/*************************************************************************/ /* visual_server_viewport.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "visual_server_viewport.h" #include "core/project_settings.h" #include "visual_server_canvas.h" #include "visual_server_globals.h" #include "visual_server_scene.h" static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) { Transform2D xf = p_viewport->global_transform; float scale = 1.0; if (p_viewport->canvas_map.has(p_canvas->parent)) { Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform; xf = xf * c_xform; scale = p_canvas->parent_scale; } Transform2D c_xform = p_canvas_data->transform; xf = xf * c_xform; if (scale != 1.0 && !VSG::canvas->disable_scale) { Vector2 pivot = p_vp_size * 0.5; Transform2D xfpivot; xfpivot.set_origin(pivot); Transform2D xfscale; xfscale.scale(Vector2(scale, scale)); xf = xfpivot.affine_inverse() * xf; xf = xfscale * xf; xf = xfpivot * xf; } return xf; } void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) { Ref arvr_interface; if (ARVRServer::get_singleton() != NULL) { arvr_interface = ARVRServer::get_singleton()->get_primary_interface(); } if (p_viewport->use_arvr && arvr_interface.is_valid()) { VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas); } else { VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas); } } void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) { /* Camera should always be BEFORE any other 3D */ bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front int scenario_canvas_max_layer = 0; if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) { VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario); ERR_FAIL_COND(!scenario); if (VSG::scene_render->is_environment(scenario->environment)) { scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS; scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment); } } bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera); if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) { VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color); if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) { p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER; } } if (!scenario_draw_canvas_bg && can_draw_3d) { _draw_3d(p_viewport, p_eye); } if (!p_viewport->hide_canvas) { int i = 0; Map canvas_map; Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y); RasterizerCanvas::Light *lights = NULL; RasterizerCanvas::Light *lights_with_shadow = NULL; RasterizerCanvas::Light *lights_with_mask = NULL; Rect2 shadow_rect; int light_count = 0; for (Map::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) { VisualServerCanvas::Canvas *canvas = static_cast(E->get().canvas); Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size); //find lights in canvas for (Set::Element *F = canvas->lights.front(); F; F = F->next()) { RasterizerCanvas::Light *cl = F->get(); if (cl->enabled && cl->texture.is_valid()) { //not super efficient.. Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture); tsize *= cl->scale; Vector2 offset = tsize / 2.0; cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize); cl->xform_cache = xf * cl->xform; if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) { cl->filter_next_ptr = lights; lights = cl; cl->texture_cache = NULL; Transform2D scale; scale.scale(cl->rect_cache.size); scale.elements[2] = cl->rect_cache.position; cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse(); cl->light_shader_pos = cl->xform_cache[2]; if (cl->shadow_buffer.is_valid()) { cl->shadows_next_ptr = lights_with_shadow; if (lights_with_shadow == NULL) { shadow_rect = cl->xform_cache.xform(cl->rect_cache); } else { shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache)); } lights_with_shadow = cl; cl->radius_cache = cl->rect_cache.size.length(); } if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) { cl->mask_next_ptr = lights_with_mask; lights_with_mask = cl; } light_count++; } VSG::canvas_render->light_internal_update(cl->light_internal, cl); } } canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get(); } if (lights_with_shadow) { //update shadows if any RasterizerCanvas::LightOccluderInstance *occluders = NULL; //make list of occluders for (Map::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) { VisualServerCanvas::Canvas *canvas = static_cast(E->get().canvas); Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size); for (Set::Element *F = canvas->occluders.front(); F; F = F->next()) { if (!F->get()->enabled) continue; F->get()->xform_cache = xf * F->get()->xform; if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) { F->get()->next = occluders; occluders = F->get(); } } } //update the light shadowmaps with them RasterizerCanvas::Light *light = lights_with_shadow; while (light) { VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache); light = light->shadows_next_ptr; } //VSG::canvas_render->reset_canvas(); } VSG::rasterizer->restore_render_target(!scenario_draw_canvas_bg && can_draw_3d); if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) { if (!can_draw_3d) { VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas); } else { _draw_3d(p_viewport, p_eye); } scenario_draw_canvas_bg = false; } for (Map::Element *E = canvas_map.front(); E; E = E->next()) { VisualServerCanvas::Canvas *canvas = static_cast(E->get()->canvas); Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size); RasterizerCanvas::Light *canvas_lights = NULL; RasterizerCanvas::Light *ptr = lights; int canvas_layer_id = E->get()->layer; while (ptr) { if (canvas_layer_id >= ptr->layer_min && canvas_layer_id <= ptr->layer_max) { ptr->next_ptr = canvas_lights; canvas_lights = ptr; } ptr = ptr->filter_next_ptr; } VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect, canvas_layer_id); i++; if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) { if (!can_draw_3d) { VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas); } else { _draw_3d(p_viewport, p_eye); } scenario_draw_canvas_bg = false; } } if (scenario_draw_canvas_bg) { if (!can_draw_3d) { VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas); } else { _draw_3d(p_viewport, p_eye); } } //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow); } } void VisualServerViewport::draw_viewports() { // get our arvr interface in case we need it Ref arvr_interface; if (ARVRServer::get_singleton() != NULL) { arvr_interface = ARVRServer::get_singleton()->get_primary_interface(); // process all our active interfaces ARVRServer::get_singleton()->_process(); } if (Engine::get_singleton()->is_editor_hint()) { clear_color = GLOBAL_GET("rendering/environment/default_clear_color"); } //sort viewports active_viewports.sort_custom(); //draw viewports for (int i = 0; i < active_viewports.size(); i++) { Viewport *vp = active_viewports[i]; if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED) continue; ERR_CONTINUE(!vp->render_target.is_valid()); bool visible = vp->viewport_to_screen_rect != Rect2() || vp->update_mode == VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == VS::VIEWPORT_UPDATE_ONCE || (vp->update_mode == VS::VIEWPORT_UPDATE_WHEN_VISIBLE && VSG::storage->render_target_was_used(vp->render_target)); visible = visible && vp->size.x > 1 && vp->size.y > 1; if (!visible) continue; VSG::storage->render_target_clear_used(vp->render_target); if (vp->use_arvr && arvr_interface.is_valid()) { // override our size, make sure it matches our required size vp->size = arvr_interface->get_render_targetsize(); VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y); // render mono or left eye first ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO; // check for an external texture destination for our left eye/mono VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono)); // set our render target as current VSG::rasterizer->set_current_render_target(vp->render_target); // and draw left eye/mono _draw_viewport(vp, leftOrMono); arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect); // render right eye if (leftOrMono == ARVRInterface::EYE_LEFT) { // check for an external texture destination for our right eye VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT)); // commit for eye may have changed the render target VSG::rasterizer->set_current_render_target(vp->render_target); _draw_viewport(vp, ARVRInterface::EYE_RIGHT); arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect); } // and for our frame timing, mark when we've finished committing our eyes ARVRServer::get_singleton()->_mark_commit(); } else { VSG::storage->render_target_set_external_texture(vp->render_target, 0); VSG::rasterizer->set_current_render_target(vp->render_target); VSG::scene_render->set_debug_draw_mode(vp->debug_draw); VSG::storage->render_info_begin_capture(); // render standard mono camera _draw_viewport(vp); VSG::storage->render_info_end_capture(); vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME); vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME); vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME); vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME); vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME); vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME); vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_ITEMS_IN_FRAME); vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_DRAW_CALLS_IN_FRAME); if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) { //copy to screen if set as such VSG::rasterizer->set_current_render_target(RID()); VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen); } } if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) { vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED; } VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED); } } RID VisualServerViewport::viewport_create() { Viewport *viewport = memnew(Viewport); RID rid = viewport_owner.make_rid(viewport); viewport->self = rid; viewport->hide_scenario = false; viewport->hide_canvas = false; viewport->render_target = VSG::storage->render_target_create(); viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create(); viewport->viewport_render_direct_to_screen = false; return rid; } void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->use_arvr = p_use_arvr; } void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) { ERR_FAIL_COND(p_width < 0 && p_height < 0); Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->size = Size2(p_width, p_height); VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height); } void VisualServerViewport::viewport_set_active(RID p_viewport, bool p_active) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); if (p_active) { ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active active_viewports.push_back(viewport); } else { active_viewports.erase(viewport); } } void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->parent = p_parent_viewport; } void VisualServerViewport::viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->clear_mode = p_clear_mode; } void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, int p_screen) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); // If using GLES2 we can optimize this operation by rendering directly to system_fbo // instead of rendering to fbo and copying to system_fbo after if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) { VSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y); VSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y); } viewport->viewport_to_screen_rect = p_rect; viewport->viewport_to_screen = p_screen; } void VisualServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); if (p_enable == viewport->viewport_render_direct_to_screen) return; // if disabled, reset render_target size and position if (!p_enable) { VSG::storage->render_target_set_position(viewport->render_target, 0, 0); VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y); } VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable); viewport->viewport_render_direct_to_screen = p_enable; // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation if (VSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) { VSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y); VSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y); } } void VisualServerViewport::viewport_detach(RID p_viewport) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); // if render_direct_to_screen was used, reset size and position if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) { VSG::storage->render_target_set_position(viewport->render_target, 0, 0); VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y); } viewport->viewport_to_screen_rect = Rect2(); viewport->viewport_to_screen = 0; } void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->update_mode = p_mode; } void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable); } RID VisualServerViewport::viewport_get_texture(RID p_viewport) const { const Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND_V(!viewport, RID()); return VSG::storage->render_target_get_texture(viewport->render_target); } void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->hide_scenario = p_hide; } void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->hide_canvas = p_hide; } void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->disable_environment = p_disable; } void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->disable_3d = p_disable; //VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable); //this should be just for disabling rendering of 3D, to actually disable it, set usage } void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->keep_3d_linear = p_keep_3d_linear; VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear); } void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->camera = p_camera; } void VisualServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->scenario = p_scenario; } void VisualServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); ERR_FAIL_COND(viewport->canvas_map.has(p_canvas)); VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas); ERR_FAIL_COND(!canvas); canvas->viewports.insert(p_viewport); viewport->canvas_map[p_canvas] = Viewport::CanvasData(); viewport->canvas_map[p_canvas].layer = 0; viewport->canvas_map[p_canvas].sublayer = 0; viewport->canvas_map[p_canvas].canvas = canvas; } void VisualServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas); ERR_FAIL_COND(!canvas); viewport->canvas_map.erase(p_canvas); canvas->viewports.erase(p_viewport); } void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas)); viewport->canvas_map[p_canvas].transform = p_offset; } void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled); viewport->transparent_bg = p_enabled; } void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->global_transform = p_transform; } void VisualServerViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas)); viewport->canvas_map[p_canvas].layer = p_layer; viewport->canvas_map[p_canvas].sublayer = p_sublayer; } void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->shadow_atlas_size = p_size; VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size); } void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv); } void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa); } void VisualServerViewport::viewport_set_use_fxaa(RID p_viewport, bool p_fxaa) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_use_fxaa(viewport->render_target, p_fxaa); } void VisualServerViewport::viewport_set_use_debanding(RID p_viewport, bool p_debanding) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_use_debanding(viewport->render_target, p_debanding); } void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled); } void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); switch (p_usage) { case VS::VIEWPORT_USAGE_2D: { VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false); viewport->disable_3d_by_usage = true; } break; case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: { VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true); viewport->disable_3d_by_usage = true; } break; case VS::VIEWPORT_USAGE_3D: { VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false); viewport->disable_3d_by_usage = false; } break; case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: { VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false); viewport->disable_3d_by_usage = false; } break; } } int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) { ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1); Viewport *viewport = viewport_owner.getornull(p_viewport); if (!viewport) return 0; //there should be a lock here.. return viewport->render_info[p_info]; } void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) { Viewport *viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->debug_draw = p_draw; } bool VisualServerViewport::free(RID p_rid) { if (viewport_owner.owns(p_rid)) { Viewport *viewport = viewport_owner.getornull(p_rid); VSG::storage->free(viewport->render_target); VSG::scene_render->free(viewport->shadow_atlas); while (viewport->canvas_map.front()) { viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key()); } viewport_set_scenario(p_rid, RID()); active_viewports.erase(viewport); viewport_owner.free(p_rid); memdelete(viewport); return true; } return false; } void VisualServerViewport::set_default_clear_color(const Color &p_color) { clear_color = p_color; } VisualServerViewport::VisualServerViewport() { }