306 lines
11 KiB
C++
306 lines
11 KiB
C++
/*************************************************************************/
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/* renderer_viewport.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef RENDERER_VIEWPORT_H
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#define RENDERER_VIEWPORT_H
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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#include "servers/xr/xr_interface.h"
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class RendererViewport {
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public:
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struct CanvasBase {
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};
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struct Viewport {
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RID self;
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RID parent;
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bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */
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Size2i internal_size;
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Size2i size;
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RID camera;
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RID scenario;
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RS::ViewportScaling3DMode scaling_3d_mode;
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float scaling_3d_scale = 1.0;
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float fsr_sharpness = 0.2f;
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float fsr_mipmap_bias = 0.0f;
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bool fsr_enabled;
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RS::ViewportUpdateMode update_mode;
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RID render_target;
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RID render_target_texture;
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RID render_buffers;
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RS::ViewportMSAA msaa;
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RS::ViewportScreenSpaceAA screen_space_aa;
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bool use_taa;
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bool use_debanding;
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RendererSceneRender::CameraData prev_camera_data;
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uint64_t prev_camera_data_frame = 0;
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bool use_occlusion_culling;
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bool occlusion_buffer_dirty;
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DisplayServer::WindowID viewport_to_screen;
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Rect2 viewport_to_screen_rect;
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bool viewport_render_direct_to_screen;
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bool disable_2d = false;
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bool disable_environment = false;
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bool disable_3d = false;
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bool measure_render_time;
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bool snap_2d_transforms_to_pixel;
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bool snap_2d_vertices_to_pixel;
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uint64_t time_cpu_begin;
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uint64_t time_cpu_end;
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uint64_t time_gpu_begin;
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uint64_t time_gpu_end;
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RID shadow_atlas;
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int shadow_atlas_size;
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bool shadow_atlas_16_bits = true;
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bool sdf_active;
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float mesh_lod_threshold = 1.0;
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uint64_t last_pass = 0;
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RS::ViewportDebugDraw debug_draw;
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RS::ViewportClearMode clear_mode;
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RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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bool transparent_bg;
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struct CanvasKey {
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int64_t stacking;
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RID canvas;
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bool operator<(const CanvasKey &p_canvas) const {
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if (stacking == p_canvas.stacking) {
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return canvas < p_canvas.canvas;
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}
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return stacking < p_canvas.stacking;
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}
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CanvasKey() {
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stacking = 0;
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}
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CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
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canvas = p_canvas;
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int64_t sign = p_layer < 0 ? -1 : 1;
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stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
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}
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int get_layer() const { return stacking >> 32; }
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};
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struct CanvasData {
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CanvasBase *canvas = nullptr;
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Transform2D transform;
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int layer;
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int sublayer;
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};
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Transform2D global_transform;
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HashMap<RID, CanvasData> canvas_map;
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RendererScene::RenderInfo render_info;
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Viewport() {
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update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
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clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
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transparent_bg = false;
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viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
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shadow_atlas_size = 0;
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measure_render_time = false;
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debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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msaa = RS::VIEWPORT_MSAA_DISABLED;
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screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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use_debanding = false;
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use_occlusion_culling = false;
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occlusion_buffer_dirty = true;
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snap_2d_transforms_to_pixel = false;
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snap_2d_vertices_to_pixel = false;
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use_xr = false;
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sdf_active = false;
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time_cpu_begin = 0;
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time_cpu_end = 0;
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time_gpu_begin = 0;
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time_gpu_end = 0;
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}
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uint32_t get_view_count();
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};
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HashMap<String, RID> timestamp_vp_map;
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uint64_t draw_viewports_pass = 0;
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mutable RID_Owner<Viewport, true> viewport_owner;
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struct ViewportSort {
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_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
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bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
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bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
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if (left_to_screen == right_to_screen) {
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return p_right->parent == p_left->self;
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}
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return (right_to_screen ? 0 : 1) < (left_to_screen ? 0 : 1);
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}
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};
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Vector<Viewport *> active_viewports;
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int total_objects_drawn = 0;
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int total_vertices_drawn = 0;
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int total_draw_calls_used = 0;
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private:
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void _configure_3d_render_buffers(Viewport *p_viewport);
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void _draw_3d(Viewport *p_viewport);
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void _draw_viewport(Viewport *p_viewport);
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int occlusion_rays_per_thread = 512;
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void _resize_occlusion_culling_buffer(const Size2i &p_size);
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public:
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RID viewport_allocate();
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void viewport_initialize(RID p_rid);
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void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
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void viewport_set_size(RID p_viewport, int p_width, int p_height);
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void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
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void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
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void viewport_set_active(RID p_viewport, bool p_active);
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void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
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void viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode);
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void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale);
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void viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness);
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void viewport_set_fsr_mipmap_bias(RID p_viewport, float p_mipmap_bias);
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void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode);
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void viewport_set_vflip(RID p_viewport, bool p_enable);
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void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
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RID viewport_get_texture(RID p_viewport) const;
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RID viewport_get_occluder_debug_texture(RID p_viewport) const;
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void viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data);
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const RendererSceneRender::CameraData *viewport_get_prev_camera_data(RID p_viewport);
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void viewport_set_disable_2d(RID p_viewport, bool p_disable);
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void viewport_set_disable_environment(RID p_viewport, bool p_disable);
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void viewport_set_disable_3d(RID p_viewport, bool p_disable);
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void viewport_attach_camera(RID p_viewport, RID p_camera);
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void viewport_set_scenario(RID p_viewport, RID p_scenario);
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void viewport_attach_canvas(RID p_viewport, RID p_canvas);
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void viewport_remove_canvas(RID p_viewport, RID p_canvas);
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void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
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void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
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void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
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void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
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void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true);
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void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
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void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
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void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
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void viewport_set_use_taa(RID p_viewport, bool p_use_taa);
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void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
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void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
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void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
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void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
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void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels);
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virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
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virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
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void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
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float viewport_get_measured_render_time_cpu(RID p_viewport) const;
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float viewport_get_measured_render_time_gpu(RID p_viewport) const;
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void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
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void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
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void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
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void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
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void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale);
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virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const;
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void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
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void set_default_clear_color(const Color &p_color);
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void draw_viewports();
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bool free(RID p_rid);
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int get_total_objects_drawn() const;
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int get_total_vertices_drawn() const;
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int get_total_draw_calls_used() const;
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// Workaround for setting this on thread.
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void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
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RendererViewport();
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virtual ~RendererViewport() {}
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};
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#endif // RENDERER_VIEWPORT_H
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