a7f49ac9a1
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749 lines
28 KiB
C++
749 lines
28 KiB
C++
/*************************************************************************/
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/* visual_server_viewport.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_server_viewport.h"
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#include "core/project_settings.h"
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#include "visual_server_canvas.h"
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#include "visual_server_globals.h"
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#include "visual_server_scene.h"
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static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
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Transform2D xf = p_viewport->global_transform;
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float scale = 1.0;
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if (p_viewport->canvas_map.has(p_canvas->parent)) {
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xf = xf * p_viewport->canvas_map[p_canvas->parent].transform;
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scale = p_canvas->parent_scale;
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}
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xf = xf * p_canvas_data->transform;
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if (scale != 1.0 && !VSG::canvas->disable_scale) {
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Vector2 pivot = p_vp_size * 0.5;
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Transform2D xfpivot;
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xfpivot.set_origin(pivot);
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Transform2D xfscale;
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xfscale.scale(Vector2(scale, scale));
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xf = xfpivot.affine_inverse() * xf;
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xf = xfscale * xf;
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xf = xfpivot * xf;
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}
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return xf;
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}
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void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
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Ref<ARVRInterface> arvr_interface;
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if (ARVRServer::get_singleton() != NULL) {
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arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
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}
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if (p_viewport->use_arvr && arvr_interface.is_valid()) {
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VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
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} else {
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VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
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}
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}
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void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
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/* Camera should always be BEFORE any other 3D */
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bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
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int scenario_canvas_max_layer = 0;
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if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
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VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
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ERR_FAIL_COND(!scenario);
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if (VSG::scene_render->is_environment(scenario->environment)) {
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scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;
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scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
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}
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}
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bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
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if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
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VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : 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 (!scenario_draw_canvas_bg && can_draw_3d) {
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_draw_3d(p_viewport, p_eye);
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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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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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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_size_with_proxy(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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Transform2D scale;
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scale.scale(cl->rect_cache.size);
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scale.elements[2] = cl->rect_cache.position;
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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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canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &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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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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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_shadow_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(!scenario_draw_canvas_bg && can_draw_3d);
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if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
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if (!can_draw_3d) {
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VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
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} else {
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_draw_3d(p_viewport, p_eye);
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}
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scenario_draw_canvas_bg = false;
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}
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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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Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
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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 (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
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if (!can_draw_3d) {
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VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
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} else {
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_draw_3d(p_viewport, p_eye);
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}
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scenario_draw_canvas_bg = false;
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}
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}
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if (scenario_draw_canvas_bg) {
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if (!can_draw_3d) {
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VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
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} else {
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_draw_3d(p_viewport, p_eye);
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}
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}
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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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// get our arvr interface in case we need it
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Ref<ARVRInterface> arvr_interface;
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if (ARVRServer::get_singleton() != NULL) {
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arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
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// process all our active interfaces
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ARVRServer::get_singleton()->_process();
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}
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if (Engine::get_singleton()->is_editor_hint()) {
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clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
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}
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//sort viewports
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active_viewports.sort_custom<ViewportSort>();
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//draw viewports
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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 || (vp->update_mode == VS::VIEWPORT_UPDATE_WHEN_VISIBLE && VSG::storage->render_target_was_used(vp->render_target));
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visible = visible && vp->size.x > 1 && vp->size.y > 1;
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if (!visible)
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continue;
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VSG::storage->render_target_clear_used(vp->render_target);
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if (vp->use_arvr && arvr_interface.is_valid()) {
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// override our size, make sure it matches our required size
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vp->size = arvr_interface->get_render_targetsize();
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VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
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// render mono or left eye first
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ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;
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// check for an external texture destination for our left eye/mono
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VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono));
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// set our render target as current
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VSG::rasterizer->set_current_render_target(vp->render_target);
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// and draw left eye/mono
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_draw_viewport(vp, leftOrMono);
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arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
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// render right eye
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if (leftOrMono == ARVRInterface::EYE_LEFT) {
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// check for an external texture destination for our right eye
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VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT));
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// commit for eye may have changed the render target
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VSG::rasterizer->set_current_render_target(vp->render_target);
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_draw_viewport(vp, ARVRInterface::EYE_RIGHT);
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arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
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}
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// and for our frame timing, mark when we've finished committing our eyes
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ARVRServer::get_singleton()->_mark_commit();
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} else {
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VSG::storage->render_target_set_external_texture(vp->render_target, 0);
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VSG::rasterizer->set_current_render_target(vp->render_target);
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VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
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VSG::storage->render_info_begin_capture();
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// render standard mono camera
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_draw_viewport(vp);
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VSG::storage->render_info_end_capture();
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vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
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if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) {
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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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}
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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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VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED);
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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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viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();
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viewport->viewport_render_direct_to_screen = false;
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return rid;
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}
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void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->use_arvr = p_use_arvr;
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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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// If using GLES2 we can optimize this operation by rendering directly to system_fbo
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// instead of rendering to fbo and copying to system_fbo after
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if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
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VSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
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VSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
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}
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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_set_render_direct_to_screen(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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if (p_enable == viewport->viewport_render_direct_to_screen)
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return;
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// if disabled, reset render_target size and position
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if (!p_enable) {
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VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
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VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
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}
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
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viewport->viewport_render_direct_to_screen = p_enable;
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// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
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if (VSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
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VSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
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VSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
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}
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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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// if render_direct_to_screen was used, reset size and position
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if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
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VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
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VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
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}
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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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//this should be just for disabling rendering of 3D, to actually disable it, set usage
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}
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void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->keep_3d_linear = p_keep_3d_linear;
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);
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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].sublayer = 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 Transform2D &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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viewport->transparent_bg = p_enabled;
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}
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void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &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_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
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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].layer = p_layer;
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viewport->canvas_map[p_canvas].sublayer = p_sublayer;
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}
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void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->shadow_atlas_size = p_size;
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VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
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}
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void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
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}
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void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) {
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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_msaa(viewport->render_target, p_msaa);
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}
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void VisualServerViewport::viewport_set_hdr(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_HDR, p_enabled);
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}
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void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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switch (p_usage) {
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case VS::VIEWPORT_USAGE_2D: {
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
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viewport->disable_3d_by_usage = true;
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} break;
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case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
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viewport->disable_3d_by_usage = true;
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} break;
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case VS::VIEWPORT_USAGE_3D: {
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
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viewport->disable_3d_by_usage = false;
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} break;
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case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
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VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
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viewport->disable_3d_by_usage = false;
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} break;
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}
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}
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int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) {
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ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1);
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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if (!viewport)
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return 0; //there should be a lock here..
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return viewport->render_info[p_info];
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}
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void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->debug_draw = p_draw;
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}
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bool VisualServerViewport::free(RID p_rid) {
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if (viewport_owner.owns(p_rid)) {
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Viewport *viewport = viewport_owner.getornull(p_rid);
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VSG::storage->free(viewport->render_target);
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VSG::scene_render->free(viewport->shadow_atlas);
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while (viewport->canvas_map.front()) {
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viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
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}
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viewport_set_scenario(p_rid, RID());
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active_viewports.erase(viewport);
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viewport_owner.free(p_rid);
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memdelete(viewport);
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return true;
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}
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return false;
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}
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void VisualServerViewport::set_default_clear_color(const Color &p_color) {
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clear_color = p_color;
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}
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VisualServerViewport::VisualServerViewport() {
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}
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