/**************************************************************************/ /* renderer_viewport.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "renderer_viewport.h" #include "core/config/project_settings.h" #include "core/object/worker_thread_pool.h" #include "renderer_canvas_cull.h" #include "renderer_scene_cull.h" #include "rendering_server_globals.h" #include "storage/texture_storage.h" static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::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; if (p_viewport->snap_2d_transforms_to_pixel) { c_xform.columns[2] = c_xform.columns[2].floor(); } xf = xf * c_xform; scale = p_canvas->parent_scale; } Transform2D c_xform = p_canvas_data->transform; if (p_viewport->snap_2d_transforms_to_pixel) { c_xform.columns[2] = c_xform.columns[2].floor(); } xf = xf * c_xform; if (scale != 1.0 && !RSG::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; } Vector RendererViewport::_sort_active_viewports() { // We need to sort the viewports in a "topological order", children first and // parents last. We also need to keep sibling viewports in the original order // from top to bottom. Vector result; List nodes; for (int i = active_viewports.size() - 1; i >= 0; --i) { Viewport *viewport = active_viewports[i]; if (viewport->parent.is_valid()) { continue; } nodes.push_back(viewport); result.insert(0, viewport); } while (!nodes.is_empty()) { const Viewport *node = nodes[0]; nodes.pop_front(); for (int i = active_viewports.size() - 1; i >= 0; --i) { Viewport *child = active_viewports[i]; if (child->parent != node->self) { continue; } if (!nodes.find(child)) { nodes.push_back(child); result.insert(0, child); } } } return result; } void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { if (p_viewport->render_buffers.is_valid()) { if (p_viewport->size.width == 0 || p_viewport->size.height == 0) { p_viewport->render_buffers.unref(); } else { const float EPSILON = 0.0001; float scaling_3d_scale = p_viewport->scaling_3d_scale; RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode; bool upscaler_available = p_viewport->fsr_enabled; if ((!upscaler_available || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_BILINEAR || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) { // No 3D scaling on bilinear or FSR? Ignore scaling mode, this just introduces overhead. // - Mobile can't perform optimal path // - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled) // Scaling = 1.0 on FSR2 has benefits scaling_3d_scale = 1.0; scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; } bool scaling_3d_is_fsr = (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) || (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2); bool use_taa = p_viewport->use_taa; if (scaling_3d_is_fsr && (scaling_3d_scale >= (1.0 + EPSILON))) { // FSR is not designed for downsampling. // Fall back to bilinear scaling. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling."); scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR; } if (scaling_3d_is_fsr && !upscaler_available) { // FSR is not actually available. // Fall back to bilinear scaling. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling."); scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR; } if (use_taa && scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) { // FSR2 can't be used with TAA. // Turn it off and prefer using FSR2. WARN_PRINT_ONCE("FSR 2 is not compatible with TAA. Disabling TAA internally."); use_taa = false; } int target_width; int target_height; int render_width; int render_height; switch (scaling_3d_mode) { case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR: // Clamp 3D rendering resolution to reasonable values supported on most hardware. // This prevents freezing the engine or outright crashing on lower-end GPUs. target_width = p_viewport->size.width; target_height = p_viewport->size.height; render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384); render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384); break; case RS::VIEWPORT_SCALING_3D_MODE_FSR: case RS::VIEWPORT_SCALING_3D_MODE_FSR2: target_width = p_viewport->size.width; target_height = p_viewport->size.height; render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling) render_height = MAX(target_height * scaling_3d_scale, 1.0); break; case RS::VIEWPORT_SCALING_3D_MODE_OFF: target_width = p_viewport->size.width; target_height = p_viewport->size.height; render_width = target_width; render_height = target_height; break; default: // This is an unknown mode. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode)); scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; scaling_3d_scale = 1.0; target_width = p_viewport->size.width; target_height = p_viewport->size.height; render_width = target_width; render_height = target_height; break; } uint32_t jitter_phase_count = 0; if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) { // Implementation has been copied from ffxFsr2GetJitterPhaseCount. jitter_phase_count = uint32_t(8.0f * pow(float(target_width) / render_width, 2.0f)); } else if (use_taa) { // Default jitter count for TAA. jitter_phase_count = 16; } p_viewport->internal_size = Size2(render_width, render_height); p_viewport->jitter_phase_count = jitter_phase_count; // At resolution scales lower than 1.0, use negative texture mipmap bias // to compensate for the loss of sharpness. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias; RenderSceneBuffersConfiguration rb_config; rb_config.set_render_target(p_viewport->render_target); rb_config.set_internal_size(Size2i(render_width, render_height)); rb_config.set_target_size(Size2(target_width, target_height)); rb_config.set_view_count(p_viewport->view_count); rb_config.set_scaling_3d_mode(scaling_3d_mode); rb_config.set_msaa_3d(p_viewport->msaa_3d); rb_config.set_screen_space_aa(p_viewport->screen_space_aa); rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness); rb_config.set_texture_mipmap_bias(texture_mipmap_bias); rb_config.set_use_taa(use_taa); rb_config.set_use_debanding(p_viewport->use_debanding); p_viewport->render_buffers->configure(&rb_config); } } } void RendererViewport::_draw_3d(Viewport *p_viewport) { RENDER_TIMESTAMP("> Render 3D Scene"); Ref xr_interface; if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) { xr_interface = XRServer::get_singleton()->get_primary_interface(); } if (p_viewport->use_occlusion_culling) { if (p_viewport->occlusion_buffer_dirty) { float aspect = p_viewport->size.aspect(); int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count(); int viewport_size = p_viewport->size.width * p_viewport->size.height; max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region. float height = Math::sqrt(max_size / aspect); Size2i new_size = Size2i(height * aspect, height); RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size); p_viewport->occlusion_buffer_dirty = false; } } float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width); RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info); RENDER_TIMESTAMP("< Render 3D Scene"); } void RendererViewport::_draw_viewport(Viewport *p_viewport) { if (p_viewport->measure_render_time) { String rt_id = "vp_begin_" + itos(p_viewport->self.get_id()); RSG::utilities->capture_timestamp(rt_id); timestamp_vp_map[rt_id] = p_viewport->self; } if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") { // This is currently needed for GLES to keep the current window being rendered to up to date DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen); } /* Camera should always be BEFORE any other 3D */ bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data 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; bool force_clear_render_target = false; for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) { for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) { p_viewport->render_info.info[i][j] = 0; } } if (RSG::scene->is_scenario(p_viewport->scenario)) { RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario); if (RSG::scene->is_environment(environment)) { if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) { scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS; scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment); } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) { // The scene renderer will still copy over the last frame, so we need to clear the render target. force_clear_render_target = true; } } } bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d; if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) { //wants to draw 3D but there is no render buffer, create p_viewport->render_buffers = RSG::scene->render_buffers_create(); _configure_3d_render_buffers(p_viewport); } Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color(); if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) { RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor); if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) { p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER; } } if (!scenario_draw_canvas_bg && can_draw_3d) { if (force_clear_render_target) { RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); } _draw_3d(p_viewport); } if (can_draw_2d) { RBMap canvas_map; Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y); RendererCanvasRender::Light *lights = nullptr; RendererCanvasRender::Light *lights_with_shadow = nullptr; RendererCanvasRender::Light *directional_lights = nullptr; RendererCanvasRender::Light *directional_lights_with_shadow = nullptr; if (p_viewport->sdf_active) { // Process SDF. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target); RendererCanvasRender::LightOccluderInstance *occluders = nullptr; // Make list of occluders. for (KeyValue &E : p_viewport->canvas_map) { RendererCanvasCull::Canvas *canvas = static_cast(E.value.canvas); Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size); for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) { if (!F->enabled) { continue; } F->xform_cache = xf * F->xform; if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) { F->next = occluders; occluders = F; } } } RSG::canvas_render->render_sdf(p_viewport->render_target, occluders); RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true); p_viewport->sdf_active = false; // If used, gets set active again. } else { RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false); } Rect2 shadow_rect; int shadow_count = 0; int directional_light_count = 0; RENDER_TIMESTAMP("Cull 2D Lights"); for (KeyValue &E : p_viewport->canvas_map) { RendererCanvasCull::Canvas *canvas = static_cast(E.value.canvas); Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size); // Find lights in canvas. for (RendererCanvasRender::Light *F : canvas->lights) { RendererCanvasRender::Light *cl = F; if (cl->enabled && cl->texture.is_valid()) { //not super efficient.. Size2 tsize = RSG::texture_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; Transform2D scale; scale.scale(cl->rect_cache.size); scale.columns[2] = cl->rect_cache.position; cl->light_shader_xform = xf * cl->xform * scale; if (cl->use_shadow) { cl->shadows_next_ptr = lights_with_shadow; if (lights_with_shadow == nullptr) { 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(); } } } } for (RendererCanvasRender::Light *F : canvas->directional_lights) { RendererCanvasRender::Light *cl = F; if (cl->enabled) { cl->filter_next_ptr = directional_lights; directional_lights = cl; cl->xform_cache = xf * cl->xform; cl->xform_cache.columns[2] = Vector2(); //translation is pointless if (cl->use_shadow) { cl->shadows_next_ptr = directional_lights_with_shadow; directional_lights_with_shadow = cl; } directional_light_count++; if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) { break; } } } canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value; } if (lights_with_shadow) { //update shadows if any RendererCanvasRender::LightOccluderInstance *occluders = nullptr; RENDER_TIMESTAMP("> Render PointLight2D Shadows"); RENDER_TIMESTAMP("Cull LightOccluder2Ds"); //make list of occluders for (KeyValue &E : p_viewport->canvas_map) { RendererCanvasCull::Canvas *canvas = static_cast(E.value.canvas); Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size); for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) { if (!F->enabled) { continue; } F->xform_cache = xf * F->xform; if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) { F->next = occluders; occluders = F; } } } //update the light shadowmaps with them RendererCanvasRender::Light *light = lights_with_shadow; while (light) { RENDER_TIMESTAMP("Render PointLight2D Shadow"); RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders); light = light->shadows_next_ptr; } RENDER_TIMESTAMP("< Render PointLight2D Shadows"); } if (directional_lights_with_shadow) { //update shadows if any RendererCanvasRender::Light *light = directional_lights_with_shadow; while (light) { Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction float cull_distance = light->directional_distance; Vector2 light_dir_sign; light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0); light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0); Vector2 points[6]; int point_count = 0; for (int j = 0; j < 4; j++) { static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) }; Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0); Vector2 point = clip_rect.position + clip_rect.size * signs[j]; if (sign_cmp == light_dir_sign) { //both point in same direction, plot offsetted points[point_count++] = point + light_dir * cull_distance; } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) { int next_j = (j + 1) % 4; Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0); //one point in the same direction, plot segment if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) { if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) { points[point_count++] = point; } points[point_count++] = point + light_dir * cull_distance; } else { points[point_count++] = point + light_dir * cull_distance; if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) { points[point_count++] = point; } } } else { //plot normally points[point_count++] = point; } } Vector2 xf_points[6]; RendererCanvasRender::LightOccluderInstance *occluders = nullptr; RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows"); // Make list of occluders. for (KeyValue &E : p_viewport->canvas_map) { RendererCanvasCull::Canvas *canvas = static_cast(E.value.canvas); Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size); for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) { if (!F->enabled) { continue; } F->xform_cache = xf * F->xform; Transform2D localizer = F->xform_cache.affine_inverse(); for (int j = 0; j < point_count; j++) { xf_points[j] = localizer.xform(points[j]); } if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) { F->next = occluders; occluders = F; } } } RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders); light = light->shadows_next_ptr; } RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows"); } if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) { // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn. // Clear now otherwise we copy over garbage from the render target. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); if (!can_draw_3d) { RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas); } else { _draw_3d(p_viewport); } scenario_draw_canvas_bg = false; } for (const KeyValue &E : canvas_map) { RendererCanvasCull::Canvas *canvas = static_cast(E.value->canvas); Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size); RendererCanvasRender::Light *canvas_lights = nullptr; RendererCanvasRender::Light *canvas_directional_lights = nullptr; RendererCanvasRender::Light *ptr = lights; while (ptr) { if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) { ptr->next_ptr = canvas_lights; canvas_lights = ptr; } ptr = ptr->filter_next_ptr; } ptr = directional_lights; while (ptr) { if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) { ptr->next_ptr = canvas_directional_lights; canvas_directional_lights = ptr; } ptr = ptr->filter_next_ptr; } RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask); if (RSG::canvas->was_sdf_used()) { p_viewport->sdf_active = true; } if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) { // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn. // Clear now otherwise we copy over garbage from the render target. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); if (!can_draw_3d) { RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas); } else { _draw_3d(p_viewport); } scenario_draw_canvas_bg = false; } } if (scenario_draw_canvas_bg) { // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn. // Clear now otherwise we copy over garbage from the render target. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); if (!can_draw_3d) { RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas); } else { _draw_3d(p_viewport); } } } if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) { //was never cleared in the end, force clear it RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); } if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) { WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance."); RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target); } if (p_viewport->measure_render_time) { String rt_id = "vp_end_" + itos(p_viewport->self.get_id()); RSG::utilities->capture_timestamp(rt_id); timestamp_vp_map[rt_id] = p_viewport->self; } } void RendererViewport::draw_viewports(bool p_swap_buffers) { timestamp_vp_map.clear(); // get our xr interface in case we need it Ref xr_interface; XRServer *xr_server = XRServer::get_singleton(); if (xr_server != nullptr) { // let our XR server know we're about to render our frames so we can get our frame timing xr_server->pre_render(); // retrieve the interface responsible for rendering xr_interface = xr_server->get_primary_interface(); } if (Engine::get_singleton()->is_editor_hint()) { set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color")); } if (sorted_active_viewports_dirty) { sorted_active_viewports = _sort_active_viewports(); sorted_active_viewports_dirty = false; } HashMap> blit_to_screen_list; //draw viewports RENDER_TIMESTAMP("> Render Viewports"); //determine what is visible draw_viewports_pass++; for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order Viewport *vp = sorted_active_viewports[i]; if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) { continue; } if (!vp->render_target.is_valid()) { continue; } //ERR_CONTINUE(!vp->render_target.is_valid()); bool visible = vp->viewport_to_screen_rect != Rect2(); if (vp->use_xr) { if (xr_interface.is_valid()) { // Ignore update mode we have to commit frames to our XR interface visible = true; // Override our size, make sure it matches our required size and is created as a stereo target Size2 xr_size = xr_interface->get_render_target_size(); _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count()); } else { // don't render anything visible = false; vp->size = Size2(); } } else { if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) { visible = true; } if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) { visible = true; } if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) { Viewport *parent = viewport_owner.get_or_null(vp->parent); if (parent && parent->last_pass == draw_viewports_pass) { visible = true; } } } visible = visible && vp->size.x > 1 && vp->size.y > 1; if (visible) { vp->last_pass = draw_viewports_pass; } } int vertices_drawn = 0; int objects_drawn = 0; int draw_calls_used = 0; for (int i = 0; i < sorted_active_viewports.size(); i++) { Viewport *vp = sorted_active_viewports[i]; if (vp->last_pass != draw_viewports_pass) { continue; //should not draw } RENDER_TIMESTAMP("> Render Viewport " + itos(i)); RSG::texture_storage->render_target_set_as_unused(vp->render_target); if (vp->use_xr && xr_interface.is_valid()) { // Inform XR interface we're about to render its viewport, // if this returns false we don't render. // This usually is a result of the player taking off their headset and OpenXR telling us to skip // rendering frames. if (xr_interface->pre_draw_viewport(vp->render_target)) { RSG::texture_storage->render_target_set_override(vp->render_target, xr_interface->get_color_texture(), xr_interface->get_depth_texture(), xr_interface->get_velocity_texture()); // render... RSG::scene->set_debug_draw_mode(vp->debug_draw); // and draw viewport _draw_viewport(vp); // commit our eyes Vector blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect); if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) { if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) { if (blits.size() > 0) { RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size()); } RSG::rasterizer->end_frame(true); } else if (blits.size() > 0) { if (!blit_to_screen_list.has(vp->viewport_to_screen)) { blit_to_screen_list[vp->viewport_to_screen] = Vector(); } for (int b = 0; b < blits.size(); b++) { blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]); } } } } } else { RSG::texture_storage->render_target_set_override(vp->render_target, RID(), RID(), RID()); RSG::scene->set_debug_draw_mode(vp->debug_draw); // render standard mono camera _draw_viewport(vp); if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) { //copy to screen if set as such BlitToScreen blit; blit.render_target = vp->render_target; if (vp->viewport_to_screen_rect != Rect2()) { blit.dst_rect = vp->viewport_to_screen_rect; } else { blit.dst_rect.position = Vector2(); blit.dst_rect.size = vp->size; } if (!blit_to_screen_list.has(vp->viewport_to_screen)) { blit_to_screen_list[vp->viewport_to_screen] = Vector(); } if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) { Vector blit_to_screen_vec; blit_to_screen_vec.push_back(blit); RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1); RSG::rasterizer->end_frame(true); } else { blit_to_screen_list[vp->viewport_to_screen].push_back(blit); } } } if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) { vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED; } RENDER_TIMESTAMP("< Render Viewport " + itos(i)); objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME]; vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME]; draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]; } RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED); total_objects_drawn = objects_drawn; total_vertices_drawn = vertices_drawn; total_draw_calls_used = draw_calls_used; RENDER_TIMESTAMP("< Render Viewports"); if (p_swap_buffers) { //this needs to be called to make screen swapping more efficient RSG::rasterizer->prepare_for_blitting_render_targets(); for (const KeyValue> &E : blit_to_screen_list) { RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size()); } } } RID RendererViewport::viewport_allocate() { return viewport_owner.allocate_rid(); } void RendererViewport::viewport_initialize(RID p_rid) { viewport_owner.initialize_rid(p_rid); Viewport *viewport = viewport_owner.get_or_null(p_rid); viewport->self = p_rid; viewport->render_target = RSG::texture_storage->render_target_create(); viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create(); viewport->viewport_render_direct_to_screen = false; viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d; } void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->use_xr == p_use_xr) { return; } viewport->use_xr = p_use_xr; // Re-configure the 3D render buffers when disabling XR. They'll get // re-configured when enabling XR in draw_viewports(). if (!p_use_xr) { viewport->view_count = 1; _configure_3d_render_buffers(viewport); } } void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR2 is only available when using the Forward+ renderer."); if (viewport->scaling_3d_mode == p_mode) { return; } bool motion_vectors_before = _viewport_requires_motion_vectors(viewport); viewport->scaling_3d_mode = p_mode; bool motion_vectors_after = _viewport_requires_motion_vectors(viewport); if (motion_vectors_before != motion_vectors_after) { num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1; } _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->fsr_sharpness = p_sharpness; _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->texture_mipmap_bias = p_mipmap_bias; _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); // Clamp to reasonable values that are actually useful. // Values above 2.0 don't serve a practical purpose since the viewport // isn't displayed with mipmaps. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) { return; } viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0); _configure_3d_render_buffers(viewport); } void RendererViewport::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.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR"); _viewport_set_size(viewport, p_width, p_height, 1); } void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) { Size2i new_size(p_width, p_height); if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) { p_viewport->size = new_size; p_viewport->view_count = p_view_count; RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count); _configure_3d_render_buffers(p_viewport); p_viewport->occlusion_buffer_dirty = true; } } bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) { return p_viewport->use_taa || p_viewport->scaling_3d_mode == RenderingServer::VIEWPORT_SCALING_3D_MODE_FSR2; } void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (p_active) { ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active."); viewport->occlusion_buffer_dirty = true; active_viewports.push_back(viewport); } else { active_viewports.erase(viewport); } sorted_active_viewports_dirty = true; } void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->parent = p_parent_viewport; } void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->clear_mode = p_clear_mode; } void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (p_screen != DisplayServer::INVALID_WINDOW_ID) { // If using OpenGL we can optimize this operation by rendering directly to system_fbo // instead of rendering to fbo and copying to system_fbo after if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) { RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count); RSG::texture_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; } else { // if render_direct_to_screen was used, reset size and position if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) { RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0); RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count); } viewport->viewport_to_screen_rect = Rect2(); viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID; } } void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (p_enable == viewport->viewport_render_direct_to_screen) { return; } // if disabled, reset render_target size and position if (!p_enable) { RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0); RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count); } RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, 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 (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) { RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count); RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y); } } void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->update_mode = p_mode; } RID RendererViewport::viewport_get_render_target(RID p_viewport) const { const Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL_V(viewport, RID()); return viewport->render_target; } RID RendererViewport::viewport_get_texture(RID p_viewport) const { const Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL_V(viewport, RID()); return RSG::texture_storage->render_target_get_texture(viewport->render_target); } RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const { const Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL_V(viewport, RID()); if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) { return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport); } return RID(); } void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); uint64_t frame = RSG::rasterizer->get_frame_number(); if (viewport->prev_camera_data_frame != frame) { viewport->prev_camera_data = *p_camera_data; viewport->prev_camera_data_frame = frame; } } const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) { const Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL_V(viewport, nullptr); return &viewport->prev_camera_data; } void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->disable_2d = p_disable; } void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->disable_environment = p_mode; } bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) { ERR_FAIL_NULL_V(viewport, false); if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) { Viewport *parent = viewport_owner.get_or_null(viewport->parent); return viewport_is_environment_disabled(parent); } return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED; } void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->disable_3d = p_disable; } void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->camera = p_camera; } void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->scenario.is_valid()) { RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport); } viewport->scenario = p_scenario; if (viewport->use_occlusion_culling) { RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario); } } void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); ERR_FAIL_COND(viewport->canvas_map.has(p_canvas)); RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas); ERR_FAIL_NULL(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 RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas); ERR_FAIL_NULL(canvas); viewport->canvas_map.erase(p_canvas); canvas->viewports.erase(p_viewport); } void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas)); viewport->canvas_map[p_canvas].transform = p_offset; } void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled); viewport->transparent_bg = p_enabled; } void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->global_transform = p_transform; } void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(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 RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->shadow_atlas_size = p_size; viewport->shadow_atlas_16_bits = p_16_bits; RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits); } void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv); } void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->msaa_2d == p_msaa) { return; } viewport->msaa_2d = p_msaa; RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa); } void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->msaa_3d == p_msaa) { return; } viewport->msaa_3d = p_msaa; _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->use_hdr_2d == p_use_hdr_2d) { return; } viewport->use_hdr_2d = p_use_hdr_2d; RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d); } void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->screen_space_aa == p_mode) { return; } viewport->screen_space_aa = p_mode; _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer."); if (viewport->use_taa == p_use_taa) { return; } bool motion_vectors_before = _viewport_requires_motion_vectors(viewport); viewport->use_taa = p_use_taa; bool motion_vectors_after = _viewport_requires_motion_vectors(viewport); if (motion_vectors_before != motion_vectors_after) { num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1; } _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->use_debanding == p_use_debanding) { return; } viewport->use_debanding = p_use_debanding; _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); if (viewport->use_occlusion_culling == p_use_occlusion_culling) { return; } viewport->use_occlusion_culling = p_use_occlusion_culling; if (viewport->use_occlusion_culling) { RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport); RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario); } else { RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport); } viewport->occlusion_buffer_dirty = true; } void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) { if (occlusion_rays_per_thread == p_rays_per_thread) { return; } occlusion_rays_per_thread = p_rays_per_thread; for (int i = 0; i < active_viewports.size(); i++) { active_viewports[i]->occlusion_buffer_dirty = true; } } void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) { RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality); } void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->mesh_lod_threshold = p_pixels; } int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) { ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1); ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1); Viewport *viewport = viewport_owner.get_or_null(p_viewport); if (!viewport) { return 0; //there should be a lock here.. } return viewport->render_info.info[p_type][p_info]; } void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->debug_draw = p_draw; } void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->measure_render_time = p_enable; } float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL_V(viewport, 0); return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0; } float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL_V(viewport, 0); return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0; } void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->snap_2d_transforms_to_pixel = p_enabled; } void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->snap_2d_vertices_to_pixel = p_enabled; } void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) { ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)"); Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->texture_filter = p_filter; } void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) { ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)"); Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->texture_repeat = p_repeat; } void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale); } RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const { RID *rids = nullptr; uint32_t rid_count = viewport_owner.get_rid_count(); rids = (RID *)alloca(sizeof(RID) * rid_count); viewport_owner.fill_owned_buffer(rids); for (uint32_t i = 0; i < rid_count; i++) { Viewport *viewport = viewport_owner.get_or_null(rids[i]); if (viewport->viewport_to_screen == p_id) { return rids[i]; } } return RID(); } void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode); _configure_3d_render_buffers(viewport); } void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture); _configure_3d_render_buffers(viewport); } bool RendererViewport::free(RID p_rid) { if (viewport_owner.owns(p_rid)) { Viewport *viewport = viewport_owner.get_or_null(p_rid); RSG::texture_storage->render_target_free(viewport->render_target); RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas); if (viewport->render_buffers.is_valid()) { viewport->render_buffers.unref(); } while (viewport->canvas_map.begin()) { viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key); } viewport_set_scenario(p_rid, RID()); active_viewports.erase(viewport); sorted_active_viewports_dirty = true; if (viewport->use_occlusion_culling) { RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid); } if (_viewport_requires_motion_vectors(viewport)) { num_viewports_with_motion_vectors--; } viewport_owner.free(p_rid); return true; } return false; } void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) { RID *vp = timestamp_vp_map.getptr(p_timestamp); if (!vp) { return; } Viewport *viewport = viewport_owner.get_or_null(*vp); if (!viewport) { return; } if (p_timestamp.begins_with("vp_begin")) { viewport->time_cpu_begin = p_cpu_time; viewport->time_gpu_begin = p_gpu_time; } if (p_timestamp.begins_with("vp_end")) { viewport->time_cpu_end = p_cpu_time; viewport->time_gpu_end = p_gpu_time; } } void RendererViewport::set_default_clear_color(const Color &p_color) { RSG::texture_storage->set_default_clear_color(p_color); } void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_NULL(viewport); viewport->canvas_cull_mask = p_canvas_cull_mask; } // Workaround for setting this on thread. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) { DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window); } int RendererViewport::get_total_objects_drawn() const { return total_objects_drawn; } int RendererViewport::get_total_primitives_drawn() const { return total_vertices_drawn; } int RendererViewport::get_total_draw_calls_used() const { return total_draw_calls_used; } int RendererViewport::get_num_viewports_with_motion_vectors() const { return num_viewports_with_motion_vectors; } RendererViewport::RendererViewport() { occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread"); }