2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* renderer_viewport.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2018-01-04 23:50:27 +00:00
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2021-10-07 13:46:55 +00:00
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#ifndef RENDERER_VIEWPORT_H
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#define RENDERER_VIEWPORT_H
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2016-10-03 19:33:42 +00:00
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2021-04-20 16:40:24 +00:00
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#include "core/templates/local_vector.h"
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2020-11-07 22:33:38 +00:00
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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2022-04-04 14:10:22 +00:00
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#include "servers/rendering/renderer_scene_render.h"
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2022-09-08 00:44:36 +00:00
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#include "servers/rendering/rendering_method.h"
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2020-03-27 18:21:27 +00:00
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#include "servers/rendering_server.h"
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2020-04-08 14:47:36 +00:00
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#include "servers/xr/xr_interface.h"
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2022-08-04 08:40:39 +00:00
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#include "storage/render_scene_buffers.h"
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2016-10-03 19:33:42 +00:00
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2020-12-04 18:26:24 +00:00
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class RendererViewport {
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2016-10-03 19:33:42 +00:00
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public:
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2019-06-10 15:38:51 +00:00
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struct CanvasBase {
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2016-10-03 19:33:42 +00:00
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};
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2019-06-10 15:38:51 +00:00
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struct Viewport {
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2016-10-03 19:33:42 +00:00
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RID self;
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RID parent;
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2022-07-24 20:39:06 +00:00
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// use xr interface to override camera positioning and projection matrices and control output
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bool use_xr = false;
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2017-04-23 12:10:41 +00:00
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2021-11-23 21:16:03 +00:00
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Size2i internal_size;
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2016-10-03 19:33:42 +00:00
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Size2i size;
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2022-08-16 21:54:55 +00:00
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uint32_t view_count;
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2016-10-03 19:33:42 +00:00
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RID camera;
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RID scenario;
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2022-07-24 20:39:06 +00:00
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RS::ViewportScaling3DMode scaling_3d_mode = RenderingServer::VIEWPORT_SCALING_3D_MODE_BILINEAR;
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2021-11-23 21:16:03 +00:00
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float scaling_3d_scale = 1.0;
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float fsr_sharpness = 0.2f;
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2022-06-11 23:49:59 +00:00
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float texture_mipmap_bias = 0.0f;
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2022-07-24 20:39:06 +00:00
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bool fsr_enabled = false;
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2023-09-22 21:38:02 +00:00
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uint32_t jitter_phase_count = 0;
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2022-07-24 20:39:06 +00:00
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RS::ViewportUpdateMode update_mode = RenderingServer::VIEWPORT_UPDATE_WHEN_VISIBLE;
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2016-10-03 19:33:42 +00:00
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RID render_target;
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RID render_target_texture;
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2022-08-04 08:40:39 +00:00
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Ref<RenderSceneBuffers> render_buffers;
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2019-08-18 22:40:52 +00:00
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2022-08-12 23:02:32 +00:00
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RS::ViewportMSAA msaa_2d = RenderingServer::VIEWPORT_MSAA_DISABLED;
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RS::ViewportMSAA msaa_3d = RenderingServer::VIEWPORT_MSAA_DISABLED;
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2022-07-24 20:39:06 +00:00
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RS::ViewportScreenSpaceAA screen_space_aa = RenderingServer::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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bool use_taa = false;
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bool use_debanding = false;
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2016-10-03 19:33:42 +00:00
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2022-04-04 14:10:22 +00:00
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RendererSceneRender::CameraData prev_camera_data;
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uint64_t prev_camera_data_frame = 0;
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2022-07-24 20:39:06 +00:00
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bool use_occlusion_culling = false;
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bool occlusion_buffer_dirty = false;
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2021-04-20 16:40:24 +00:00
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2020-03-04 01:51:12 +00:00
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DisplayServer::WindowID viewport_to_screen;
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2016-10-03 19:33:42 +00:00
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Rect2 viewport_to_screen_rect;
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2019-05-08 18:25:34 +00:00
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bool viewport_render_direct_to_screen;
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2016-10-03 19:33:42 +00:00
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2021-07-01 02:17:47 +00:00
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bool disable_2d = false;
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2023-01-30 00:04:39 +00:00
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RS::ViewportEnvironmentMode disable_environment = RS::VIEWPORT_ENVIRONMENT_INHERIT;
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2021-06-29 16:36:32 +00:00
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bool disable_3d = false;
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2022-07-24 20:39:06 +00:00
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bool measure_render_time = false;
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2020-04-10 17:18:42 +00:00
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2022-07-24 20:39:06 +00:00
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bool snap_2d_transforms_to_pixel = false;
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bool snap_2d_vertices_to_pixel = false;
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2020-10-29 21:09:16 +00:00
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2020-04-10 17:18:42 +00:00
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uint64_t time_cpu_begin;
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uint64_t time_cpu_end;
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uint64_t time_gpu_begin;
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uint64_t time_gpu_end;
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2016-10-03 19:33:42 +00:00
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2016-11-10 02:55:06 +00:00
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RID shadow_atlas;
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2022-07-24 20:39:06 +00:00
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int shadow_atlas_size = 2048;
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2022-02-04 15:41:08 +00:00
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bool shadow_atlas_16_bits = true;
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2016-11-10 02:55:06 +00:00
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2022-07-24 20:39:06 +00:00
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bool sdf_active = false;
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2020-11-26 12:50:21 +00:00
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2021-12-28 23:10:41 +00:00
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float mesh_lod_threshold = 1.0;
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2020-12-17 18:56:59 +00:00
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2020-03-14 16:06:39 +00:00
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uint64_t last_pass = 0;
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2022-07-24 20:39:06 +00:00
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RS::ViewportDebugDraw debug_draw = RenderingServer::VIEWPORT_DEBUG_DRAW_DISABLED;
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2017-06-11 18:52:03 +00:00
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2022-07-24 20:39:06 +00:00
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RS::ViewportClearMode clear_mode = RenderingServer::VIEWPORT_CLEAR_ALWAYS;
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2016-10-03 19:33:42 +00:00
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2020-10-24 15:15:43 +00:00
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RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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2022-07-24 20:39:06 +00:00
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bool transparent_bg = false;
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2023-08-03 12:10:01 +00:00
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bool use_hdr_2d = false;
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2017-10-21 07:06:10 +00:00
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2021-09-02 18:07:04 +00:00
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uint32_t canvas_cull_mask = 0xffffffff;
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2016-10-03 19:33:42 +00:00
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struct CanvasKey {
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2018-10-30 20:53:00 +00:00
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int64_t stacking;
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2016-10-03 19:33:42 +00:00
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RID canvas;
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bool operator<(const CanvasKey &p_canvas) const {
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2020-05-14 14:41:43 +00:00
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if (stacking == p_canvas.stacking) {
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2018-10-30 20:53:00 +00:00
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return canvas < p_canvas.canvas;
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2020-05-14 14:41:43 +00:00
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}
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2018-10-30 20:53:00 +00:00
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return stacking < p_canvas.stacking;
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}
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CanvasKey() {
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stacking = 0;
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2016-10-03 19:33:42 +00:00
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}
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2018-10-30 20:53:00 +00:00
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CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
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2016-10-03 19:33:42 +00:00
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canvas = p_canvas;
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2019-03-05 20:18:46 +00:00
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int64_t sign = p_layer < 0 ? -1 : 1;
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stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
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2016-10-03 19:33:42 +00:00
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}
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2018-10-30 20:53:00 +00:00
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int get_layer() const { return stacking >> 32; }
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2016-10-03 19:33:42 +00:00
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};
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struct CanvasData {
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2022-04-04 13:06:57 +00:00
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CanvasBase *canvas = nullptr;
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2017-01-11 03:52:51 +00:00
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Transform2D transform;
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2016-10-03 19:33:42 +00:00
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int layer;
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2018-10-30 20:53:00 +00:00
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int sublayer;
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2016-10-03 19:33:42 +00:00
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};
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2017-01-11 03:52:51 +00:00
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Transform2D global_transform;
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2016-10-03 19:33:42 +00:00
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2022-05-13 13:04:37 +00:00
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HashMap<RID, CanvasData> canvas_map;
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2016-10-03 19:33:42 +00:00
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2022-09-08 00:44:36 +00:00
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RenderingMethod::RenderInfo render_info;
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2021-07-02 23:14:19 +00:00
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2016-10-03 19:33:42 +00:00
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Viewport() {
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2022-08-16 21:54:55 +00:00
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view_count = 1;
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2020-03-27 18:21:27 +00:00
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update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
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clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
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2017-10-21 07:06:10 +00:00
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transparent_bg = false;
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2023-08-03 12:10:01 +00:00
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use_hdr_2d = false;
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2021-07-01 02:17:47 +00:00
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2020-03-04 01:51:12 +00:00
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viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
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2016-11-10 02:55:06 +00:00
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shadow_atlas_size = 0;
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2020-04-10 17:18:42 +00:00
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measure_render_time = false;
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2020-03-27 18:21:27 +00:00
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debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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2020-04-12 04:49:10 +00:00
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screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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2020-04-20 21:34:47 +00:00
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use_debanding = false;
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2021-04-20 16:40:24 +00:00
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use_occlusion_culling = false;
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occlusion_buffer_dirty = true;
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2020-04-12 04:49:10 +00:00
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2020-10-29 21:09:16 +00:00
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snap_2d_transforms_to_pixel = false;
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snap_2d_vertices_to_pixel = false;
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2020-04-08 14:47:36 +00:00
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use_xr = false;
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2020-11-26 12:50:21 +00:00
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sdf_active = false;
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2020-04-10 17:18:42 +00:00
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time_cpu_begin = 0;
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time_cpu_end = 0;
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time_gpu_begin = 0;
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time_gpu_end = 0;
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2016-10-03 19:33:42 +00:00
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}
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};
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2020-04-10 17:18:42 +00:00
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HashMap<String, RID> timestamp_vp_map;
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2020-03-14 16:06:39 +00:00
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uint64_t draw_viewports_pass = 0;
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2021-06-29 13:58:28 +00:00
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mutable RID_Owner<Viewport, true> viewport_owner;
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2016-10-05 04:26:35 +00:00
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2016-10-03 19:33:42 +00:00
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Vector<Viewport *> active_viewports;
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2022-07-16 23:59:13 +00:00
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Vector<Viewport *> sorted_active_viewports;
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bool sorted_active_viewports_dirty = false;
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2016-10-05 04:26:35 +00:00
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2021-07-02 23:14:19 +00:00
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int total_objects_drawn = 0;
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int total_vertices_drawn = 0;
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int total_draw_calls_used = 0;
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2023-08-08 12:46:06 +00:00
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int num_viewports_with_motion_vectors = 0;
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2016-10-03 19:33:42 +00:00
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private:
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2022-07-16 23:59:13 +00:00
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Vector<Viewport *> _sort_active_viewports();
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2022-08-16 21:54:55 +00:00
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void _viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count);
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2023-09-22 21:38:02 +00:00
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bool _viewport_requires_motion_vectors(Viewport *p_viewport);
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2021-08-19 01:52:06 +00:00
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void _configure_3d_render_buffers(Viewport *p_viewport);
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2021-05-07 13:19:04 +00:00
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void _draw_3d(Viewport *p_viewport);
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2021-08-19 01:52:06 +00:00
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void _draw_viewport(Viewport *p_viewport);
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2016-10-03 19:33:42 +00:00
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2021-04-20 16:40:24 +00:00
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int occlusion_rays_per_thread = 512;
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void _resize_occlusion_culling_buffer(const Size2i &p_size);
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2017-03-05 15:44:50 +00:00
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public:
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2021-02-09 16:19:03 +00:00
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RID viewport_allocate();
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void viewport_initialize(RID p_rid);
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2016-10-03 19:33:42 +00:00
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2020-04-08 14:47:36 +00:00
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void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
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2017-04-23 12:10:41 +00:00
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2016-10-03 19:33:42 +00:00
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void viewport_set_size(RID p_viewport, int p_width, int p_height);
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2020-03-04 01:51:12 +00:00
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void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
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2019-05-08 18:25:34 +00:00
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void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
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2016-10-03 19:33:42 +00:00
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void viewport_set_active(RID p_viewport, bool p_active);
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2016-10-05 04:26:35 +00:00
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void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
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2021-11-23 21:16:03 +00:00
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void viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode);
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void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale);
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void viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness);
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2022-06-11 23:49:59 +00:00
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void viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias);
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2021-11-23 21:16:03 +00:00
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2020-03-27 18:21:27 +00:00
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void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode);
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2016-10-03 19:33:42 +00:00
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void viewport_set_vflip(RID p_viewport, bool p_enable);
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2020-03-27 18:21:27 +00:00
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void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
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2016-10-03 19:33:42 +00:00
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2023-03-31 00:28:53 +00:00
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RID viewport_get_render_target(RID p_viewport) const;
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2016-10-03 19:33:42 +00:00
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RID viewport_get_texture(RID p_viewport) const;
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2021-04-20 16:40:24 +00:00
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RID viewport_get_occluder_debug_texture(RID p_viewport) const;
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2016-10-03 19:33:42 +00:00
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2022-04-04 14:10:22 +00:00
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void viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data);
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const RendererSceneRender::CameraData *viewport_get_prev_camera_data(RID p_viewport);
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2021-07-01 02:17:47 +00:00
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void viewport_set_disable_2d(RID p_viewport, bool p_disable);
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2023-01-30 00:04:39 +00:00
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void viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode);
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2021-06-29 16:36:32 +00:00
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void viewport_set_disable_3d(RID p_viewport, bool p_disable);
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2016-10-03 19:33:42 +00:00
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2023-01-30 00:04:39 +00:00
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bool viewport_is_environment_disabled(Viewport *viewport);
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2016-10-03 19:33:42 +00:00
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void viewport_attach_camera(RID p_viewport, RID p_camera);
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void viewport_set_scenario(RID p_viewport, RID p_scenario);
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void viewport_attach_canvas(RID p_viewport, RID p_canvas);
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void viewport_remove_canvas(RID p_viewport, RID p_canvas);
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2017-01-11 03:52:51 +00:00
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void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
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2016-10-03 19:33:42 +00:00
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void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
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2023-08-03 12:10:01 +00:00
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void viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d);
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2016-10-03 19:33:42 +00:00
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2017-01-11 03:52:51 +00:00
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void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
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2018-10-30 20:53:00 +00:00
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void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
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2016-10-03 19:33:42 +00:00
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2021-09-02 18:07:04 +00:00
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void viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask);
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2022-04-30 23:40:30 +00:00
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void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true);
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void viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
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2016-11-10 02:55:06 +00:00
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2022-08-12 23:02:32 +00:00
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void viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa);
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void viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa);
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2020-04-12 04:49:10 +00:00
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void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
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2022-04-04 14:10:22 +00:00
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void viewport_set_use_taa(RID p_viewport, bool p_use_taa);
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2020-04-20 21:34:47 +00:00
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void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
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2021-04-20 16:40:24 +00:00
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void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
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void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
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void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
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2021-12-28 23:10:41 +00:00
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void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels);
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2020-12-17 18:56:59 +00:00
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2021-07-02 23:14:19 +00:00
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virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
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2020-03-27 18:21:27 +00:00
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virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
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2017-06-11 18:52:03 +00:00
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2020-04-10 17:18:42 +00:00
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void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
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float viewport_get_measured_render_time_cpu(RID p_viewport) const;
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float viewport_get_measured_render_time_gpu(RID p_viewport) const;
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2020-10-29 21:09:16 +00:00
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void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
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void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
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2020-10-24 15:15:43 +00:00
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void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
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void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
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2020-11-26 12:50:21 +00:00
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void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale);
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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).
2022-06-16 22:55:19 +00:00
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virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const;
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2022-02-11 11:33:54 +00:00
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void viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode);
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void viewport_set_vrs_texture(RID p_viewport, RID p_texture);
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2020-04-10 17:18:42 +00:00
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void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
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2018-07-29 18:09:42 +00:00
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void set_default_clear_color(const Color &p_color);
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2016-10-03 19:33:42 +00:00
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void draw_viewports();
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bool free(RID p_rid);
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2021-07-02 23:14:19 +00:00
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int get_total_objects_drawn() const;
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2023-05-27 01:09:39 +00:00
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int get_total_primitives_drawn() const;
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2021-07-02 23:14:19 +00:00
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int get_total_draw_calls_used() const;
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2023-08-08 12:46:06 +00:00
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int get_num_viewports_with_motion_vectors() const;
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2021-07-02 23:14:19 +00:00
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2021-06-19 15:44:59 +00:00
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// Workaround for setting this on thread.
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void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
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2021-02-09 16:19:03 +00:00
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2020-12-04 18:26:24 +00:00
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RendererViewport();
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virtual ~RendererViewport() {}
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2016-10-03 19:33:42 +00:00
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};
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2021-10-07 13:46:55 +00:00
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#endif // RENDERER_VIEWPORT_H
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