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Normalmapping and Specularmapping working in 2D engine

Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
This commit is contained in:
Juan Linietsky
2019-07-04 22:54:32 -03:00
parent 92b27bccf1
commit a7b2ac7bb1
21 changed files with 1214 additions and 166 deletions

View File

@@ -5,6 +5,8 @@
#include "servers/visual/rasterizer/rasterizer_storage_rd.h"
#include "servers/visual/rasterizer/render_pipeline_vertex_format_cache_rd.h"
#include "servers/visual/rasterizer/shaders/canvas.glsl.gen.h"
#include "servers/visual/rasterizer/shaders/canvas_occlusion.glsl.gen.h"
#include "servers/visual/rasterizer/shaders/canvas_occlusion_fix.glsl.gen.h"
#include "servers/visual/rendering_device.h"
class RasterizerCanvasRD : public RasterizerCanvas {
@@ -37,13 +39,37 @@ class RasterizerCanvasRD : public RasterizerCanvas {
FLAGS_CLIP_RECT_UV = (1 << 9),
FLAGS_TRANSPOSE_RECT = (1 << 10),
FLAGS_USING_LIGHT_MASK = (1 << 11),
FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
FLAGS_USING_PARTICLES = (1 << 13),
FLAGS_USE_PIXEL_SNAP = (1 << 14),
FLAGS_USE_SKELETON = (1 << 15),
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
FLAGS_NINEPATCH_V_MODE_SHIFT = 18
FLAGS_NINEPATCH_V_MODE_SHIFT = 18,
FLAGS_LIGHT_COUNT_SHIFT = 20,
FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
};
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)
};
enum {
MAX_RENDER_ITEMS = 256 * 1024,
MAX_LIGHT_TEXTURES = 1024,
MAX_LIGHTS_PER_ITEM = 16,
MAX_RENDER_LIGHTS = 256
};
/****************/
@@ -183,18 +209,66 @@ class RasterizerCanvasRD : public RasterizerCanvas {
/**** LIGHTING ****/
/******************/
enum {
LIGHT_GRID_WIDTH = 16,
LIGHT_GRID_HEIGHT = 16,
MAX_LIGHTS = 128
struct CanvasLight {
int32_t texture_index;
RID texture;
struct {
int size;
RID texture;
RID render_depth;
RID render_fb[4];
RID render_textures[4];
RID fix_fb;
RID uniform_set;
} shadow;
};
RID_Owner<CanvasLight> canvas_light_owner;
struct ShadowRenderPushConstant {
float projection[16];
float modelview[16];
};
struct OccluderPolygon {
VS::CanvasOccluderPolygonCullMode cull_mode;
int point_count;
RID vertex_buffer;
RID vertex_array;
RID index_buffer;
RID index_array;
};
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float color[4];
float shadow_color[4];
float position[2];
uint32_t flags; //index to light texture
float height;
float shadow_softness;
float shadow_pixel_size;
float pad[2];
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
struct {
RID grid_texture;
RID grid_buffer;
PoolVector<uint8_t> grid_texture_data;
PoolVector<uint8_t> grid_buffer_data;
} lighting;
CanvasOcclusionShaderRD shader;
RID shader_version;
RID render_pipelines[3];
RD::VertexFormatID vertex_format;
RD::FramebufferFormatID framebuffer_format;
CanvasOcclusionFixShaderRD shader_fix;
RD::FramebufferFormatID framebuffer_fix_format;
RID shader_fix_version;
RID shader_fix_pipeline;
} shadow_render;
/***************/
/**** STATE ****/
@@ -208,12 +282,16 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct Buffer {
float canvas_transform[16];
float screen_transform[16];
float canvas_normal_transform[16];
float canvas_modulate[4];
//uint32_t light_count;
//uint32_t pad[3];
};
LightUniform light_uniforms[MAX_RENDER_LIGHTS];
RID lights_uniform_buffer;
RID canvas_state_buffer;
//light buffer
RID canvas_state_light_buffer;
//uniform set for all the above
RID canvas_state_uniform_set;
@@ -234,8 +312,8 @@ class RasterizerCanvasRD : public RasterizerCanvas {
};
//primitive
struct {
float points[6]; // vec2 points[4]
float uvs[6]; // vec2 points[4]
float points[6]; // vec2 points[3]
float uvs[6]; // vec2 points[3]
uint32_t colors[6]; // colors encoded as half
};
};
@@ -248,21 +326,19 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float skeleton_inverse[16];
};
enum {
MAX_RENDER_ITEMS = 256 * 1024
};
Item *items[MAX_RENDER_ITEMS];
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);
Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
void _render_item(RenderingDevice::DrawListID p_draw_list, const Item *p_item, RenderTargetFormat p_render_target_format, RenderingDevice::TextureSamples p_samples, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights);
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights);
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);
_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);
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);
_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);
void _update_canvas_state_uniform_set();
@@ -273,21 +349,23 @@ public:
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) {}
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);
RID occluder_polygon_create();
void occluder_polygon_set_shape_as_lines(RID p_occluder, const PoolVector<Vector2> &p_lines);
void occluder_polygon_set_cull_mode(RID p_occluder, VS::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_debug_viewport_shadows(Light *p_lights_with_shadow){};
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) {}
void reset_canvas() {}
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
void update();
bool free(RID p_rid);
RasterizerCanvasRD(RasterizerStorageRD *p_storage);
~RasterizerCanvasRD();
};