godot/servers/rendering/renderer_viewport.cpp

1023 lines
38 KiB
C++

/*************************************************************************/
/* renderer_viewport.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "renderer_viewport.h"
#include "core/config/project_settings.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
Transform2D xf = p_viewport->global_transform;
float scale = 1.0;
if (p_viewport->canvas_map.has(p_canvas->parent)) {
Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
if (p_viewport->snap_2d_transforms_to_pixel) {
c_xform.elements[2] = c_xform.elements[2].floor();
}
xf = xf * c_xform;
scale = p_canvas->parent_scale;
}
Transform2D c_xform = p_canvas_data->transform;
if (p_viewport->snap_2d_transforms_to_pixel) {
c_xform.elements[2] = c_xform.elements[2].floor();
}
xf = xf * c_xform;
if (scale != 1.0 && !RSG::canvas->disable_scale) {
Vector2 pivot = p_vp_size * 0.5;
Transform2D xfpivot;
xfpivot.set_origin(pivot);
Transform2D xfscale;
xfscale.scale(Vector2(scale, scale));
xf = xfpivot.affine_inverse() * xf;
xf = xfscale * xf;
xf = xfpivot * xf;
}
return xf;
}
void RendererViewport::_draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye) {
RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
Ref<XRInterface> xr_interface;
if (XRServer::get_singleton() != nullptr) {
xr_interface = XRServer::get_singleton()->get_primary_interface();
}
float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
if (p_viewport->use_xr && xr_interface.is_valid()) {
RSG::scene->render_camera(p_viewport->render_buffers, xr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
} else {
RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
}
RENDER_TIMESTAMP("<End Rendering 3D Scene");
}
void RendererViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye) {
if (p_viewport->measure_render_time) {
String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
RSG::storage->capture_timestamp(rt_id);
timestamp_vp_map[rt_id] = p_viewport->self;
}
/* Camera should always be BEFORE any other 3D */
bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
int scenario_canvas_max_layer = 0;
Color bgcolor = RSG::storage->get_default_clear_color();
if (!p_viewport->hide_canvas && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
if (RSG::scene->is_environment(environment)) {
scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
}
}
bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera);
if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
if (p_viewport->transparent_bg) {
bgcolor = Color(0, 0, 0, 0);
}
if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
}
}
if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
//wants to draw 3D but there is no render buffer, create
p_viewport->render_buffers = RSG::scene->render_buffers_create();
RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding);
}
RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
if (!scenario_draw_canvas_bg && can_draw_3d) {
_draw_3d(p_viewport, p_eye);
}
if (!p_viewport->hide_canvas) {
int i = 0;
Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
RendererCanvasRender::Light *lights = nullptr;
RendererCanvasRender::Light *lights_with_shadow = nullptr;
RendererCanvasRender::Light *directional_lights = nullptr;
RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
if (p_viewport->sdf_active) {
//process SDF
Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
//make list of occluders
for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
if (!F->get()->enabled) {
continue;
}
F->get()->xform_cache = xf * F->get()->xform;
if (sdf_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
F->get()->next = occluders;
occluders = F->get();
}
}
}
RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
p_viewport->sdf_active = false; // if used, gets set active again
}
Rect2 shadow_rect;
int light_count = 0;
int shadow_count = 0;
int directional_light_count = 0;
RENDER_TIMESTAMP("Cull Canvas Lights");
for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
//find lights in canvas
for (Set<RendererCanvasRender::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
RendererCanvasRender::Light *cl = F->get();
if (cl->enabled && cl->texture.is_valid()) {
//not super efficient..
Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
tsize *= cl->scale;
Vector2 offset = tsize / 2.0;
cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
cl->xform_cache = xf * cl->xform;
if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
cl->filter_next_ptr = lights;
lights = cl;
// cl->texture_cache = nullptr;
Transform2D scale;
scale.scale(cl->rect_cache.size);
scale.elements[2] = cl->rect_cache.position;
cl->light_shader_xform = cl->xform * scale;
//cl->light_shader_pos = cl->xform_cache[2];
if (cl->use_shadow) {
cl->shadows_next_ptr = lights_with_shadow;
if (lights_with_shadow == nullptr) {
shadow_rect = cl->xform_cache.xform(cl->rect_cache);
} else {
shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
}
lights_with_shadow = cl;
cl->radius_cache = cl->rect_cache.size.length();
}
light_count++;
}
//guess this is not needed, but keeping because it may be
}
}
for (Set<RendererCanvasRender::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
RendererCanvasRender::Light *cl = F->get();
if (cl->enabled) {
cl->filter_next_ptr = directional_lights;
directional_lights = cl;
cl->xform_cache = xf * cl->xform;
cl->xform_cache.elements[2] = Vector2(); //translation is pointless
if (cl->use_shadow) {
cl->shadows_next_ptr = directional_lights_with_shadow;
directional_lights_with_shadow = cl;
}
directional_light_count++;
if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
break;
}
}
}
canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
}
if (lights_with_shadow) {
//update shadows if any
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
RENDER_TIMESTAMP(">Render 2D Shadows");
RENDER_TIMESTAMP("Cull Occluders");
//make list of occluders
for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
if (!F->get()->enabled) {
continue;
}
F->get()->xform_cache = xf * F->get()->xform;
if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
F->get()->next = occluders;
occluders = F->get();
}
}
}
//update the light shadowmaps with them
RendererCanvasRender::Light *light = lights_with_shadow;
while (light) {
RENDER_TIMESTAMP("Render Shadow");
RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
light = light->shadows_next_ptr;
}
RENDER_TIMESTAMP("<End rendering 2D Shadows");
}
if (directional_lights_with_shadow) {
//update shadows if any
RendererCanvasRender::Light *light = directional_lights_with_shadow;
while (light) {
Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
float cull_distance = light->directional_distance;
Vector2 light_dir_sign;
light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
Vector2 points[6];
int point_count = 0;
for (int j = 0; j < 4; j++) {
static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
Vector2 point = clip_rect.position + clip_rect.size * signs[j];
if (sign_cmp == light_dir_sign) {
//both point in same direction, plot offseted
points[point_count++] = point + light_dir * cull_distance;
} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
int next_j = (j + 1) % 4;
Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
//one point in the same direction, plot segment
if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
points[point_count++] = point;
}
points[point_count++] = point + light_dir * cull_distance;
} else {
points[point_count++] = point + light_dir * cull_distance;
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
points[point_count++] = point;
}
}
} else {
//plot normally
points[point_count++] = point;
}
}
Vector2 xf_points[6];
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
RENDER_TIMESTAMP(">Render Directional 2D Shadows");
//make list of occluders
int occ_cullded = 0;
for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
if (!F->get()->enabled) {
continue;
}
F->get()->xform_cache = xf * F->get()->xform;
Transform2D localizer = F->get()->xform_cache.affine_inverse();
for (int j = 0; j < point_count; j++) {
xf_points[j] = localizer.xform(points[j]);
}
if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
F->get()->next = occluders;
occluders = F->get();
occ_cullded++;
}
}
}
RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
light = light->shadows_next_ptr;
}
RENDER_TIMESTAMP("<Render Directional 2D Shadows");
}
if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
scenario_draw_canvas_bg = false;
}
for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get()->canvas);
Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
RendererCanvasRender::Light *canvas_lights = nullptr;
RendererCanvasRender::Light *canvas_directional_lights = nullptr;
RendererCanvasRender::Light *ptr = lights;
while (ptr) {
if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
ptr->next_ptr = canvas_lights;
canvas_lights = ptr;
}
ptr = ptr->filter_next_ptr;
}
ptr = directional_lights;
while (ptr) {
if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
ptr->next_ptr = canvas_directional_lights;
canvas_directional_lights = ptr;
}
ptr = ptr->filter_next_ptr;
}
RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel);
if (RSG::canvas->was_sdf_used()) {
p_viewport->sdf_active = true;
}
i++;
if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
scenario_draw_canvas_bg = false;
}
}
if (scenario_draw_canvas_bg) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
}
}
if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
//was never cleared in the end, force clear it
RSG::storage->render_target_do_clear_request(p_viewport->render_target);
}
if (p_viewport->measure_render_time) {
String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
RSG::storage->capture_timestamp(rt_id);
timestamp_vp_map[rt_id] = p_viewport->self;
}
}
void RendererViewport::draw_viewports() {
timestamp_vp_map.clear();
// get our xr interface in case we need it
Ref<XRInterface> xr_interface;
if (XRServer::get_singleton() != nullptr) {
xr_interface = XRServer::get_singleton()->get_primary_interface();
// process all our active interfaces
XRServer::get_singleton()->_process();
}
if (Engine::get_singleton()->is_editor_hint()) {
set_default_clear_color(GLOBAL_GET("rendering/environment/default_clear_color"));
}
//sort viewports
active_viewports.sort_custom<ViewportSort>();
Map<DisplayServer::WindowID, Vector<RendererCompositor::BlitToScreen>> blit_to_screen_list;
//draw viewports
RENDER_TIMESTAMP(">Render Viewports");
//determine what is visible
draw_viewports_pass++;
for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
Viewport *vp = active_viewports[i];
if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
continue;
}
if (!vp->render_target.is_valid()) {
continue;
}
//ERR_CONTINUE(!vp->render_target.is_valid());
bool visible = vp->viewport_to_screen_rect != Rect2();
if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
visible = true;
}
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
visible = true;
}
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
Viewport *parent = viewport_owner.getornull(vp->parent);
if (parent && parent->last_pass == draw_viewports_pass) {
visible = true;
}
}
visible = visible && vp->size.x > 1 && vp->size.y > 1;
if (visible) {
vp->last_pass = draw_viewports_pass;
}
}
for (int i = 0; i < active_viewports.size(); i++) {
Viewport *vp = active_viewports[i];
if (vp->last_pass != draw_viewports_pass) {
continue; //should not draw
}
RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
RSG::storage->render_target_set_as_unused(vp->render_target);
#if 0
// TODO fix up this code after we change our commit_for_eye to accept our new render targets
if (vp->use_xr && xr_interface.is_valid()) {
// override our size, make sure it matches our required size
vp->size = xr_interface->get_render_targetsize();
RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
// render mono or left eye first
XRInterface::Eyes leftOrMono = xr_interface->is_stereo() ? XRInterface::EYE_LEFT : XRInterface::EYE_MONO;
// check for an external texture destination for our left eye/mono
// TODO investigate how we're going to make external textures work
RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
// set our render target as current
RSG::rasterizer->set_current_render_target(vp->render_target);
// and draw left eye/mono
_draw_viewport(vp, leftOrMono);
xr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
// render right eye
if (leftOrMono == XRInterface::EYE_LEFT) {
// check for an external texture destination for our right eye
RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(XRInterface::EYE_RIGHT));
// commit for eye may have changed the render target
RSG::rasterizer->set_current_render_target(vp->render_target);
_draw_viewport(vp, XRInterface::EYE_RIGHT);
xr_interface->commit_for_eye(XRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
}
// and for our frame timing, mark when we've finished committing our eyes
XRServer::get_singleton()->_mark_commit();
} else {
#endif
{
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
RSG::scene->set_debug_draw_mode(vp->debug_draw);
RSG::storage->render_info_begin_capture();
// render standard mono camera
_draw_viewport(vp);
RSG::storage->render_info_end_capture();
vp->render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_OBJECTS_IN_FRAME);
vp->render_info[RS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_VERTICES_IN_FRAME);
vp->render_info[RS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_MATERIAL_CHANGES_IN_FRAME);
vp->render_info[RS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SHADER_CHANGES_IN_FRAME);
vp->render_info[RS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SURFACE_CHANGES_IN_FRAME);
vp->render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_DRAW_CALLS_IN_FRAME);
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
//copy to screen if set as such
RendererCompositor::BlitToScreen blit;
blit.render_target = vp->render_target;
if (vp->viewport_to_screen_rect != Rect2()) {
blit.rect = vp->viewport_to_screen_rect;
} else {
blit.rect.position = Vector2();
blit.rect.size = vp->size;
}
if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
blit_to_screen_list[vp->viewport_to_screen] = Vector<RendererCompositor::BlitToScreen>();
}
blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
}
}
if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
}
RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
}
RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
RENDER_TIMESTAMP("<Render Viewports");
//this needs to be called to make screen swapping more efficient
RSG::rasterizer->prepare_for_blitting_render_targets();
for (Map<int, Vector<RendererCompositor::BlitToScreen>>::Element *E = blit_to_screen_list.front(); E; E = E->next()) {
RSG::rasterizer->blit_render_targets_to_screen(E->key(), E->get().ptr(), E->get().size());
}
}
RID RendererViewport::viewport_create() {
Viewport *viewport = memnew(Viewport);
RID rid = viewport_owner.make_rid(viewport);
viewport->self = rid;
viewport->hide_scenario = false;
viewport->hide_canvas = false;
viewport->render_target = RSG::storage->render_target_create();
viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
viewport->viewport_render_direct_to_screen = false;
return rid;
}
void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->use_xr = p_use_xr;
}
void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
ERR_FAIL_COND(p_width < 0 && p_height < 0);
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->size = Size2(p_width, p_height);
RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
if (viewport->render_buffers.is_valid()) {
if (p_width == 0 || p_height == 0) {
RSG::scene->free(viewport->render_buffers);
viewport->render_buffers = RID();
} else {
RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding);
}
}
}
void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
if (p_active) {
ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
active_viewports.push_back(viewport);
} else {
active_viewports.erase(viewport);
}
}
void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->parent = p_parent_viewport;
}
void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->clear_mode = p_clear_mode;
}
void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
// If using GLES2 we can optimize this operation by rendering directly to system_fbo
// instead of rendering to fbo and copying to system_fbo after
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
}
viewport->viewport_to_screen_rect = p_rect;
viewport->viewport_to_screen = p_screen;
} else {
// if render_direct_to_screen was used, reset size and position
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
}
viewport->viewport_to_screen_rect = Rect2();
viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
}
}
void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
if (p_enable == viewport->viewport_render_direct_to_screen) {
return;
}
// if disabled, reset render_target size and position
if (!p_enable) {
RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
}
RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
viewport->viewport_render_direct_to_screen = p_enable;
// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
}
}
void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->update_mode = p_mode;
}
RID RendererViewport::viewport_get_texture(RID p_viewport) const {
const Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND_V(!viewport, RID());
return RSG::storage->render_target_get_texture(viewport->render_target);
}
void RendererViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->hide_scenario = p_hide;
}
void RendererViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->hide_canvas = p_hide;
}
void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->disable_environment = p_disable;
}
void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->camera = p_camera;
}
void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->scenario = p_scenario;
}
void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
ERR_FAIL_COND(!canvas);
canvas->viewports.insert(p_viewport);
viewport->canvas_map[p_canvas] = Viewport::CanvasData();
viewport->canvas_map[p_canvas].layer = 0;
viewport->canvas_map[p_canvas].sublayer = 0;
viewport->canvas_map[p_canvas].canvas = canvas;
}
void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
ERR_FAIL_COND(!canvas);
viewport->canvas_map.erase(p_canvas);
canvas->viewports.erase(p_viewport);
}
void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
viewport->canvas_map[p_canvas].transform = p_offset;
}
void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
viewport->transparent_bg = p_enabled;
}
void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->global_transform = p_transform;
}
void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
viewport->canvas_map[p_canvas].layer = p_layer;
viewport->canvas_map[p_canvas].sublayer = p_sublayer;
}
void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->shadow_atlas_size = p_size;
RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
}
void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
}
void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->msaa == p_msaa) {
return;
}
viewport->msaa = p_msaa;
if (viewport->render_buffers.is_valid()) {
RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa, viewport->use_debanding);
}
}
void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->screen_space_aa == p_mode) {
return;
}
viewport->screen_space_aa = p_mode;
if (viewport->render_buffers.is_valid()) {
RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode, viewport->use_debanding);
}
}
void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->use_debanding == p_use_debanding) {
return;
}
viewport->use_debanding = p_use_debanding;
if (viewport->render_buffers.is_valid()) {
RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, p_use_debanding);
}
}
void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->lod_threshold = p_pixels;
}
int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info) {
ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
Viewport *viewport = viewport_owner.getornull(p_viewport);
if (!viewport) {
return 0; //there should be a lock here..
}
return viewport->render_info[p_info];
}
void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->debug_draw = p_draw;
}
void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->measure_render_time = p_enable;
}
float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND_V(!viewport, 0);
return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
}
float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND_V(!viewport, 0);
return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
}
void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->snap_2d_transforms_to_pixel = p_enabled;
}
void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->snap_2d_vertices_to_pixel = p_enabled;
}
void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)");
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->texture_filter = p_filter;
}
void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->texture_repeat = p_repeat;
}
void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
}
bool RendererViewport::free(RID p_rid) {
if (viewport_owner.owns(p_rid)) {
Viewport *viewport = viewport_owner.getornull(p_rid);
RSG::storage->free(viewport->render_target);
RSG::scene->free(viewport->shadow_atlas);
if (viewport->render_buffers.is_valid()) {
RSG::scene->free(viewport->render_buffers);
}
while (viewport->canvas_map.front()) {
viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
}
viewport_set_scenario(p_rid, RID());
active_viewports.erase(viewport);
viewport_owner.free(p_rid);
memdelete(viewport);
return true;
}
return false;
}
void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
RID *vp = timestamp_vp_map.getptr(p_timestamp);
if (!vp) {
return;
}
Viewport *viewport = viewport_owner.getornull(*vp);
if (!viewport) {
return;
}
if (p_timestamp.begins_with("vp_begin")) {
viewport->time_cpu_begin = p_cpu_time;
viewport->time_gpu_begin = p_gpu_time;
}
if (p_timestamp.begins_with("vp_end")) {
viewport->time_cpu_end = p_cpu_time;
viewport->time_gpu_end = p_gpu_time;
}
}
void RendererViewport::set_default_clear_color(const Color &p_color) {
RSG::storage->set_default_clear_color(p_color);
}
RendererViewport::RendererViewport() {
}