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mirror of https://github.com/godotengine/godot.git synced 2025-12-02 16:48:55 +00:00

basic 2D engine is more or less working with Vulkan, including editor.

Still a lot to do
This commit is contained in:
Juan Linietsky
2019-06-24 16:13:06 -03:00
parent 42b44f43ee
commit 1b4281b895
36 changed files with 1840 additions and 977 deletions

View File

@@ -14,8 +14,10 @@ class RasterizerCanvasRD : public RasterizerCanvas {
enum ShaderVariant {
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_VERTICES,
SHADER_VARIANT_POINTS,
SHADER_VARIANT_PRIMITIVE,
SHADER_VARIANT_PRIMITIVE_POINTS,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES_POINTS,
SHADER_VARIANT_MAX
};
@@ -51,9 +53,12 @@ class RasterizerCanvasRD : public RasterizerCanvas {
enum PipelineVariant {
PIPELINE_VARIANT_QUAD,
PIPELINE_VARIANT_NINEPATCH,
PIPELINE_VARIANT_TRIANGLES,
PIPELINE_VARIANT_LINES,
PIPELINE_VARIANT_POINTS,
PIPELINE_VARIANT_PRIMITIVE_TRIANGLES,
PIPELINE_VARIANT_PRIMITIVE_LINES,
PIPELINE_VARIANT_PRIMITIVE_POINTS,
PIPELINE_VARIANT_ATTRIBUTE_TRIANGLES,
PIPELINE_VARIANT_ATTRIBUTE_LINES,
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
PIPELINE_VARIANT_MAX
};
struct PipelineVariants {
@@ -65,12 +70,13 @@ class RasterizerCanvasRD : public RasterizerCanvas {
RD::FramebufferFormatID framebuffer_formats[RENDER_TARGET_FORMAT_MAX];
RID default_version;
RID default_version_rd_shader;
RID quad_index_buffer;
RID quad_index_array;
PipelineVariants pipeline_variants;
// default_skeleton uniform set
RID default_material_skeleton_uniform;
RID default_material_uniform_set;
RID default_skeleton_uniform;
RID default_skeleton_uniform_set;
} shader;
@@ -126,6 +132,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
TextureBindingID default_empty;
} bindings;
RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
void _dispose_bindings();
struct {
RID white_texture;
@@ -143,6 +150,31 @@ class RasterizerCanvasRD : public RasterizerCanvas {
VS::CanvasItemTextureRepeat default_repeat;
} default_samplers;
/******************/
/**** POLYGONS ****/
/******************/
struct PolygonBuffers {
RD::VertexFormatID vertex_format_id;
RID vertex_buffer;
RID vertex_array;
RID index_buffer;
RID indices;
};
struct {
HashMap<PolygonID, PolygonBuffers> polygons;
PolygonID last_id;
} polygon_buffers;
/********************/
/**** PRIMITIVES ****/
/********************/
struct {
RID index_array[4];
} primitive_arrays;
/*******************/
/**** MATERIALS ****/
/*******************/
@@ -171,15 +203,26 @@ class RasterizerCanvasRD : public RasterizerCanvas {
} state;
struct PushConstant {
float world[8];
float modulation[4];
float ninepatch_margins[4];
float dst_rect[4];
float src_rect[4];
float world[6];
uint32_t flags;
uint32_t specular_shininess;
float color_texture_pixel_size[2];
uint32_t pad[4];
union {
//rect
struct {
float modulation[4];
float ninepatch_margins[4];
float dst_rect[4];
float src_rect[4];
float color_texture_pixel_size[2];
uint32_t pad[6];
};
//primitive
struct {
float points[8]; // vec2 points[4]
uint32_t colors[8]; // colors encoded as half
float uvs[8]; // vec2 points[4]
};
};
};
struct SkeletonUniform {
@@ -193,10 +236,12 @@ class RasterizerCanvasRD : public RasterizerCanvas {
Item *items[MAX_RENDER_ITEMS];
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RenderingDevice::TextureSamples p_samples, const Color &p_modulate, const Transform2D &p_canvas_transform_inverse);
void _render_items(RID p_to_render_target, bool p_clear, const Color &p_clear_color, int p_item_count, const Color &p_modulate, const Transform2D &p_transform);
Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list);
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RenderingDevice::TextureSamples p_samples, const Color &p_modulate, const Transform2D &p_canvas_transform_inverse, Item *&current_clip);
void _render_items(RID p_to_render_target, int p_item_count, const Color &p_modulate, const Transform2D &p_transform);
void _update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4);
void _update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3);
void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
@@ -207,11 +252,14 @@ public:
TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
void free_texture_binding(TextureBindingID p_binding);
PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>());
void free_polygon(PolygonID p_polygon);
RID light_internal_create() { return RID(); }
void light_internal_update(RID p_rid, Light *p_light) {}
void light_internal_free(RID p_rid) {}
void canvas_render_items(RID p_to_render_target, bool p_clear, const Color &p_clear_color, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow){};
@@ -223,7 +271,7 @@ public:
void update();
RasterizerCanvasRD(RasterizerStorageRD *p_storage);
~RasterizerCanvasRD() {}
~RasterizerCanvasRD();
};
#endif // RASTERIZER_CANVAS_RD_H