4428115916
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
527 lines
14 KiB
C++
527 lines
14 KiB
C++
#include "visual_server_viewport.h"
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#include "visual_server_global.h"
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#include "visual_server_canvas.h"
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#include "visual_server_scene.h"
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#include "globals.h"
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void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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/* Camera should always be BEFORE any other 3D */
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#if 0
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bool scenario_draw_canvas_bg=false;
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int scenario_canvas_max_layer=0;
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if (!p_viewport->hide_canvas && !p_viewport->disable_environment && scenario_owner.owns(p_viewport->scenario)) {
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Scenario *scenario=scenario_owner.get(p_viewport->scenario);
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if (scenario->environment.is_valid()) {
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if (rasterizer->is_environment(scenario->environment)) {
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scenario_draw_canvas_bg=rasterizer->environment_get_background(scenario->environment)==VS::ENV_BG_CANVAS;
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scenario_canvas_max_layer=rasterizer->environment_get_background_param(scenario->environment,VS::ENV_BG_PARAM_CANVAS_MAX_LAYER);
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}
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}
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}
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bool can_draw_3d=!p_viewport->hide_scenario && camera_owner.owns(p_viewport->camera) && scenario_owner.owns(p_viewport->scenario);
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if (scenario_draw_canvas_bg) {
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rasterizer->begin_canvas_bg();
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}
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if (!scenario_draw_canvas_bg && can_draw_3d) {
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_draw_viewport_camera(p_viewport,false);
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} else if (true /*|| !p_viewport->canvas_list.empty()*/){
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//clear the viewport black because of no camera? i seriously should..
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if (p_viewport->render_target_clear_on_new_frame || p_viewport->render_target_clear) {
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if (p_viewport->transparent_bg) {
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rasterizer->clear_viewport(Color(0,0,0,0));
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}
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else {
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Color cc=clear_color;
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if (scenario_draw_canvas_bg)
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cc.a=0;
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rasterizer->clear_viewport(cc);
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}
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p_viewport->render_target_clear=false;
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}
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}
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#endif
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if (p_viewport->clear_mode!=VS::VIEWPORT_CLEAR_NEVER) {
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VSG::rasterizer->clear_render_target(clear_color);
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if (p_viewport->clear_mode==VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
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p_viewport->clear_mode=VS::VIEWPORT_CLEAR_NEVER;
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}
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}
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if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) {
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VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size);
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}
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if (!p_viewport->hide_canvas) {
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int i=0;
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Map<Viewport::CanvasKey,Viewport::CanvasData*> canvas_map;
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Rect2 clip_rect(0,0,p_viewport->size.x,p_viewport->size.y);
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RasterizerCanvas::Light *lights=NULL;
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RasterizerCanvas::Light *lights_with_shadow=NULL;
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RasterizerCanvas::Light *lights_with_mask=NULL;
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Rect2 shadow_rect;
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int light_count=0;
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for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {
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Matrix32 xf = p_viewport->global_transform * E->get().transform;
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);
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//find lights in canvas
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for(Set<RasterizerCanvas::Light*>::Element *F=canvas->lights.front();F;F=F->next()) {
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RasterizerCanvas::Light* cl=F->get();
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if (cl->enabled && cl->texture.is_valid()) {
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//not super efficient..
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Size2 tsize(VSG::storage->texture_get_width(cl->texture),VSG::storage->texture_get_height(cl->texture));
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tsize*=cl->scale;
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Vector2 offset=tsize/2.0;
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cl->rect_cache=Rect2(-offset+cl->texture_offset,tsize);
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cl->xform_cache=xf * cl->xform;
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if (clip_rect.intersects_transformed(cl->xform_cache,cl->rect_cache)) {
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cl->filter_next_ptr=lights;
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lights=cl;
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cl->texture_cache=NULL;
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Matrix32 scale;
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scale.scale(cl->rect_cache.size);
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scale.elements[2]=cl->rect_cache.pos;
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cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
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cl->light_shader_pos=cl->xform_cache[2];
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if (cl->shadow_buffer.is_valid()) {
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cl->shadows_next_ptr=lights_with_shadow;
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if (lights_with_shadow==NULL) {
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shadow_rect = cl->xform_cache.xform(cl->rect_cache);
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} else {
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shadow_rect=shadow_rect.merge( cl->xform_cache.xform(cl->rect_cache) );
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}
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lights_with_shadow=cl;
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cl->radius_cache=cl->rect_cache.size.length();
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}
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if (cl->mode==VS::CANVAS_LIGHT_MODE_MASK) {
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cl->mask_next_ptr=lights_with_mask;
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lights_with_mask=cl;
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}
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light_count++;
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}
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VSG::canvas_render->light_internal_update(cl->light_internal,cl);
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}
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}
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//print_line("lights: "+itos(light_count));
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canvas_map[ Viewport::CanvasKey( E->key(), E->get().layer) ]=&E->get();
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}
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if (lights_with_shadow) {
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//update shadows if any
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RasterizerCanvas::LightOccluderInstance * occluders=NULL;
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//make list of occluders
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for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);
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Matrix32 xf = p_viewport->global_transform * E->get().transform;
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for(Set<RasterizerCanvas::LightOccluderInstance*>::Element *F=canvas->occluders.front();F;F=F->next()) {
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if (!F->get()->enabled)
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continue;
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F->get()->xform_cache = xf * F->get()->xform;
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if (shadow_rect.intersects_transformed(F->get()->xform_cache,F->get()->aabb_cache)) {
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F->get()->next=occluders;
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occluders=F->get();
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}
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}
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}
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//update the light shadowmaps with them
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RasterizerCanvas::Light *light=lights_with_shadow;
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while(light) {
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VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer,light->xform_cache.affine_inverse(),light->item_mask,light->radius_cache/1000.0,light->radius_cache*1.1,occluders,&light->shadow_matrix_cache);
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light=light->shadows_next_ptr;
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}
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// VSG::canvas_render->reset_canvas();
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}
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VSG::rasterizer->restore_render_target();
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#if 0
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if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer>scenario_canvas_max_layer) {
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_draw_viewport_camera(p_viewport,!can_draw_3d);
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scenario_draw_canvas_bg=false;
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}
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#endif
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for (Map<Viewport::CanvasKey,Viewport::CanvasData*>::Element *E=canvas_map.front();E;E=E->next()) {
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get()->canvas);
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// print_line("canvas "+itos(i)+" size: "+itos(I->get()->canvas->child_items.size()));
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//print_line("GT "+p_viewport->global_transform+". CT: "+E->get()->transform);
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Matrix32 xform = p_viewport->global_transform * E->get()->transform;
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RasterizerCanvas::Light *canvas_lights=NULL;
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RasterizerCanvas::Light *ptr=lights;
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while(ptr) {
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if (E->get()->layer>=ptr->layer_min && E->get()->layer<=ptr->layer_max) {
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ptr->next_ptr=canvas_lights;
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canvas_lights=ptr;
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}
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ptr=ptr->filter_next_ptr;
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}
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VSG::canvas->render_canvas( canvas,xform,canvas_lights,lights_with_mask,clip_rect );
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i++;
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#if 0
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if (scenario_draw_canvas_bg && E->key().layer>=scenario_canvas_max_layer) {
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_draw_viewport_camera(p_viewport,!can_draw_3d);
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scenario_draw_canvas_bg=false;
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}
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#endif
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}
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#if 0
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if (scenario_draw_canvas_bg) {
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_draw_viewport_camera(p_viewport,!can_draw_3d);
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scenario_draw_canvas_bg=false;
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}
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#endif
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//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
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}
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}
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void VisualServerViewport::draw_viewports() {
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//sort viewports
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//draw viewports
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clear_color=GLOBAL_DEF("rendering/viewport/default_clear_color",Color(0.5,0.5,0.5));
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active_viewports.sort_custom<ViewportSort>();
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for(int i=0;i<active_viewports.size();i++) {
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Viewport *vp = active_viewports[i];
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if (vp->update_mode==VS::VIEWPORT_UPDATE_DISABLED)
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continue;
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ERR_CONTINUE( !vp->render_target.is_valid() );
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bool visible = vp->viewport_to_screen_rect!=Rect2() || vp->update_mode==VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode==VS::VIEWPORT_UPDATE_ONCE;
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if (!visible)
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continue;
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VSG::rasterizer->set_current_render_target(vp->render_target);
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_draw_viewport(vp);
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if (vp->viewport_to_screen_rect!=Rect2()) {
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//copy to screen if set as such
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VSG::rasterizer->set_current_render_target(RID());
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VSG::rasterizer->blit_render_target_to_screen(vp->render_target,vp->viewport_to_screen_rect,vp->viewport_to_screen);
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}
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if (vp->update_mode==VS::VIEWPORT_UPDATE_ONCE) {
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vp->update_mode=VS::VIEWPORT_UPDATE_DISABLED;
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}
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}
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}
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RID VisualServerViewport::viewport_create() {
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Viewport * viewport = memnew( Viewport );
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RID rid = viewport_owner.make_rid(viewport);
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viewport->self=rid;
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viewport->hide_scenario=false;
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viewport->hide_canvas=false;
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viewport->render_target=VSG::storage->render_target_create();
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return rid;
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}
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void VisualServerViewport::viewport_set_size(RID p_viewport,int p_width,int p_height){
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ERR_FAIL_COND(p_width<0 && p_height<0);
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->size=Size2(p_width,p_height);
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VSG::storage->render_target_set_size(viewport->render_target,p_width,p_height);
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}
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void VisualServerViewport::viewport_set_active(RID p_viewport,bool p_active) {
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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if (p_active) {
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ERR_FAIL_COND(active_viewports.find(viewport)!=-1);//already active
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active_viewports.push_back(viewport);
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} else {
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active_viewports.erase(viewport);
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}
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}
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void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport) {
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->parent=p_parent_viewport;
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}
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void VisualServerViewport::viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode) {
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->clear_mode=p_clear_mode;
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}
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void VisualServerViewport::viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect,int p_screen){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->viewport_to_screen_rect=p_rect;
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viewport->viewport_to_screen=p_screen;
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}
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void VisualServerViewport::viewport_detach(RID p_viewport){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->viewport_to_screen_rect=Rect2();
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viewport->viewport_to_screen=0;
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}
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void VisualServerViewport::viewport_set_update_mode(RID p_viewport,VS::ViewportUpdateMode p_mode){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->update_mode=p_mode;
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}
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void VisualServerViewport::viewport_set_vflip(RID p_viewport,bool p_enable){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_VFLIP,p_enable);
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}
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RID VisualServerViewport::viewport_get_texture(RID p_viewport) const{
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const Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND_V(!viewport,RID());
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return VSG::storage->render_target_get_texture(viewport->render_target);
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}
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void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport,bool p_hide){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->hide_scenario=p_hide;
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}
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void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport,bool p_hide){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->hide_canvas=p_hide;
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}
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void VisualServerViewport::viewport_set_disable_environment(RID p_viewport,bool p_disable){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->disable_environment=p_disable;
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}
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void VisualServerViewport::viewport_set_disable_3d(RID p_viewport,bool p_disable){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->disable_3d=p_disable;
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VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_NO_3D,p_disable);
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}
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void VisualServerViewport::viewport_attach_camera(RID p_viewport,RID p_camera){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->camera=p_camera;
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}
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void VisualServerViewport::viewport_set_scenario(RID p_viewport,RID p_scenario){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->scenario=p_scenario;
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}
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void VisualServerViewport::viewport_attach_canvas(RID p_viewport,RID p_canvas){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
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VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
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ERR_FAIL_COND(!canvas);
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canvas->viewports.insert(p_viewport);
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viewport->canvas_map[p_canvas]=Viewport::CanvasData();
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viewport->canvas_map[p_canvas].layer=0;
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viewport->canvas_map[p_canvas].canvas=canvas;
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}
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void VisualServerViewport::viewport_remove_canvas(RID p_viewport,RID p_canvas){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
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ERR_FAIL_COND(!canvas);
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viewport->canvas_map.erase(p_canvas);
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canvas->viewports.erase(p_viewport);
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}
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void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
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viewport->canvas_map[p_canvas].transform=p_offset;
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}
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void VisualServerViewport::viewport_set_transparent_background(RID p_viewport,bool p_enabled){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_TRANSPARENT,p_enabled);
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}
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void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->global_transform=p_transform;
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}
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void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer){
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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;
|
|
|
|
}
|
|
|
|
bool VisualServerViewport::free(RID p_rid) {
|
|
|
|
Viewport * viewport = viewport_owner.getornull(p_rid);
|
|
if (!viewport)
|
|
return false;
|
|
|
|
|
|
VSG::storage->free( viewport->render_target );
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
VisualServerViewport::VisualServerViewport()
|
|
{
|
|
|
|
}
|