godot/servers/rendering/renderer_viewport.h

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/*************************************************************************/
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/* renderer_viewport.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 RENDERER_VIEWPORT_H
#define RENDERER_VIEWPORT_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_method.h"
#include "servers/rendering_server.h"
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#include "servers/xr/xr_interface.h"
#include "storage/render_scene_buffers.h"
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class RendererViewport {
public:
struct CanvasBase {
};
struct Viewport {
RID self;
RID parent;
// use xr interface to override camera positioning and projection matrices and control output
bool use_xr = false;
Size2i internal_size;
Size2i size;
uint32_t view_count;
RID camera;
RID scenario;
RS::ViewportScaling3DMode scaling_3d_mode = RenderingServer::VIEWPORT_SCALING_3D_MODE_BILINEAR;
float scaling_3d_scale = 1.0;
float fsr_sharpness = 0.2f;
float texture_mipmap_bias = 0.0f;
bool fsr_enabled = false;
RS::ViewportUpdateMode update_mode = RenderingServer::VIEWPORT_UPDATE_WHEN_VISIBLE;
RID render_target;
RID render_target_texture;
Ref<RenderSceneBuffers> render_buffers;
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RS::ViewportMSAA msaa_2d = RenderingServer::VIEWPORT_MSAA_DISABLED;
RS::ViewportMSAA msaa_3d = RenderingServer::VIEWPORT_MSAA_DISABLED;
RS::ViewportScreenSpaceAA screen_space_aa = RenderingServer::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
bool use_taa = false;
bool use_debanding = false;
RendererSceneRender::CameraData prev_camera_data;
uint64_t prev_camera_data_frame = 0;
bool use_occlusion_culling = false;
bool occlusion_buffer_dirty = false;
DisplayServer::WindowID viewport_to_screen;
Rect2 viewport_to_screen_rect;
bool viewport_render_direct_to_screen;
bool disable_2d = false;
bool disable_environment = false;
bool disable_3d = false;
bool measure_render_time = false;
bool snap_2d_transforms_to_pixel = false;
bool snap_2d_vertices_to_pixel = false;
uint64_t time_cpu_begin;
uint64_t time_cpu_end;
uint64_t time_gpu_begin;
uint64_t time_gpu_end;
RID shadow_atlas;
int shadow_atlas_size = 2048;
bool shadow_atlas_16_bits = true;
bool sdf_active = false;
float mesh_lod_threshold = 1.0;
uint64_t last_pass = 0;
RS::ViewportDebugDraw debug_draw = RenderingServer::VIEWPORT_DEBUG_DRAW_DISABLED;
RS::ViewportClearMode clear_mode = RenderingServer::VIEWPORT_CLEAR_ALWAYS;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
bool transparent_bg = false;
struct CanvasKey {
int64_t stacking;
RID canvas;
bool operator<(const CanvasKey &p_canvas) const {
if (stacking == p_canvas.stacking) {
return canvas < p_canvas.canvas;
}
return stacking < p_canvas.stacking;
}
CanvasKey() {
stacking = 0;
}
CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
canvas = p_canvas;
int64_t sign = p_layer < 0 ? -1 : 1;
stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
}
int get_layer() const { return stacking >> 32; }
};
struct CanvasData {
CanvasBase *canvas = nullptr;
Transform2D transform;
int layer;
int sublayer;
};
Transform2D global_transform;
HashMap<RID, CanvasData> canvas_map;
RenderingMethod::RenderInfo render_info;
Viewport() {
view_count = 1;
update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
transparent_bg = false;
viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
shadow_atlas_size = 0;
measure_render_time = false;
debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
use_debanding = false;
use_occlusion_culling = false;
occlusion_buffer_dirty = true;
snap_2d_transforms_to_pixel = false;
snap_2d_vertices_to_pixel = false;
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use_xr = false;
sdf_active = false;
time_cpu_begin = 0;
time_cpu_end = 0;
time_gpu_begin = 0;
time_gpu_end = 0;
}
};
HashMap<String, RID> timestamp_vp_map;
uint64_t draw_viewports_pass = 0;
mutable RID_Owner<Viewport, true> viewport_owner;
Vector<Viewport *> active_viewports;
Vector<Viewport *> sorted_active_viewports;
bool sorted_active_viewports_dirty = false;
int total_objects_drawn = 0;
int total_vertices_drawn = 0;
int total_draw_calls_used = 0;
private:
Vector<Viewport *> _sort_active_viewports();
void _viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count);
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void _configure_3d_render_buffers(Viewport *p_viewport);
void _draw_3d(Viewport *p_viewport);
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void _draw_viewport(Viewport *p_viewport);
int occlusion_rays_per_thread = 512;
void _resize_occlusion_culling_buffer(const Size2i &p_size);
public:
RID viewport_allocate();
void viewport_initialize(RID p_rid);
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void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
void viewport_set_size(RID p_viewport, int p_width, int p_height);
void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
void viewport_set_active(RID p_viewport, bool p_active);
void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
void viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode);
void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale);
void viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness);
void viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias);
void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode);
void viewport_set_vflip(RID p_viewport, bool p_enable);
void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
RID viewport_get_texture(RID p_viewport) const;
RID viewport_get_occluder_debug_texture(RID p_viewport) const;
void viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data);
const RendererSceneRender::CameraData *viewport_get_prev_camera_data(RID p_viewport);
void viewport_set_disable_2d(RID p_viewport, bool p_disable);
void viewport_set_disable_environment(RID p_viewport, bool p_disable);
void viewport_set_disable_3d(RID p_viewport, bool p_disable);
void viewport_attach_camera(RID p_viewport, RID p_camera);
void viewport_set_scenario(RID p_viewport, RID p_scenario);
void viewport_attach_canvas(RID p_viewport, RID p_canvas);
void viewport_remove_canvas(RID p_viewport, RID p_canvas);
void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true);
void viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
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void viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa);
void viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa);
void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
void viewport_set_use_taa(RID p_viewport, bool p_use_taa);
void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels);
virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
float viewport_get_measured_render_time_cpu(RID p_viewport) const;
float viewport_get_measured_render_time_gpu(RID p_viewport) const;
void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale);
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const;
void viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode);
void viewport_set_vrs_texture(RID p_viewport, RID p_texture);
void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
void set_default_clear_color(const Color &p_color);
void draw_viewports();
bool free(RID p_rid);
int get_total_objects_drawn() const;
int get_total_vertices_drawn() const;
int get_total_draw_calls_used() const;
// Workaround for setting this on thread.
void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
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RendererViewport();
virtual ~RendererViewport() {}
};
#endif // RENDERER_VIEWPORT_H