renderer_viewport.cpp 64 KB

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  1. /**************************************************************************/
  2. /* renderer_viewport.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_viewport.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/transform_interpolator.h"
  33. #include "core/object/worker_thread_pool.h"
  34. #include "renderer_canvas_cull.h"
  35. #include "renderer_scene_cull.h"
  36. #include "rendering_server_globals.h"
  37. #include "storage/texture_storage.h"
  38. #ifndef XR_DISABLED
  39. #include "servers/xr/xr_interface.h"
  40. #endif // XR_DISABLED
  41. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  42. Transform2D xf = p_viewport->global_transform;
  43. Vector2 pixel_snap_offset;
  44. if (p_viewport->snap_2d_transforms_to_pixel) {
  45. // We use `floor(p + 0.5)` to snap canvas items, but `ceil(p - 0.5)`
  46. // to snap viewport transform because the viewport transform is inverse
  47. // to the camera transform. Also, if the viewport size is not divisible
  48. // by 2, the center point is offset by 0.5 px and we need to add 0.5
  49. // before rounding to cancel it out.
  50. pixel_snap_offset.x = (p_viewport->size.width % 2) ? 0.0 : -0.5;
  51. pixel_snap_offset.y = (p_viewport->size.height % 2) ? 0.0 : -0.5;
  52. }
  53. float scale = 1.0;
  54. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  55. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  56. if (p_viewport->snap_2d_transforms_to_pixel) {
  57. c_xform.columns[2] = (c_xform.columns[2] * p_canvas->parent_scale + pixel_snap_offset).ceil() / p_canvas->parent_scale;
  58. }
  59. xf = xf * c_xform;
  60. scale = p_canvas->parent_scale;
  61. }
  62. Transform2D c_xform = p_canvas_data->transform;
  63. if (p_viewport->snap_2d_transforms_to_pixel) {
  64. c_xform.columns[2] = (c_xform.columns[2] + pixel_snap_offset).ceil();
  65. }
  66. xf = xf * c_xform;
  67. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  68. Vector2 pivot = p_vp_size * 0.5;
  69. Transform2D xfpivot;
  70. xfpivot.set_origin(pivot);
  71. Transform2D xfscale;
  72. xfscale.scale(Vector2(scale, scale));
  73. xf = xfpivot.affine_inverse() * xf;
  74. xf = xfscale * xf;
  75. xf = xfpivot * xf;
  76. }
  77. return xf;
  78. }
  79. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  80. // We need to sort the viewports in a "topological order", children first and
  81. // parents last. We also need to keep sibling viewports in the original order
  82. // from top to bottom.
  83. Vector<Viewport *> result;
  84. List<Viewport *> nodes;
  85. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  86. Viewport *viewport = active_viewports[i];
  87. if (viewport->parent.is_valid()) {
  88. continue;
  89. }
  90. nodes.push_back(viewport);
  91. result.insert(0, viewport);
  92. }
  93. while (!nodes.is_empty()) {
  94. const Viewport *node = nodes.front()->get();
  95. nodes.pop_front();
  96. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  97. Viewport *child = active_viewports[i];
  98. if (child->parent != node->self) {
  99. continue;
  100. }
  101. if (!nodes.find(child)) {
  102. nodes.push_back(child);
  103. result.insert(0, child);
  104. }
  105. }
  106. }
  107. return result;
  108. }
  109. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  110. if (p_viewport->render_buffers.is_valid()) {
  111. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  112. p_viewport->render_buffers.unref();
  113. } else {
  114. const float EPSILON = 0.0001;
  115. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  116. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  117. bool upscaler_available = p_viewport->fsr_enabled;
  118. RS::ViewportScaling3DType scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  119. if ((!upscaler_available || (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_SPATIAL)) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
  120. // No 3D scaling for spatial modes? Ignore scaling mode, this just introduces overhead.
  121. // - Mobile can't perform optimal path
  122. // - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
  123. // Scaling = 1.0 on FSR2 and MetalFX temporal has benefits
  124. scaling_3d_scale = 1.0;
  125. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  126. }
  127. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_TEMPORAL)) {
  128. if (RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
  129. // Prefer MetalFX spatial if it is supported, which will be much more efficient than FSR2,
  130. // as the hardware already will struggle with FSR2.
  131. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL;
  132. WARN_PRINT_ONCE("MetalFX temporal upscaling is not supported by the current renderer or hardware. Falling back to MetalFX Spatial scaling.");
  133. } else {
  134. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
  135. WARN_PRINT_ONCE("MetalFX upscaling is not supported by the current renderer or hardware. Falling back to FSR 2 scaling.");
  136. }
  137. scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  138. }
  139. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
  140. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR;
  141. WARN_PRINT_ONCE("MetalFX spatial upscaling is not supported by the current renderer or hardware. Falling back to FSR scaling.");
  142. }
  143. RS::ViewportMSAA msaa_3d = p_viewport->msaa_3d;
  144. // If MetalFX Temporal upscaling is supported, verify limits.
  145. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {
  146. double min_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE) / 1000'000.0;
  147. double max_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE) / 1000'000.0;
  148. if ((double)scaling_3d_scale < min_scale || (double)scaling_3d_scale > max_scale) {
  149. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
  150. WARN_PRINT_ONCE(vformat("MetalFX temporal upscaling scale is outside limits; scale must be between %f and %f. Falling back to FSR 2 3D resolution scaling.", min_scale, max_scale));
  151. } else if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
  152. WARN_PRINT_ONCE("MetalFX temporal upscaling does not support 3D MSAA. Disabling 3D MSAA internally.");
  153. msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
  154. }
  155. }
  156. bool scaling_3d_is_not_bilinear = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  157. bool use_taa = p_viewport->use_taa;
  158. if (scaling_3d_is_not_bilinear && (scaling_3d_scale >= (1.0 + EPSILON))) {
  159. // FSR and MetalFX is not designed for downsampling.
  160. // Fall back to bilinear scaling.
  161. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  162. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  163. }
  164. if (scaling_3d_is_not_bilinear && !upscaler_available) {
  165. // FSR is not actually available.
  166. // Fall back to bilinear scaling.
  167. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  168. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  169. }
  170. if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {
  171. // Temporal upscalers can't be used with TAA.
  172. // Turn it off and prefer using the temporal upscaler.
  173. WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");
  174. use_taa = false;
  175. }
  176. int target_width;
  177. int target_height;
  178. int render_width;
  179. int render_height;
  180. switch (scaling_3d_mode) {
  181. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  182. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  183. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  184. target_width = p_viewport->size.width;
  185. target_height = p_viewport->size.height;
  186. render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
  187. render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
  188. break;
  189. case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:
  190. case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:
  191. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  192. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  193. target_width = p_viewport->size.width;
  194. target_height = p_viewport->size.height;
  195. render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
  196. render_height = MAX(target_height * scaling_3d_scale, 1.0);
  197. break;
  198. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  199. target_width = p_viewport->size.width;
  200. target_height = p_viewport->size.height;
  201. render_width = target_width;
  202. render_height = target_height;
  203. break;
  204. default:
  205. // This is an unknown mode.
  206. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  207. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  208. scaling_3d_scale = 1.0;
  209. target_width = p_viewport->size.width;
  210. target_height = p_viewport->size.height;
  211. render_width = target_width;
  212. render_height = target_height;
  213. break;
  214. }
  215. uint32_t jitter_phase_count = 0;
  216. if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {
  217. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  218. // Also used for MetalFX Temporal scaling.
  219. jitter_phase_count = uint32_t(8.0f * pow(float(target_width) / render_width, 2.0f));
  220. } else if (use_taa) {
  221. // Default jitter count for TAA.
  222. jitter_phase_count = 16;
  223. }
  224. p_viewport->internal_size = Size2(render_width, render_height);
  225. p_viewport->jitter_phase_count = jitter_phase_count;
  226. // At resolution scales lower than 1.0, use negative texture mipmap bias
  227. // to compensate for the loss of sharpness.
  228. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  229. RenderSceneBuffersConfiguration rb_config;
  230. rb_config.set_render_target(p_viewport->render_target);
  231. rb_config.set_internal_size(Size2i(render_width, render_height));
  232. rb_config.set_target_size(Size2(target_width, target_height));
  233. rb_config.set_view_count(p_viewport->view_count);
  234. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  235. rb_config.set_msaa_3d(msaa_3d);
  236. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  237. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  238. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  239. rb_config.set_anisotropic_filtering_level(p_viewport->anisotropic_filtering_level);
  240. rb_config.set_use_taa(use_taa);
  241. rb_config.set_use_debanding(p_viewport->use_debanding);
  242. p_viewport->render_buffers->configure(&rb_config);
  243. }
  244. }
  245. }
  246. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  247. #ifndef _3D_DISABLED
  248. RENDER_TIMESTAMP("> Render 3D Scene");
  249. Ref<XRInterface> xr_interface;
  250. #ifndef XR_DISABLED
  251. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  252. xr_interface = XRServer::get_singleton()->get_primary_interface();
  253. }
  254. #endif // XR_DISABLED
  255. if (p_viewport->use_occlusion_culling) {
  256. if (p_viewport->occlusion_buffer_dirty) {
  257. float aspect = p_viewport->size.aspect();
  258. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  259. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  260. max_size = CLAMP(max_size, viewport_size / (32 * 32), viewport_size / (2 * 2)); // At least one depth pixel for every 16x16 region. At most one depth pixel for every 2x2 region.
  261. float height = Math::sqrt(max_size / aspect);
  262. Size2i new_size = Size2i(height * aspect, height);
  263. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  264. p_viewport->occlusion_buffer_dirty = false;
  265. }
  266. }
  267. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  268. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  269. RENDER_TIMESTAMP("< Render 3D Scene");
  270. #endif // _3D_DISABLED
  271. }
  272. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  273. if (p_viewport->measure_render_time) {
  274. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  275. RSG::utilities->capture_timestamp(rt_id);
  276. timestamp_vp_map[rt_id] = p_viewport->self;
  277. }
  278. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  279. // This is currently needed for GLES to keep the current window being rendered to up to date
  280. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  281. }
  282. /* Camera should always be BEFORE any other 3D */
  283. bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
  284. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  285. int scenario_canvas_max_layer = 0;
  286. bool force_clear_render_target = false;
  287. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  288. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  289. p_viewport->render_info.info[i][j] = 0;
  290. }
  291. }
  292. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  293. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  294. if (RSG::scene->is_environment(environment)) {
  295. if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
  296. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  297. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  298. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  299. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  300. force_clear_render_target = true;
  301. }
  302. }
  303. }
  304. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  305. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  306. //wants to draw 3D but there is no render buffer, create
  307. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  308. _configure_3d_render_buffers(p_viewport);
  309. }
  310. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  311. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  312. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  313. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  314. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  315. }
  316. }
  317. if (!scenario_draw_canvas_bg && can_draw_3d) {
  318. if (force_clear_render_target) {
  319. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  320. }
  321. _draw_3d(p_viewport);
  322. }
  323. if (can_draw_2d) {
  324. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  325. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  326. RendererCanvasRender::Light *lights = nullptr;
  327. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  328. RendererCanvasRender::Light *directional_lights = nullptr;
  329. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  330. if (p_viewport->sdf_active) {
  331. // Process SDF.
  332. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  333. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  334. // Make list of occluders.
  335. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  336. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  337. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  338. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  339. if (!F->enabled) {
  340. continue;
  341. }
  342. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  343. F->xform_cache = xf * F->xform_curr;
  344. } else {
  345. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  346. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  347. F->xform_cache = xf * F->xform_cache;
  348. }
  349. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  350. F->next = occluders;
  351. occluders = F;
  352. }
  353. }
  354. }
  355. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  356. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  357. p_viewport->sdf_active = false; // If used, gets set active again.
  358. } else {
  359. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  360. }
  361. Rect2 shadow_rect;
  362. int shadow_count = 0;
  363. int directional_light_count = 0;
  364. RENDER_TIMESTAMP("Cull 2D Lights");
  365. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  366. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  367. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  368. // Find lights in canvas.
  369. for (RendererCanvasRender::Light *F : canvas->lights) {
  370. RendererCanvasRender::Light *cl = F;
  371. if (cl->enabled && cl->texture.is_valid()) {
  372. //not super efficient..
  373. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  374. tsize *= cl->scale;
  375. Vector2 offset = tsize / 2.0;
  376. Rect2 local_rect = Rect2(-offset + cl->texture_offset, tsize);
  377. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  378. cl->xform_cache = xf * cl->xform_curr;
  379. } else {
  380. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  381. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  382. cl->xform_cache = xf * cl->xform_cache;
  383. }
  384. cl->rect_cache = cl->xform_cache.xform(local_rect);
  385. if (clip_rect.intersects(cl->rect_cache)) {
  386. cl->filter_next_ptr = lights;
  387. lights = cl;
  388. Transform2D scale;
  389. scale.scale(local_rect.size);
  390. scale.columns[2] = local_rect.position;
  391. cl->light_shader_xform = cl->xform_cache * scale;
  392. if (cl->use_shadow) {
  393. cl->shadows_next_ptr = lights_with_shadow;
  394. if (lights_with_shadow == nullptr) {
  395. shadow_rect = cl->rect_cache;
  396. } else {
  397. shadow_rect = shadow_rect.merge(cl->rect_cache);
  398. }
  399. lights_with_shadow = cl;
  400. cl->radius_cache = local_rect.size.length();
  401. }
  402. }
  403. }
  404. }
  405. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  406. RendererCanvasRender::Light *cl = F;
  407. if (cl->enabled) {
  408. cl->filter_next_ptr = directional_lights;
  409. directional_lights = cl;
  410. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  411. cl->xform_cache = xf * cl->xform_curr;
  412. } else {
  413. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  414. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  415. cl->xform_cache = xf * cl->xform_cache;
  416. }
  417. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  418. if (cl->use_shadow) {
  419. cl->shadows_next_ptr = directional_lights_with_shadow;
  420. directional_lights_with_shadow = cl;
  421. }
  422. directional_light_count++;
  423. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  424. break;
  425. }
  426. }
  427. }
  428. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  429. }
  430. if (lights_with_shadow) {
  431. //update shadows if any
  432. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  433. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  434. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  435. //make list of occluders
  436. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  437. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  438. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  439. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  440. if (!F->enabled) {
  441. continue;
  442. }
  443. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  444. F->xform_cache = xf * F->xform_curr;
  445. } else {
  446. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  447. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  448. F->xform_cache = xf * F->xform_cache;
  449. }
  450. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  451. F->next = occluders;
  452. occluders = F;
  453. }
  454. }
  455. }
  456. //update the light shadowmaps with them
  457. RendererCanvasRender::Light *light = lights_with_shadow;
  458. while (light) {
  459. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  460. 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->rect_cache);
  461. light = light->shadows_next_ptr;
  462. }
  463. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  464. }
  465. if (directional_lights_with_shadow) {
  466. //update shadows if any
  467. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  468. while (light) {
  469. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  470. float cull_distance = light->directional_distance;
  471. Vector2 light_dir_sign;
  472. light_dir_sign.x = (Math::abs(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  473. light_dir_sign.y = (Math::abs(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  474. Vector2 points[6];
  475. int point_count = 0;
  476. for (int j = 0; j < 4; j++) {
  477. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  478. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  479. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  480. if (sign_cmp == light_dir_sign) {
  481. //both point in same direction, plot offsetted
  482. points[point_count++] = point + light_dir * cull_distance;
  483. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  484. int next_j = (j + 1) % 4;
  485. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  486. //one point in the same direction, plot segment
  487. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  488. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  489. points[point_count++] = point;
  490. }
  491. points[point_count++] = point + light_dir * cull_distance;
  492. } else {
  493. points[point_count++] = point + light_dir * cull_distance;
  494. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  495. points[point_count++] = point;
  496. }
  497. }
  498. } else {
  499. //plot normally
  500. points[point_count++] = point;
  501. }
  502. }
  503. Vector2 xf_points[6];
  504. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  505. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  506. // Make list of occluders.
  507. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  508. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  509. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  510. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  511. if (!F->enabled) {
  512. continue;
  513. }
  514. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  515. F->xform_cache = xf * F->xform_curr;
  516. } else {
  517. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  518. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  519. F->xform_cache = xf * F->xform_cache;
  520. }
  521. Transform2D localizer = F->xform_cache.affine_inverse();
  522. for (int j = 0; j < point_count; j++) {
  523. xf_points[j] = localizer.xform(points[j]);
  524. }
  525. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  526. F->next = occluders;
  527. occluders = F;
  528. }
  529. }
  530. }
  531. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  532. light = light->shadows_next_ptr;
  533. }
  534. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  535. }
  536. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  537. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  538. // Clear now otherwise we copy over garbage from the render target.
  539. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  540. if (!can_draw_3d) {
  541. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  542. } else {
  543. _draw_3d(p_viewport);
  544. }
  545. scenario_draw_canvas_bg = false;
  546. }
  547. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  548. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  549. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  550. RendererCanvasRender::Light *canvas_lights = nullptr;
  551. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  552. RendererCanvasRender::Light *ptr = lights;
  553. while (ptr) {
  554. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  555. ptr->next_ptr = canvas_lights;
  556. canvas_lights = ptr;
  557. }
  558. ptr = ptr->filter_next_ptr;
  559. }
  560. ptr = directional_lights;
  561. while (ptr) {
  562. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  563. ptr->next_ptr = canvas_directional_lights;
  564. canvas_directional_lights = ptr;
  565. }
  566. ptr = ptr->filter_next_ptr;
  567. }
  568. RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask, &p_viewport->render_info);
  569. if (RSG::canvas->was_sdf_used()) {
  570. p_viewport->sdf_active = true;
  571. }
  572. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  573. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  574. // Clear now otherwise we copy over garbage from the render target.
  575. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  576. if (!can_draw_3d) {
  577. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  578. } else {
  579. _draw_3d(p_viewport);
  580. }
  581. scenario_draw_canvas_bg = false;
  582. }
  583. }
  584. if (scenario_draw_canvas_bg) {
  585. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  586. // Clear now otherwise we copy over garbage from the render target.
  587. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  588. if (!can_draw_3d) {
  589. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  590. } else {
  591. _draw_3d(p_viewport);
  592. }
  593. }
  594. }
  595. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  596. //was never cleared in the end, force clear it
  597. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  598. }
  599. if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
  600. WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
  601. RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
  602. }
  603. if (p_viewport->measure_render_time) {
  604. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  605. RSG::utilities->capture_timestamp(rt_id);
  606. timestamp_vp_map[rt_id] = p_viewport->self;
  607. }
  608. }
  609. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  610. timestamp_vp_map.clear();
  611. #ifndef XR_DISABLED
  612. // get our xr interface in case we need it
  613. Ref<XRInterface> xr_interface;
  614. XRServer *xr_server = XRServer::get_singleton();
  615. if (xr_server != nullptr) {
  616. // let our XR server know we're about to render our frames so we can get our frame timing
  617. xr_server->pre_render();
  618. // retrieve the interface responsible for rendering
  619. xr_interface = xr_server->get_primary_interface();
  620. }
  621. #endif // XR_DISABLED
  622. if (Engine::get_singleton()->is_editor_hint()) {
  623. RSG::texture_storage->set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  624. }
  625. if (sorted_active_viewports_dirty) {
  626. sorted_active_viewports = _sort_active_viewports();
  627. sorted_active_viewports_dirty = false;
  628. }
  629. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  630. //draw viewports
  631. RENDER_TIMESTAMP("> Render Viewports");
  632. //determine what is visible
  633. draw_viewports_pass++;
  634. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  635. Viewport *vp = sorted_active_viewports[i];
  636. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  637. continue;
  638. }
  639. if (!vp->render_target.is_valid()) {
  640. continue;
  641. }
  642. //ERR_CONTINUE(!vp->render_target.is_valid());
  643. bool visible = vp->viewport_to_screen_rect != Rect2();
  644. #ifndef XR_DISABLED
  645. if (vp->use_xr) {
  646. if (xr_interface.is_valid()) {
  647. // Ignore update mode we have to commit frames to our XR interface
  648. visible = true;
  649. // Override our size, make sure it matches our required size and is created as a stereo target
  650. Size2 xr_size = xr_interface->get_render_target_size();
  651. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  652. } else {
  653. // don't render anything
  654. visible = false;
  655. vp->size = Size2();
  656. }
  657. } else
  658. #endif // XR_DISABLED
  659. {
  660. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  661. visible = true;
  662. }
  663. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  664. visible = true;
  665. }
  666. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  667. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  668. if (parent && parent->last_pass == draw_viewports_pass) {
  669. visible = true;
  670. }
  671. }
  672. }
  673. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  674. if (visible) {
  675. vp->last_pass = draw_viewports_pass;
  676. }
  677. }
  678. int vertices_drawn = 0;
  679. int objects_drawn = 0;
  680. int draw_calls_used = 0;
  681. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  682. Viewport *vp = sorted_active_viewports[i];
  683. if (vp->last_pass != draw_viewports_pass) {
  684. continue; //should not draw
  685. }
  686. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  687. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  688. #ifndef XR_DISABLED
  689. if (vp->use_xr && xr_interface.is_valid()) {
  690. // Inform XR interface we're about to render its viewport,
  691. // if this returns false we don't render.
  692. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  693. // rendering frames.
  694. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  695. RSG::texture_storage->render_target_set_override(vp->render_target,
  696. xr_interface->get_color_texture(),
  697. xr_interface->get_depth_texture(),
  698. xr_interface->get_velocity_texture(),
  699. xr_interface->get_velocity_depth_texture());
  700. RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());
  701. if (xr_interface->get_velocity_texture().is_valid()) {
  702. _viewport_set_force_motion_vectors(vp, true);
  703. } else {
  704. _viewport_set_force_motion_vectors(vp, false);
  705. }
  706. RSG::texture_storage->render_target_set_render_region(vp->render_target, xr_interface->get_render_region());
  707. // render...
  708. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  709. // and draw viewport
  710. _draw_viewport(vp);
  711. // commit our eyes
  712. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  713. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  714. if (RSG::rasterizer->is_opengl()) {
  715. if (blits.size() > 0) {
  716. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  717. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  718. }
  719. } else if (blits.size() > 0) {
  720. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  721. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  722. }
  723. for (int b = 0; b < blits.size(); b++) {
  724. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  725. }
  726. }
  727. }
  728. }
  729. } else
  730. #endif // XR_DISABLED
  731. {
  732. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  733. // render standard mono camera
  734. _draw_viewport(vp);
  735. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  736. //copy to screen if set as such
  737. BlitToScreen blit;
  738. blit.render_target = vp->render_target;
  739. if (vp->viewport_to_screen_rect != Rect2()) {
  740. blit.dst_rect = vp->viewport_to_screen_rect;
  741. } else {
  742. blit.dst_rect.position = Vector2();
  743. blit.dst_rect.size = vp->size;
  744. }
  745. if (RSG::rasterizer->is_opengl()) {
  746. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, &blit, 1);
  747. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  748. } else {
  749. Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);
  750. if (blits == nullptr) {
  751. blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;
  752. }
  753. blits->push_back(blit);
  754. }
  755. }
  756. }
  757. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  758. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  759. }
  760. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  761. // 3D render info.
  762. objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
  763. vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
  764. draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
  765. // 2D render info.
  766. objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
  767. vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
  768. draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
  769. }
  770. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  771. total_objects_drawn = objects_drawn;
  772. total_vertices_drawn = vertices_drawn;
  773. total_draw_calls_used = draw_calls_used;
  774. RENDER_TIMESTAMP("< Render Viewports");
  775. if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
  776. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  777. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  778. }
  779. }
  780. }
  781. RID RendererViewport::viewport_allocate() {
  782. return viewport_owner.allocate_rid();
  783. }
  784. void RendererViewport::viewport_initialize(RID p_rid) {
  785. viewport_owner.initialize_rid(p_rid);
  786. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  787. viewport->self = p_rid;
  788. viewport->render_target = RSG::texture_storage->render_target_create();
  789. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  790. viewport->viewport_render_direct_to_screen = false;
  791. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  792. }
  793. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  794. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  795. ERR_FAIL_NULL(viewport);
  796. if (viewport->use_xr == p_use_xr) {
  797. return;
  798. }
  799. viewport->use_xr = p_use_xr;
  800. // Re-configure the 3D render buffers when disabling XR. They'll get
  801. // re-configured when enabling XR in draw_viewports().
  802. if (!p_use_xr) {
  803. viewport->view_count = 1;
  804. _configure_3d_render_buffers(viewport);
  805. }
  806. }
  807. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  808. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  809. ERR_FAIL_NULL(viewport);
  810. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR1 is only available when using the Forward+ renderer.");
  811. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR2 is only available when using the Forward+ renderer.");
  812. if (viewport->scaling_3d_mode == p_mode) {
  813. return;
  814. }
  815. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  816. viewport->scaling_3d_mode = p_mode;
  817. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  818. if (motion_vectors_before != motion_vectors_after) {
  819. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  820. }
  821. _configure_3d_render_buffers(viewport);
  822. }
  823. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  824. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  825. ERR_FAIL_NULL(viewport);
  826. viewport->fsr_sharpness = p_sharpness;
  827. _configure_3d_render_buffers(viewport);
  828. }
  829. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  830. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  831. ERR_FAIL_NULL(viewport);
  832. viewport->texture_mipmap_bias = p_mipmap_bias;
  833. _configure_3d_render_buffers(viewport);
  834. }
  835. void RendererViewport::viewport_set_anisotropic_filtering_level(RID p_viewport, RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) {
  836. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  837. ERR_FAIL_NULL(viewport);
  838. viewport->anisotropic_filtering_level = p_anisotropic_filtering_level;
  839. _configure_3d_render_buffers(viewport);
  840. }
  841. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  842. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  843. ERR_FAIL_NULL(viewport);
  844. // Clamp to reasonable values that are actually useful.
  845. // Values above 2.0 don't serve a practical purpose since the viewport
  846. // isn't displayed with mipmaps.
  847. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  848. return;
  849. }
  850. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  851. _configure_3d_render_buffers(viewport);
  852. }
  853. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  854. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  855. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  856. ERR_FAIL_NULL(viewport);
  857. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  858. _viewport_set_size(viewport, p_width, p_height, 1);
  859. }
  860. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  861. Size2i new_size(p_width, p_height);
  862. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  863. p_viewport->size = new_size;
  864. p_viewport->view_count = p_view_count;
  865. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  866. _configure_3d_render_buffers(p_viewport);
  867. p_viewport->occlusion_buffer_dirty = true;
  868. }
  869. }
  870. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  871. return p_viewport->use_taa ||
  872. RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||
  873. p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
  874. }
  875. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  876. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  877. ERR_FAIL_NULL(viewport);
  878. if (p_active) {
  879. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  880. viewport->occlusion_buffer_dirty = true;
  881. active_viewports.push_back(viewport);
  882. } else {
  883. active_viewports.erase(viewport);
  884. }
  885. sorted_active_viewports_dirty = true;
  886. }
  887. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  888. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  889. ERR_FAIL_NULL(viewport);
  890. viewport->parent = p_parent_viewport;
  891. }
  892. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  893. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  894. ERR_FAIL_NULL(viewport);
  895. viewport->clear_mode = p_clear_mode;
  896. }
  897. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  898. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  899. ERR_FAIL_NULL(viewport);
  900. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  901. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  902. // instead of rendering to fbo and copying to system_fbo after
  903. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  904. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  905. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  906. }
  907. viewport->viewport_to_screen_rect = p_rect;
  908. viewport->viewport_to_screen = p_screen;
  909. } else {
  910. // if render_direct_to_screen was used, reset size and position
  911. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  912. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  913. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  914. }
  915. viewport->viewport_to_screen_rect = Rect2();
  916. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  917. }
  918. }
  919. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  920. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  921. ERR_FAIL_NULL(viewport);
  922. if (p_enable == viewport->viewport_render_direct_to_screen) {
  923. return;
  924. }
  925. // if disabled, reset render_target size and position
  926. if (!p_enable) {
  927. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  928. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  929. }
  930. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  931. viewport->viewport_render_direct_to_screen = p_enable;
  932. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  933. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  934. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);
  935. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  936. }
  937. }
  938. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  939. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  940. ERR_FAIL_NULL(viewport);
  941. viewport->update_mode = p_mode;
  942. }
  943. RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {
  944. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  945. ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);
  946. return viewport->update_mode;
  947. }
  948. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  949. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  950. ERR_FAIL_NULL_V(viewport, RID());
  951. return viewport->render_target;
  952. }
  953. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  954. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  955. ERR_FAIL_NULL_V(viewport, RID());
  956. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  957. }
  958. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  959. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  960. ERR_FAIL_NULL_V(viewport, RID());
  961. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  962. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  963. }
  964. return RID();
  965. }
  966. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  967. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  968. ERR_FAIL_NULL(viewport);
  969. uint64_t frame = RSG::rasterizer->get_frame_number();
  970. if (viewport->prev_camera_data_frame != frame) {
  971. viewport->prev_camera_data = *p_camera_data;
  972. viewport->prev_camera_data_frame = frame;
  973. }
  974. }
  975. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  976. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  977. ERR_FAIL_NULL_V(viewport, nullptr);
  978. return &viewport->prev_camera_data;
  979. }
  980. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  981. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  982. ERR_FAIL_NULL(viewport);
  983. viewport->disable_2d = p_disable;
  984. }
  985. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  986. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  987. ERR_FAIL_NULL(viewport);
  988. viewport->disable_environment = p_mode;
  989. }
  990. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  991. ERR_FAIL_NULL_V(viewport, false);
  992. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  993. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  994. return viewport_is_environment_disabled(parent);
  995. }
  996. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  997. }
  998. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  999. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1000. ERR_FAIL_NULL(viewport);
  1001. viewport->disable_3d = p_disable;
  1002. }
  1003. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  1004. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1005. ERR_FAIL_NULL(viewport);
  1006. viewport->camera = p_camera;
  1007. }
  1008. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  1009. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1010. ERR_FAIL_NULL(viewport);
  1011. if (viewport->scenario.is_valid()) {
  1012. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  1013. }
  1014. viewport->scenario = p_scenario;
  1015. if (viewport->use_occlusion_culling) {
  1016. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  1017. }
  1018. }
  1019. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  1020. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1021. ERR_FAIL_NULL(viewport);
  1022. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  1023. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  1024. ERR_FAIL_NULL(canvas);
  1025. canvas->viewports.insert(p_viewport);
  1026. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  1027. viewport->canvas_map[p_canvas].layer = 0;
  1028. viewport->canvas_map[p_canvas].sublayer = 0;
  1029. viewport->canvas_map[p_canvas].canvas = canvas;
  1030. }
  1031. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  1032. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1033. ERR_FAIL_NULL(viewport);
  1034. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  1035. ERR_FAIL_NULL(canvas);
  1036. viewport->canvas_map.erase(p_canvas);
  1037. canvas->viewports.erase(p_viewport);
  1038. }
  1039. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  1040. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1041. ERR_FAIL_NULL(viewport);
  1042. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  1043. viewport->canvas_map[p_canvas].transform = p_offset;
  1044. }
  1045. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  1046. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1047. ERR_FAIL_NULL(viewport);
  1048. if (viewport->transparent_bg == p_enabled) {
  1049. return;
  1050. }
  1051. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  1052. viewport->transparent_bg = p_enabled;
  1053. }
  1054. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  1055. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1056. ERR_FAIL_NULL(viewport);
  1057. viewport->global_transform = p_transform;
  1058. }
  1059. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  1060. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1061. ERR_FAIL_NULL(viewport);
  1062. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  1063. viewport->canvas_map[p_canvas].layer = p_layer;
  1064. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  1065. }
  1066. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  1067. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1068. ERR_FAIL_NULL(viewport);
  1069. viewport->shadow_atlas_size = p_size;
  1070. viewport->shadow_atlas_16_bits = p_16_bits;
  1071. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  1072. }
  1073. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  1074. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1075. ERR_FAIL_NULL(viewport);
  1076. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  1077. }
  1078. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1079. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1080. ERR_FAIL_NULL(viewport);
  1081. if (viewport->msaa_2d == p_msaa) {
  1082. return;
  1083. }
  1084. viewport->msaa_2d = p_msaa;
  1085. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  1086. }
  1087. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1088. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1089. ERR_FAIL_NULL(viewport);
  1090. if (viewport->msaa_3d == p_msaa) {
  1091. return;
  1092. }
  1093. viewport->msaa_3d = p_msaa;
  1094. _configure_3d_render_buffers(viewport);
  1095. }
  1096. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  1097. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1098. ERR_FAIL_NULL(viewport);
  1099. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  1100. return;
  1101. }
  1102. viewport->use_hdr_2d = p_use_hdr_2d;
  1103. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  1104. }
  1105. bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {
  1106. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1107. ERR_FAIL_NULL_V(viewport, false);
  1108. return viewport->use_hdr_2d;
  1109. }
  1110. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  1111. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1112. ERR_FAIL_NULL(viewport);
  1113. if (viewport->screen_space_aa == p_mode) {
  1114. return;
  1115. }
  1116. viewport->screen_space_aa = p_mode;
  1117. _configure_3d_render_buffers(viewport);
  1118. }
  1119. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  1120. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1121. ERR_FAIL_NULL(viewport);
  1122. ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
  1123. if (viewport->use_taa == p_use_taa) {
  1124. return;
  1125. }
  1126. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1127. viewport->use_taa = p_use_taa;
  1128. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1129. if (motion_vectors_before != motion_vectors_after) {
  1130. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1131. }
  1132. _configure_3d_render_buffers(viewport);
  1133. }
  1134. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1135. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1136. ERR_FAIL_NULL(viewport);
  1137. if (viewport->use_debanding == p_use_debanding) {
  1138. return;
  1139. }
  1140. viewport->use_debanding = p_use_debanding;
  1141. _configure_3d_render_buffers(viewport);
  1142. }
  1143. void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {
  1144. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1145. ERR_FAIL_NULL(viewport);
  1146. _viewport_set_force_motion_vectors(viewport, p_force_motion_vectors);
  1147. }
  1148. void RendererViewport::_viewport_set_force_motion_vectors(RendererViewport::Viewport *p_viewport, bool p_force_motion_vectors) {
  1149. if (p_viewport->force_motion_vectors == p_force_motion_vectors) {
  1150. return;
  1151. }
  1152. bool motion_vectors_before = _viewport_requires_motion_vectors(p_viewport);
  1153. p_viewport->force_motion_vectors = p_force_motion_vectors;
  1154. bool motion_vectors_after = _viewport_requires_motion_vectors(p_viewport);
  1155. if (motion_vectors_before != motion_vectors_after) {
  1156. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1157. }
  1158. _configure_3d_render_buffers(p_viewport);
  1159. }
  1160. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1161. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1162. ERR_FAIL_NULL(viewport);
  1163. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1164. return;
  1165. }
  1166. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1167. if (viewport->use_occlusion_culling) {
  1168. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1169. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1170. } else {
  1171. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1172. }
  1173. viewport->occlusion_buffer_dirty = true;
  1174. }
  1175. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1176. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1177. return;
  1178. }
  1179. occlusion_rays_per_thread = p_rays_per_thread;
  1180. for (int i = 0; i < active_viewports.size(); i++) {
  1181. active_viewports[i]->occlusion_buffer_dirty = true;
  1182. }
  1183. }
  1184. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1185. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1186. }
  1187. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1188. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1189. ERR_FAIL_NULL(viewport);
  1190. viewport->mesh_lod_threshold = p_pixels;
  1191. }
  1192. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1193. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1194. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1195. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1196. if (!viewport) {
  1197. return 0; //there should be a lock here..
  1198. }
  1199. return viewport->render_info.info[p_type][p_info];
  1200. }
  1201. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1202. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1203. ERR_FAIL_NULL(viewport);
  1204. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1205. viewport->debug_draw = p_draw;
  1206. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1207. if (motion_vectors_before != motion_vectors_after) {
  1208. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1209. }
  1210. }
  1211. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1212. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1213. ERR_FAIL_NULL(viewport);
  1214. viewport->measure_render_time = p_enable;
  1215. }
  1216. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1217. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1218. ERR_FAIL_NULL_V(viewport, 0);
  1219. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1220. }
  1221. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1222. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1223. ERR_FAIL_NULL_V(viewport, 0);
  1224. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1225. }
  1226. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1227. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1228. ERR_FAIL_NULL(viewport);
  1229. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1230. }
  1231. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1232. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1233. ERR_FAIL_NULL(viewport);
  1234. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1235. }
  1236. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1237. 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).)");
  1238. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1239. ERR_FAIL_NULL(viewport);
  1240. viewport->texture_filter = p_filter;
  1241. }
  1242. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1243. 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).)");
  1244. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1245. ERR_FAIL_NULL(viewport);
  1246. viewport->texture_repeat = p_repeat;
  1247. }
  1248. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1249. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1250. ERR_FAIL_NULL(viewport);
  1251. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1252. }
  1253. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1254. RID *rids = nullptr;
  1255. uint32_t rid_count = viewport_owner.get_rid_count();
  1256. rids = (RID *)alloca(sizeof(RID) * rid_count);
  1257. viewport_owner.fill_owned_buffer(rids);
  1258. for (uint32_t i = 0; i < rid_count; i++) {
  1259. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1260. if (viewport->viewport_to_screen == p_id) {
  1261. return rids[i];
  1262. }
  1263. }
  1264. return RID();
  1265. }
  1266. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1267. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1268. ERR_FAIL_NULL(viewport);
  1269. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1270. _configure_3d_render_buffers(viewport);
  1271. }
  1272. void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {
  1273. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1274. ERR_FAIL_NULL(viewport);
  1275. RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);
  1276. }
  1277. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1278. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1279. ERR_FAIL_NULL(viewport);
  1280. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1281. _configure_3d_render_buffers(viewport);
  1282. }
  1283. bool RendererViewport::free(RID p_rid) {
  1284. if (viewport_owner.owns(p_rid)) {
  1285. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1286. RSG::texture_storage->render_target_free(viewport->render_target);
  1287. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1288. if (viewport->render_buffers.is_valid()) {
  1289. viewport->render_buffers.unref();
  1290. }
  1291. while (viewport->canvas_map.begin()) {
  1292. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1293. }
  1294. viewport_set_scenario(p_rid, RID());
  1295. active_viewports.erase(viewport);
  1296. sorted_active_viewports_dirty = true;
  1297. if (viewport->use_occlusion_culling) {
  1298. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1299. }
  1300. if (_viewport_requires_motion_vectors(viewport)) {
  1301. num_viewports_with_motion_vectors--;
  1302. }
  1303. viewport_owner.free(p_rid);
  1304. return true;
  1305. }
  1306. return false;
  1307. }
  1308. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1309. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1310. if (!vp) {
  1311. return;
  1312. }
  1313. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1314. if (!viewport) {
  1315. return;
  1316. }
  1317. if (p_timestamp.begins_with("vp_begin")) {
  1318. viewport->time_cpu_begin = p_cpu_time;
  1319. viewport->time_gpu_begin = p_gpu_time;
  1320. }
  1321. if (p_timestamp.begins_with("vp_end")) {
  1322. viewport->time_cpu_end = p_cpu_time;
  1323. viewport->time_gpu_end = p_gpu_time;
  1324. }
  1325. }
  1326. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1327. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1328. ERR_FAIL_NULL(viewport);
  1329. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1330. }
  1331. // Workaround for setting this on thread.
  1332. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1333. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1334. }
  1335. int RendererViewport::get_total_objects_drawn() const {
  1336. return total_objects_drawn;
  1337. }
  1338. int RendererViewport::get_total_primitives_drawn() const {
  1339. return total_vertices_drawn;
  1340. }
  1341. int RendererViewport::get_total_draw_calls_used() const {
  1342. return total_draw_calls_used;
  1343. }
  1344. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1345. return num_viewports_with_motion_vectors;
  1346. }
  1347. RendererViewport::RendererViewport() {
  1348. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1349. }