlas();
struct {
CanvasOcclusionShaderGLES3 shader;
RID shader_version;
} shadow_render;
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
@ -153,9 +184,9 @@ public:
};
struct PolygonBuffers {
GLuint vertex_buffer;
GLuint vertex_array;
GLuint index_buffer;
GLuint vertex_buffer = 0;
GLuint vertex_array = 0;
GLuint index_buffer = 0;
int count = 0;
bool color_disabled = false;
Color color;
@ -265,6 +296,11 @@ public:
LightUniform *light_uniforms = nullptr;
GLuint shadow_texture = 0;
GLuint shadow_depth_buffer = 0;
GLuint shadow_fb = 0;
int shadow_texture_size = 2048;
bool using_directional_lights = false;
RID current_tex = RID();
@ -295,9 +331,6 @@ public:
void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void reset_canvas();
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, Projection *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;

View file

@ -208,8 +208,10 @@ protected:
spec = version->variants[p_variant].lookup_ptr(specialization_default_mask);
}
ERR_FAIL_COND(!spec); // Should never happen
ERR_FAIL_COND(!spec->ok); // Should never happen
if (!spec || !spec->ok) {
WARN_PRINT_ONCE("shader failed to compile, unable to bind shader.");
return;
}
glUseProgram(spec->id);
current_shader = spec;

View file

@ -17,3 +17,5 @@ if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("scene.glsl")
env.GLES3_GLSL("sky.glsl")
env.GLES3_GLSL("cubemap_filter.glsl")
env.GLES3_GLSL("canvas_occlusion.glsl")
env.GLES3_GLSL("canvas_sdf.glsl")

View file

@ -10,6 +10,7 @@ mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
#[specializations]
DISABLE_LIGHTING = false
USE_RGBA_SHADOWS = false
#[vertex]
@ -213,8 +214,8 @@ void main() {
#ifndef DISABLE_LIGHTING
uniform sampler2D atlas_texture; //texunit:-2
uniform sampler2D shadow_atlas_texture; //texunit:-3
#endif // DISABLE_LIGHTING
//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
@ -245,6 +246,35 @@ layout(std140) uniform MaterialUniforms{
#endif
#GLOBALS
float vec4_to_float(vec4 p_vec) {
return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
}
vec2 screen_uv_to_sdf(vec2 p_uv) {
return screen_to_sdf * p_uv;
}
float texture_sdf(vec2 p_sdf) {
vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
float d = vec4_to_float(texture(sdf_texture, uv));
d *= SDF_MAX_LENGTH;
return d * tex_to_sdf;
}
vec2 texture_sdf_normal(vec2 p_sdf) {
vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw;
const float EPSILON = 0.001;
return normalize(vec2(
vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))),
vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON)))));
}
vec2 sdf_to_screen_uv(vec2 p_sdf) {
return p_sdf * sdf_to_screen;
}
#ifndef DISABLE_LIGHTING
#ifdef LIGHT_CODE_USED
@ -299,6 +329,70 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
}
}
#ifdef USE_RGBA_SHADOWS
#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0)
#else
#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r)
#endif
#define SHADOW_TEST(m_uv) \
{ \
highp float sd = SHADOW_DEPTH(m_uv); \
shadow += step(sd, shadow_uv.z / shadow_uv.w); \
}
//float distance = length(shadow_pos);
vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
#ifdef LIGHT_CODE_USED
,
vec3 shadow_modulate
#endif
) {
float shadow = 0.0;
uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
SHADOW_TEST(shadow_uv.xy);
} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
shadow /= 5.0;
} else { //PCF13
vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0);
SHADOW_TEST(shadow_uv.xy - shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0);
SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0);
shadow /= 13.0;
}
vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color);
#ifdef LIGHT_CODE_USED
shadow_color.rgb *= shadow_modulate;
#endif
shadow_color.a *= light_color.a; //respect light alpha
return mix(light_color, shadow_color, shadow);
}
void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
@ -527,6 +621,19 @@ void main() {
}
#endif
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
);
}
light_blend_compute(light_base, light_color, color.rgb);
}
@ -584,6 +691,46 @@ void main() {
light_color.a = 0.0;
}
if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 pos_norm = normalize(shadow_pos);
vec2 pos_abs = abs(pos_norm);
vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
float tex_ofs;
float dist;
if (pos_rot.y > 0.0) {
if (pos_rot.x > 0.0) {
tex_ofs = pos_box.y * 0.125 + 0.125;
dist = shadow_pos.x;
} else {
tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
dist = shadow_pos.y;
}
} else {
if (pos_rot.x < 0.0) {
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
dist = -shadow_pos.x;
} else {
tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
dist = -shadow_pos.y;
}
}
dist *= light_array[light_base].shadow_zfar_inv;
//float distance = length(shadow_pos);
vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
);
}
light_blend_compute(light_base, light_color, color.rgb);
}
#endif

View file

@ -0,0 +1,68 @@
/* clang-format off */
#[modes]
mode_sdf =
mode_shadow = #define MODE_SHADOW
mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS
#[specializations]
#[vertex]
layout(location = 0) in vec3 vertex;
uniform highp mat4 projection;
uniform highp vec4 modelview1;
uniform highp vec4 modelview2;
uniform highp vec2 direction;
uniform highp float z_far;
#ifdef MODE_SHADOW
out float depth;
#endif
void main() {
highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
#ifdef MODE_SHADOW
depth = dot(direction, vtx.xy);
#endif
gl_Position = projection * vtx;
}
#[fragment]
uniform highp mat4 projection;
uniform highp vec4 modelview1;
uniform highp vec4 modelview2;
uniform highp vec2 direction;
uniform highp float z_far;
#ifdef MODE_SHADOW
in highp float depth;
#endif
#ifdef USE_RGBA_SHADOWS
layout(location = 0) out lowp vec4 out_buf;
#else
layout(location = 0) out highp float out_buf;
#endif
void main() {
float out_depth = 1.0;
#ifdef MODE_SHADOW
out_depth = depth / z_far;
#endif
#ifdef USE_RGBA_SHADOWS
out_depth = clamp(out_depth, -1.0, 1.0);
out_depth = out_depth * 0.5 + 0.5;
highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
out_buf = comp;
#else
out_buf = out_depth;
#endif
}

View file

@ -0,0 +1,205 @@
/* clang-format off */
#[modes]
mode_load = #define MODE_LOAD
mode_load_shrink = #define MODE_LOAD_SHRINK
mode_process = #define MODE_PROCESS
mode_store = #define MODE_STORE
mode_store_shrink = #define MODE_STORE_SHRINK
#[specializations]
#[vertex]
layout(location = 0) in vec2 vertex_attrib;
/* clang-format on */
uniform ivec2 size;
uniform int stride;
uniform int shift;
uniform ivec2 base_size;
void main() {
gl_Position = vec4(vertex_attrib, 1.0, 1.0);
}
/* clang-format off */
#[fragment]
#define SDF_MAX_LENGTH 16384.0
#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK)
uniform lowp sampler2D src_pixels;//texunit:0
#else
uniform highp isampler2D src_process;//texunit:0
#endif
uniform ivec2 size;
uniform int stride;
uniform int shift;
uniform ivec2 base_size;
#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) || defined(MODE_PROCESS)
layout(location = 0) out ivec4 distance_field;
#else
layout(location = 0) out vec4 distance_field;
#endif
vec4 float_to_vec4(float p_float) {
highp vec4 comp = fract(p_float * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
return comp;
}
void main() {
ivec2 pos = ivec2(gl_FragCoord.xy);
#ifdef MODE_LOAD
bool solid = texelFetch(src_pixels, pos, 0).r > 0.5;
distance_field = solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0);
#endif
#ifdef MODE_LOAD_SHRINK
int s = 1 << shift;
ivec2 base = pos << shift;
ivec2 center = base + ivec2(shift);
ivec2 rel = ivec2(32767);
float d = 1e20;
int found = 0;
int solid_found = 0;
for (int i = 0; i < s; i++) {
for (int j = 0; j < s; j++) {
ivec2 src_pos = base + ivec2(i, j);
if (any(greaterThanEqual(src_pos, base_size))) {
continue;
}
bool solid = texelFetch(src_pixels, src_pos, 0).r > 0.5;
if (solid) {
float dist = length(vec2(src_pos - center));
if (dist < d) {
d = dist;
rel = src_pos;
}
solid_found++;
}
found++;
}
}
if (solid_found == found) {
//mark solid only if all are solid
rel = ivec2(-32767);
}
distance_field = ivec4(rel, 0, 0);
#endif
#ifdef MODE_PROCESS
ivec2 base = pos << shift;
ivec2 center = base + ivec2(shift);
ivec2 rel = texelFetch(src_process, pos, 0).xy;
bool solid = rel.x < 0;
if (solid) {
rel = -rel - ivec2(1);
}
if (center != rel) {
//only process if it does not point to itself
const int ofs_table_size = 8;
const ivec2 ofs_table[ofs_table_size] = ivec2[](
ivec2(-1, -1),
ivec2(0, -1),
ivec2(+1, -1),
ivec2(-1, 0),
ivec2(+1, 0),
ivec2(-1, +1),
ivec2(0, +1),
ivec2(+1, +1));
float dist = length(vec2(rel - center));
for (int i = 0; i < ofs_table_size; i++) {
ivec2 src_pos = pos + ofs_table[i] * stride;
if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, size))) {
continue;
}
ivec2 src_rel = texelFetch(src_process, src_pos, 0).xy;
bool src_solid = src_rel.x < 0;
if (src_solid) {
src_rel = -src_rel - ivec2(1);
}
if (src_solid != solid) {
src_rel = ivec2(src_pos << shift); //point to itself if of different type
}
float src_dist = length(vec2(src_rel - center));
if (src_dist < dist) {
dist = src_dist;
rel = src_rel;
}
}
}
if (solid) {
rel = -rel - ivec2(1);
}
distance_field = ivec4(rel, 0, 0);
#endif
#ifdef MODE_STORE
ivec2 rel = texelFetch(src_process, pos, 0).xy;
bool solid = rel.x < 0;
if (solid) {
rel = -rel - ivec2(1);
}
float d = length(vec2(rel - pos));
if (solid) {
d = -d;
}
d /= SDF_MAX_LENGTH;
d = clamp(d, -1.0, 1.0);
distance_field = float_to_vec4(d*0.5+0.5);
#endif
#ifdef MODE_STORE_SHRINK
ivec2 base = pos << shift;
ivec2 center = base + ivec2(shift);
ivec2 rel = texelFetch(src_process, pos, 0).xy;
bool solid = rel.x < 0;
if (solid) {
rel = -rel - ivec2(1);
}
float d = length(vec2(rel - center));
if (solid) {
d = -d;
}
d /= SDF_MAX_LENGTH;
d = clamp(d, -1.0, 1.0);
distance_field = float_to_vec4(d*0.5+0.5);
#endif
}

View file

@ -1,60 +0,0 @@
/* clang-format off */
[vertex]
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
precision highp float;
precision highp int;
#endif
layout(location = 0) in highp vec3 vertex;
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
uniform highp mat4 model_matrix;
uniform highp float distance_norm;
out highp vec4 position_interp;
void main() {
gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
position_interp = gl_Position;
}
/* clang-format off */
[fragment]
#ifdef USE_GLES_OVER_GL
#define lowp
#define mediump
#define highp
#else
#if defined(USE_HIGHP_PRECISION)
precision highp float;
precision highp int;
#else
precision mediump float;
precision mediump int;
#endif
#endif
in highp vec4 position_interp;
/* clang-format on */
void main() {
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
frag_color = comp;
#else
frag_color = vec4(depth);
#endif
}

View file

@ -71,7 +71,7 @@ Config::Config() {
s3tc_supported = true;
rgtc_supported = true; //RGTC - core since OpenGL version 3.0
#else
float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float");
float_texture_supported = extensions.has("GL_EXT_color_buffer_float");
etc2_supported = true;
#if defined(ANDROID_ENABLED) || defined(IOS_ENABLED)
// Some Android devices report support for S3TC but we don't expect that and don't export the textures.
@ -84,24 +84,14 @@ Config::Config() {
rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc");
#endif
#ifdef GLES_OVER_GL
use_rgba_2d_shadows = false;
#else
use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg"));
#endif
glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &max_viewport_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size);
glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment);
// the use skeleton software path should be used if either float texture is not supported,
// OR max_vertex_texture_image_units is zero
use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0);
support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic");
if (support_anisotropic_filter) {
glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level);

View file

@ -56,15 +56,13 @@ private:
public:
bool use_nearest_mip_filter = false;
bool use_skeleton_software = false;
bool use_depth_prepass = true;
bool use_rgba_2d_shadows = false;
int max_vertex_texture_image_units = 0;
int max_texture_image_units = 0;
int max_texture_size = 0;
int max_viewport_size[2] = { 0, 0 };
int max_uniform_buffer_size = 0;
int max_viewport_size = 0;
int max_renderable_elements = 0;
int max_renderable_lights = 0;
int max_lights_per_object = 0;

View file

@ -207,6 +207,11 @@ TextureStorage::TextureStorage() {
glBindTexture(GL_TEXTURE_2D, 0);
{
sdf_shader.shader.initialize();
sdf_shader.shader_version = sdf_shader.shader.version_create();
}
#ifdef GLES_OVER_GL
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
@ -222,6 +227,7 @@ TextureStorage::~TextureStorage() {
texture_atlas.texture = 0;
glDeleteFramebuffers(1, &texture_atlas.framebuffer);
texture_atlas.framebuffer = 0;
sdf_shader.shader.version_free(sdf_shader.shader_version);
}
//TODO, move back to storage
@ -276,55 +282,6 @@ void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS:
ct->texture_repeat = p_repeat;
}
/* CANVAS SHADOW */
RID TextureStorage::canvas_light_shadow_buffer_create(int p_width) {
Config *config = Config::get_singleton();
CanvasLightShadow *cls = memnew(CanvasLightShadow);
if (p_width > config->max_texture_size) {
p_width = config->max_texture_size;
}
cls->size = p_width;
cls->height = 16;
glActiveTexture(GL_TEXTURE0);
glGenFramebuffers(1, &cls->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, cls->fbo);
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
glGenTextures(1, &cls->distance);
glBindTexture(GL_TEXTURE_2D, cls->distance);
if (config->use_rgba_2d_shadows) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, cls->distance, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
//printf("errnum: %x\n",status);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
memdelete(cls);
ERR_FAIL_COND_V(status != GL_FRAMEBUFFER_COMPLETE, RID());
}
return canvas_light_shadow_owner.make_rid(cls);
}
/* Texture API */
Ref<Image> TextureStorage::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const {
@ -1599,6 +1556,7 @@ void TextureStorage::_clear_render_target(RenderTarget *rt) {
rt->backbuffer = 0;
rt->backbuffer_fbo = 0;
}
_render_target_clear_sdf(rt);
}
RID TextureStorage::render_target_create() {
@ -1784,13 +1742,271 @@ void TextureStorage::render_target_do_clear_request(RID p_render_target) {
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
return;
}
rt->sdf_oversize = p_size;
rt->sdf_scale = p_scale;
_render_target_clear_sdf(rt);
}
Rect2i TextureStorage::_render_target_get_sdf_rect(const RenderTarget *rt) const {
Size2i margin;
int scale;
switch (rt->sdf_oversize) {
case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
scale = 100;
} break;
case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
scale = 120;
} break;
case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
scale = 150;
} break;
case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
scale = 200;
} break;
default: {
}
}
margin = (rt->size * scale / 100) - rt->size;
Rect2i r(Vector2i(), rt->size);
r.position -= margin;
r.size += margin * 2;
return r;
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
return Rect2i();
const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Rect2i());
return _render_target_get_sdf_rect(rt);
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->sdf_enabled = p_enabled;
}
bool TextureStorage::render_target_is_sdf_enabled(RID p_render_target) const {
const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->sdf_enabled;
}
GLuint TextureStorage::render_target_get_sdf_texture(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, 0);
if (rt->sdf_texture_read == 0) {
Texture *texture = texture_owner.get_or_null(default_gl_textures[DEFAULT_GL_TEXTURE_BLACK]);
return texture->tex_id;
}
return rt->sdf_texture_read;
}
void TextureStorage::_render_target_allocate_sdf(RenderTarget *rt) {
ERR_FAIL_COND(rt->sdf_texture_write_fb != 0);
Size2i size = _render_target_get_sdf_rect(rt).size;
glGenTextures(1, &rt->sdf_texture_write);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, size.width, size.height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenFramebuffers(1, &rt->sdf_texture_write_fb);
glBindFramebuffer(GL_FRAMEBUFFER, rt->sdf_texture_write_fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_write, 0);
int scale;
switch (rt->sdf_scale) {
case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
scale = 100;
} break;
case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
scale = 50;
} break;
case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
scale = 25;
} break;
default: {
scale = 100;
} break;
}
rt->process_size = size * scale / 100;
rt->process_size.x = MAX(rt->process_size.x, 1);
rt->process_size.y = MAX(rt->process_size.y, 1);
glGenTextures(2, rt->sdf_texture_process);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG16I, rt->process_size.width, rt->process_size.height, 0, GL_RG_INTEGER, GL_SHORT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &rt->sdf_texture_read);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_read);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->process_size.width, rt->process_size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
void TextureStorage::_render_target_clear_sdf(RenderTarget *rt) {
if (rt->sdf_texture_write_fb != 0) {
glDeleteTextures(1, &rt->sdf_texture_read);
glDeleteTextures(1, &rt->sdf_texture_write);
glDeleteTextures(2, rt->sdf_texture_process);
glDeleteFramebuffers(1, &rt->sdf_texture_write_fb);
rt->sdf_texture_read = 0;
rt->sdf_texture_write = 0;
rt->sdf_texture_process[0] = 0;
rt->sdf_texture_process[1] = 0;
rt->sdf_texture_write_fb = 0;
}
}
GLuint TextureStorage::render_target_get_sdf_framebuffer(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, 0);
if (rt->sdf_texture_write_fb == 0) {
_render_target_allocate_sdf(rt);
}
return rt->sdf_texture_write_fb;
}
void TextureStorage::render_target_sdf_process(RID p_render_target) {
CopyEffects *copy_effects = CopyEffects::get_singleton();
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
ERR_FAIL_COND(rt->sdf_texture_write_fb == 0);
Rect2i r = _render_target_get_sdf_rect(rt);
Size2i size = r.size;
int32_t shift = 0;
bool shrink = false;
switch (rt->sdf_scale) {
case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
size[0] >>= 1;
size[1] >>= 1;
shift = 1;
shrink = true;
} break;
case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
size[0] >>= 2;
size[1] >>= 2;
shift = 2;
shrink = true;
} break;
default: {
};
}
GLuint temp_fb;
glGenFramebuffers(1, &temp_fb);
glBindFramebuffer(GL_FRAMEBUFFER, temp_fb);
// Load
CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_write);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[0], 0);
glViewport(0, 0, size.width, size.height);
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, size.width, size.height);
copy_effects->draw_screen_triangle();
// Process
int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
variant = CanvasSdfShaderGLES3::MODE_PROCESS;
sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
bool swap = false;
//jumpflood
while (stride > 0) {
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 0 : 1], 0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
copy_effects->draw_screen_triangle();
stride /= 2;
swap = !swap;
}
// Store
variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SHIFT, shift, sdf_shader.shader_version, variant);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->sdf_texture_read, 0);
glBindTexture(GL_TEXTURE_2D, rt->sdf_texture_process[swap ? 1 : 0]);
copy_effects->draw_screen_triangle();
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, system_fbo);
glDeleteFramebuffers(1, &temp_fb);
glDisable(GL_SCISSOR_TEST);
}
void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {

View file

@ -39,6 +39,8 @@
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/texture_storage.h"
#include "../shaders/canvas_sdf.glsl.gen.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
@ -84,18 +86,8 @@ namespace GLES3 {
#define _GL_TEXTURE_EXTERNAL_OES 0x8D65
#ifdef GLES_OVER_GL
#define _GL_HALF_FLOAT_OES 0x140B
#else
#define _GL_HALF_FLOAT_OES 0x8D61
#endif
#define _EXT_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#define _RED_OES 0x1903
#define _DEPTH_COMPONENT24_OES 0x81A6
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
#endif //!GLES_OVER_GL
@ -128,17 +120,6 @@ struct CanvasTexture {
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
};
/* CANVAS SHADOW */
struct CanvasLightShadow {
RID self;
int size;
int height;
GLuint fbo;
GLuint depth;
GLuint distance; //for older devices
};
struct RenderTarget;
struct Texture {
@ -337,6 +318,15 @@ struct RenderTarget {
GLuint color_type = GL_UNSIGNED_BYTE;
Image::Format image_format = Image::FORMAT_RGBA8;
GLuint sdf_texture_write = 0;
GLuint sdf_texture_write_fb = 0;
GLuint sdf_texture_process[2] = { 0, 0 };
GLuint sdf_texture_read = 0;
RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
Size2i process_size;
bool sdf_enabled = false;
bool is_transparent = false;
bool direct_to_screen = false;
@ -362,10 +352,6 @@ private:
RID_Owner<CanvasTexture, true> canvas_texture_owner;
/* CANVAS SHADOW */
RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
/* Texture API */
mutable RID_Owner<Texture> texture_owner;
@ -411,6 +397,14 @@ private:
void _clear_render_target(RenderTarget *rt);
void _update_render_target(RenderTarget *rt);
void _create_render_target_backbuffer(RenderTarget *rt);
void _render_target_allocate_sdf(RenderTarget *rt);
void _render_target_clear_sdf(RenderTarget *rt);
Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
struct RenderTargetSDF {
CanvasSdfShaderGLES3 shader;
RID shader_version;
} sdf_shader;
public:
static TextureStorage *get_singleton();
@ -437,10 +431,6 @@ public:
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
/* CANVAS SHADOW */
RID canvas_light_shadow_buffer_create(int p_width);
/* Texture API */
Texture *get_texture(RID p_rid) {
@ -586,9 +576,13 @@ public:
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
GLuint render_target_get_sdf_texture(RID p_render_target);
GLuint render_target_get_sdf_framebuffer(RID p_render_target);
void render_target_sdf_process(RID p_render_target);
virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
bool render_target_is_sdf_enabled(RID p_render_target) const;
void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);

View file

@ -362,7 +362,7 @@ Size2i Utilities::get_maximum_viewport_size() const {
return Size2i();
}
return Size2i(config->max_viewport_size, config->max_viewport_size);
return Size2i(config->max_viewport_size[0], config->max_viewport_size[1]);
}
#endif // GLES3_ENABLED

View file

@ -39,7 +39,6 @@ public:
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 {}
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override {}
RID light_create() override { return RID(); }
void light_set_texture(RID p_rid, RID p_texture) override {}

View file

@ -476,7 +476,6 @@ public:
};
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;

View file

@ -1914,11 +1914,12 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
}
}
//if same buffer len is being set, just use BufferSubData to avoid a pipeline flush
//if same buffer len is being set, just use buffer_update to avoid a pipeline flush
if (oc->vertex_array.is_null()) {
//create from scratch
//vertices
// TODO: geometry is always of length lc * 6 * sizeof(float), so in doubles builds this will receive half the data it needs
oc->vertex_buffer = RD::get_singleton()->vertex_buffer_create(lc * 6 * sizeof(real_t), geometry);
Vector<RID> buffer;

View file

@ -459,8 +459,6 @@ public:
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);
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
virtual void set_shadow_texture_size(int p_size);
void set_time(double p_time);