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mirror of https://github.com/godotengine/godot.git synced 2025-11-15 13:51:40 +00:00

Refactored 2D shader and lighting system

-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
This commit is contained in:
reduz
2020-10-24 12:15:43 -03:00
parent b67ccf1a6f
commit 84d734da0e
48 changed files with 1330 additions and 1471 deletions

View File

@@ -42,6 +42,13 @@
class RasterizerCanvasRD : public RasterizerCanvas {
RasterizerStorageRD *storage;
enum {
BASE_UNIFORM_SET = 0,
MATERIAL_UNIFORM_SET = 1,
TRANSFORMS_UNIFORM_SET = 2,
CANVAS_TEXTURE_UNIFORM_SET = 3,
};
enum ShaderVariant {
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
@@ -100,7 +107,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
enum {
MAX_RENDER_ITEMS = 256 * 1024,
MAX_LIGHT_TEXTURES = 1024,
DEFAULT_MAX_LIGHTS_PER_ITEM = 16,
MAX_LIGHTS_PER_ITEM = 16,
DEFAULT_MAX_LIGHTS_PER_RENDER = 256
};
@@ -135,7 +142,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
CanvasShaderRD canvas_shader;
RID default_version;
RID default_version_rd_shader;
RID default_version_rd_shader_light;
RID quad_index_buffer;
RID quad_index_array;
PipelineVariants pipeline_variants;
@@ -178,7 +184,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
Map<StringName, RID> default_texture_params;
bool uses_screen_texture;
bool uses_material_samplers;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
@@ -218,60 +223,9 @@ class RasterizerCanvasRD : public RasterizerCanvas {
}
/**************************/
/**** TEXTURE BINDINGS ****/
/**** CANVAS TEXTURES *****/
/**************************/
// bindings used to render commands,
// cached for performance.
struct TextureBindingKey {
RID texture;
RID normalmap;
RID specular;
RID multimesh;
RS::CanvasItemTextureFilter texture_filter;
RS::CanvasItemTextureRepeat texture_repeat;
bool operator==(const TextureBindingKey &p_key) const {
return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
}
};
struct TextureBindingKeyHasher {
static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
return hash;
}
};
struct TextureBinding {
TextureBindingID id;
TextureBindingKey key;
SelfList<TextureBinding> to_dispose;
uint32_t reference_count;
RID uniform_set;
TextureBinding() :
to_dispose(this) {
reference_count = 0;
}
};
struct {
SelfList<TextureBinding>::List to_dispose_list;
TextureBindingID id_generator;
HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
HashMap<TextureBindingID, TextureBinding *> texture_bindings;
TextureBindingID default_empty;
} bindings;
RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
void _dispose_bindings();
struct {
RS::CanvasItemTextureFilter default_filter;
RS::CanvasItemTextureRepeat default_repeat;
@@ -313,10 +267,9 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct CanvasLight {
RID texture;
struct {
int size;
RID texture;
RID depth;
RID fb;
bool enabled = false;
float z_far;
float y_offset;
} shadow;
};
@@ -326,7 +279,8 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float projection[16];
float modelview[8];
float direction[2];
float pad[2];
float z_far;
float pad;
};
struct OccluderPolygon {
@@ -342,12 +296,17 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
float color[4];
float shadow_color[4];
float position[2];
uint8_t shadow_color[4];
uint32_t flags; //index to light texture
float height;
float shadow_pixel_size;
float pad[3];
float height;
float position[2];
float shadow_z_far_inv;
float shadow_y_ofs;
float atlas_rect[4];
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
@@ -366,34 +325,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
//state that does not vary across rendering all items
struct ItemStateData : public Item::CustomData {
struct LightCache {
uint64_t light_version;
Light *light;
};
LightCache light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
uint32_t light_cache_count;
RID state_uniform_set_with_light;
RID state_uniform_set;
ItemStateData() {
for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) {
light_cache[i].light_version = 0;
light_cache[i].light = nullptr;
}
light_cache_count = 0xFFFFFFFF;
}
~ItemStateData() {
if (state_uniform_set_with_light.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set_with_light)) {
RD::get_singleton()->free(state_uniform_set_with_light);
}
if (state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set)) {
RD::get_singleton()->free(state_uniform_set);
}
}
};
struct State {
//state buffer
struct Buffer {
@@ -414,6 +345,12 @@ class RasterizerCanvasRD : public RasterizerCanvas {
RID lights_uniform_buffer;
RID canvas_state_buffer;
RID shadow_sampler;
RID shadow_texture;
RID shadow_depth_texture;
RID shadow_fb;
int shadow_texture_size = 2048;
RID default_transforms_uniform_set;
uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
@@ -452,9 +389,16 @@ class RasterizerCanvasRD : public RasterizerCanvas {
Item *items[MAX_RENDER_ITEMS];
Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
RID default_canvas_texture;
RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
RID _create_base_uniform_set(RID p_to_render_target, bool p_backbuffer);
inline void _bind_canvas_texture(RD::DrawListID p_draw_list, RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID &r_last_texture, PushConstant &push_constant, Size2 &r_texpixel_size); //recursive, so regular inline used instead.
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderingDevice::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights);
_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);
@@ -462,30 +406,27 @@ class RasterizerCanvasRD : public RasterizerCanvas {
_FORCE_INLINE_ void _update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4);
_FORCE_INLINE_ void _update_transform_to_mat4(const Transform &p_transform, float *p_mat4);
_FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss);
public:
TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::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_create();
void light_set_texture(RID p_rid, RID p_texture);
void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution);
void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
void light_set_use_shadow(RID p_rid, bool p_enable);
void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
RID occluder_polygon_create();
void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines);
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, 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, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat);
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
virtual void set_shadow_texture_size(int p_size);
void set_time(double p_time);
void update();
bool free(RID p_rid);