renderer_viewport.cpp 61 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. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  39. Transform2D xf = p_viewport->global_transform;
  40. Vector2 pixel_snap_offset;
  41. if (p_viewport->snap_2d_transforms_to_pixel) {
  42. // We use `floor(p + 0.5)` to snap canvas items, but `ceil(p - 0.5)`
  43. // to snap viewport transform because the viewport transform is inverse
  44. // to the camera transform. Also, if the viewport size is not divisible
  45. // by 2, the center point is offset by 0.5 px and we need to add 0.5
  46. // before rounding to cancel it out.
  47. pixel_snap_offset.x = (p_viewport->size.width % 2) ? 0.0 : -0.5;
  48. pixel_snap_offset.y = (p_viewport->size.height % 2) ? 0.0 : -0.5;
  49. }
  50. float scale = 1.0;
  51. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  52. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  53. if (p_viewport->snap_2d_transforms_to_pixel) {
  54. c_xform.columns[2] = (c_xform.columns[2] * p_canvas->parent_scale + pixel_snap_offset).ceil() / p_canvas->parent_scale;
  55. }
  56. xf = xf * c_xform;
  57. scale = p_canvas->parent_scale;
  58. }
  59. Transform2D c_xform = p_canvas_data->transform;
  60. if (p_viewport->snap_2d_transforms_to_pixel) {
  61. c_xform.columns[2] = (c_xform.columns[2] + pixel_snap_offset).ceil();
  62. }
  63. xf = xf * c_xform;
  64. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  65. Vector2 pivot = p_vp_size * 0.5;
  66. Transform2D xfpivot;
  67. xfpivot.set_origin(pivot);
  68. Transform2D xfscale;
  69. xfscale.scale(Vector2(scale, scale));
  70. xf = xfpivot.affine_inverse() * xf;
  71. xf = xfscale * xf;
  72. xf = xfpivot * xf;
  73. }
  74. return xf;
  75. }
  76. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  77. // We need to sort the viewports in a "topological order", children first and
  78. // parents last. We also need to keep sibling viewports in the original order
  79. // from top to bottom.
  80. Vector<Viewport *> result;
  81. List<Viewport *> nodes;
  82. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  83. Viewport *viewport = active_viewports[i];
  84. if (viewport->parent.is_valid()) {
  85. continue;
  86. }
  87. nodes.push_back(viewport);
  88. result.insert(0, viewport);
  89. }
  90. while (!nodes.is_empty()) {
  91. const Viewport *node = nodes.front()->get();
  92. nodes.pop_front();
  93. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  94. Viewport *child = active_viewports[i];
  95. if (child->parent != node->self) {
  96. continue;
  97. }
  98. if (!nodes.find(child)) {
  99. nodes.push_back(child);
  100. result.insert(0, child);
  101. }
  102. }
  103. }
  104. return result;
  105. }
  106. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  107. if (p_viewport->render_buffers.is_valid()) {
  108. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  109. p_viewport->render_buffers.unref();
  110. } else {
  111. const float EPSILON = 0.0001;
  112. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  113. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  114. bool upscaler_available = p_viewport->fsr_enabled;
  115. if ((!upscaler_available || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_BILINEAR || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
  116. // No 3D scaling on bilinear or FSR? Ignore scaling mode, this just introduces overhead.
  117. // - Mobile can't perform optimal path
  118. // - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
  119. // Scaling = 1.0 on FSR2 has benefits
  120. scaling_3d_scale = 1.0;
  121. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  122. }
  123. bool scaling_3d_is_fsr = (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) || (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2);
  124. bool use_taa = p_viewport->use_taa;
  125. if (scaling_3d_is_fsr && (scaling_3d_scale >= (1.0 + EPSILON))) {
  126. // FSR is not designed for downsampling.
  127. // Fall back to bilinear scaling.
  128. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  129. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  130. }
  131. if (scaling_3d_is_fsr && !upscaler_available) {
  132. // FSR is not actually available.
  133. // Fall back to bilinear scaling.
  134. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  135. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  136. }
  137. if (use_taa && scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  138. // FSR2 can't be used with TAA.
  139. // Turn it off and prefer using FSR2.
  140. WARN_PRINT_ONCE("FSR 2 is not compatible with TAA. Disabling TAA internally.");
  141. use_taa = false;
  142. }
  143. int target_width;
  144. int target_height;
  145. int render_width;
  146. int render_height;
  147. switch (scaling_3d_mode) {
  148. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  149. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  150. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  151. target_width = p_viewport->size.width;
  152. target_height = p_viewport->size.height;
  153. render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
  154. render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
  155. break;
  156. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  157. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  158. target_width = p_viewport->size.width;
  159. target_height = p_viewport->size.height;
  160. render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
  161. render_height = MAX(target_height * scaling_3d_scale, 1.0);
  162. break;
  163. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  164. target_width = p_viewport->size.width;
  165. target_height = p_viewport->size.height;
  166. render_width = target_width;
  167. render_height = target_height;
  168. break;
  169. default:
  170. // This is an unknown mode.
  171. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  172. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  173. scaling_3d_scale = 1.0;
  174. target_width = p_viewport->size.width;
  175. target_height = p_viewport->size.height;
  176. render_width = target_width;
  177. render_height = target_height;
  178. break;
  179. }
  180. uint32_t jitter_phase_count = 0;
  181. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  182. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  183. jitter_phase_count = uint32_t(8.0f * pow(float(target_width) / render_width, 2.0f));
  184. } else if (use_taa) {
  185. // Default jitter count for TAA.
  186. jitter_phase_count = 16;
  187. }
  188. p_viewport->internal_size = Size2(render_width, render_height);
  189. p_viewport->jitter_phase_count = jitter_phase_count;
  190. // At resolution scales lower than 1.0, use negative texture mipmap bias
  191. // to compensate for the loss of sharpness.
  192. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  193. RenderSceneBuffersConfiguration rb_config;
  194. rb_config.set_render_target(p_viewport->render_target);
  195. rb_config.set_internal_size(Size2i(render_width, render_height));
  196. rb_config.set_target_size(Size2(target_width, target_height));
  197. rb_config.set_view_count(p_viewport->view_count);
  198. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  199. rb_config.set_msaa_3d(p_viewport->msaa_3d);
  200. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  201. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  202. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  203. rb_config.set_use_taa(use_taa);
  204. rb_config.set_use_debanding(p_viewport->use_debanding);
  205. p_viewport->render_buffers->configure(&rb_config);
  206. }
  207. }
  208. }
  209. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  210. #ifndef _3D_DISABLED
  211. RENDER_TIMESTAMP("> Render 3D Scene");
  212. Ref<XRInterface> xr_interface;
  213. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  214. xr_interface = XRServer::get_singleton()->get_primary_interface();
  215. }
  216. if (p_viewport->use_occlusion_culling) {
  217. if (p_viewport->occlusion_buffer_dirty) {
  218. float aspect = p_viewport->size.aspect();
  219. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  220. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  221. 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.
  222. float height = Math::sqrt(max_size / aspect);
  223. Size2i new_size = Size2i(height * aspect, height);
  224. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  225. p_viewport->occlusion_buffer_dirty = false;
  226. }
  227. }
  228. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  229. 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);
  230. RENDER_TIMESTAMP("< Render 3D Scene");
  231. #endif // _3D_DISABLED
  232. }
  233. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  234. if (p_viewport->measure_render_time) {
  235. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  236. RSG::utilities->capture_timestamp(rt_id);
  237. timestamp_vp_map[rt_id] = p_viewport->self;
  238. }
  239. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  240. // This is currently needed for GLES to keep the current window being rendered to up to date
  241. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  242. }
  243. /* Camera should always be BEFORE any other 3D */
  244. bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
  245. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  246. int scenario_canvas_max_layer = 0;
  247. bool force_clear_render_target = false;
  248. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  249. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  250. p_viewport->render_info.info[i][j] = 0;
  251. }
  252. }
  253. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  254. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  255. if (RSG::scene->is_environment(environment)) {
  256. if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
  257. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  258. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  259. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  260. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  261. force_clear_render_target = true;
  262. }
  263. }
  264. }
  265. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  266. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  267. //wants to draw 3D but there is no render buffer, create
  268. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  269. _configure_3d_render_buffers(p_viewport);
  270. }
  271. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  272. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  273. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  274. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  275. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  276. }
  277. }
  278. if (!scenario_draw_canvas_bg && can_draw_3d) {
  279. if (force_clear_render_target) {
  280. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  281. }
  282. _draw_3d(p_viewport);
  283. }
  284. if (can_draw_2d) {
  285. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  286. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  287. RendererCanvasRender::Light *lights = nullptr;
  288. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  289. RendererCanvasRender::Light *directional_lights = nullptr;
  290. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  291. if (p_viewport->sdf_active) {
  292. // Process SDF.
  293. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  294. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  295. // Make list of occluders.
  296. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  297. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  298. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  299. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  300. if (!F->enabled) {
  301. continue;
  302. }
  303. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  304. F->xform_cache = xf * F->xform_curr;
  305. } else {
  306. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  307. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  308. F->xform_cache = xf * F->xform_cache;
  309. }
  310. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  311. F->next = occluders;
  312. occluders = F;
  313. }
  314. }
  315. }
  316. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  317. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  318. p_viewport->sdf_active = false; // If used, gets set active again.
  319. } else {
  320. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  321. }
  322. Rect2 shadow_rect;
  323. int shadow_count = 0;
  324. int directional_light_count = 0;
  325. RENDER_TIMESTAMP("Cull 2D Lights");
  326. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  327. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  328. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  329. // Find lights in canvas.
  330. for (RendererCanvasRender::Light *F : canvas->lights) {
  331. RendererCanvasRender::Light *cl = F;
  332. if (cl->enabled && cl->texture.is_valid()) {
  333. //not super efficient..
  334. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  335. tsize *= cl->scale;
  336. Vector2 offset = tsize / 2.0;
  337. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  338. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  339. cl->xform_cache = xf * cl->xform_curr;
  340. } else {
  341. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  342. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  343. cl->xform_cache = xf * cl->xform_cache;
  344. }
  345. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  346. cl->filter_next_ptr = lights;
  347. lights = cl;
  348. Transform2D scale;
  349. scale.scale(cl->rect_cache.size);
  350. scale.columns[2] = cl->rect_cache.position;
  351. cl->light_shader_xform = cl->xform_cache * scale;
  352. if (cl->use_shadow) {
  353. cl->shadows_next_ptr = lights_with_shadow;
  354. if (lights_with_shadow == nullptr) {
  355. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  356. } else {
  357. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  358. }
  359. lights_with_shadow = cl;
  360. cl->radius_cache = cl->rect_cache.size.length();
  361. }
  362. }
  363. }
  364. }
  365. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  366. RendererCanvasRender::Light *cl = F;
  367. if (cl->enabled) {
  368. cl->filter_next_ptr = directional_lights;
  369. directional_lights = cl;
  370. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  371. cl->xform_cache = xf * cl->xform_curr;
  372. } else {
  373. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  374. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  375. cl->xform_cache = xf * cl->xform_cache;
  376. }
  377. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  378. if (cl->use_shadow) {
  379. cl->shadows_next_ptr = directional_lights_with_shadow;
  380. directional_lights_with_shadow = cl;
  381. }
  382. directional_light_count++;
  383. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  384. break;
  385. }
  386. }
  387. }
  388. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  389. }
  390. if (lights_with_shadow) {
  391. //update shadows if any
  392. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  393. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  394. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  395. //make list of occluders
  396. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  397. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  398. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  399. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  400. if (!F->enabled) {
  401. continue;
  402. }
  403. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  404. F->xform_cache = xf * F->xform_curr;
  405. } else {
  406. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  407. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  408. F->xform_cache = xf * F->xform_cache;
  409. }
  410. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  411. F->next = occluders;
  412. occluders = F;
  413. }
  414. }
  415. }
  416. //update the light shadowmaps with them
  417. RendererCanvasRender::Light *light = lights_with_shadow;
  418. while (light) {
  419. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  420. 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);
  421. light = light->shadows_next_ptr;
  422. }
  423. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  424. }
  425. if (directional_lights_with_shadow) {
  426. //update shadows if any
  427. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  428. while (light) {
  429. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  430. float cull_distance = light->directional_distance;
  431. Vector2 light_dir_sign;
  432. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  433. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  434. Vector2 points[6];
  435. int point_count = 0;
  436. for (int j = 0; j < 4; j++) {
  437. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  438. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  439. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  440. if (sign_cmp == light_dir_sign) {
  441. //both point in same direction, plot offsetted
  442. points[point_count++] = point + light_dir * cull_distance;
  443. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  444. int next_j = (j + 1) % 4;
  445. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  446. //one point in the same direction, plot segment
  447. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  448. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  449. points[point_count++] = point;
  450. }
  451. points[point_count++] = point + light_dir * cull_distance;
  452. } else {
  453. points[point_count++] = point + light_dir * cull_distance;
  454. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  455. points[point_count++] = point;
  456. }
  457. }
  458. } else {
  459. //plot normally
  460. points[point_count++] = point;
  461. }
  462. }
  463. Vector2 xf_points[6];
  464. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  465. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  466. // Make list of occluders.
  467. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  468. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  469. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  470. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  471. if (!F->enabled) {
  472. continue;
  473. }
  474. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  475. F->xform_cache = xf * F->xform_curr;
  476. } else {
  477. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  478. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  479. F->xform_cache = xf * F->xform_cache;
  480. }
  481. Transform2D localizer = F->xform_cache.affine_inverse();
  482. for (int j = 0; j < point_count; j++) {
  483. xf_points[j] = localizer.xform(points[j]);
  484. }
  485. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  486. F->next = occluders;
  487. occluders = F;
  488. }
  489. }
  490. }
  491. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  492. light = light->shadows_next_ptr;
  493. }
  494. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  495. }
  496. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  497. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  498. // Clear now otherwise we copy over garbage from the render target.
  499. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  500. if (!can_draw_3d) {
  501. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  502. } else {
  503. _draw_3d(p_viewport);
  504. }
  505. scenario_draw_canvas_bg = false;
  506. }
  507. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  508. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  509. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  510. RendererCanvasRender::Light *canvas_lights = nullptr;
  511. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  512. RendererCanvasRender::Light *ptr = lights;
  513. while (ptr) {
  514. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  515. ptr->next_ptr = canvas_lights;
  516. canvas_lights = ptr;
  517. }
  518. ptr = ptr->filter_next_ptr;
  519. }
  520. ptr = directional_lights;
  521. while (ptr) {
  522. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  523. ptr->next_ptr = canvas_directional_lights;
  524. canvas_directional_lights = ptr;
  525. }
  526. ptr = ptr->filter_next_ptr;
  527. }
  528. 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);
  529. if (RSG::canvas->was_sdf_used()) {
  530. p_viewport->sdf_active = true;
  531. }
  532. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  533. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  534. // Clear now otherwise we copy over garbage from the render target.
  535. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  536. if (!can_draw_3d) {
  537. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  538. } else {
  539. _draw_3d(p_viewport);
  540. }
  541. scenario_draw_canvas_bg = false;
  542. }
  543. }
  544. if (scenario_draw_canvas_bg) {
  545. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  546. // Clear now otherwise we copy over garbage from the render target.
  547. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  548. if (!can_draw_3d) {
  549. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  550. } else {
  551. _draw_3d(p_viewport);
  552. }
  553. }
  554. }
  555. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  556. //was never cleared in the end, force clear it
  557. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  558. }
  559. if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
  560. WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
  561. RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
  562. }
  563. if (p_viewport->measure_render_time) {
  564. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  565. RSG::utilities->capture_timestamp(rt_id);
  566. timestamp_vp_map[rt_id] = p_viewport->self;
  567. }
  568. }
  569. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  570. timestamp_vp_map.clear();
  571. #ifndef _3D_DISABLED
  572. // get our xr interface in case we need it
  573. Ref<XRInterface> xr_interface;
  574. XRServer *xr_server = XRServer::get_singleton();
  575. if (xr_server != nullptr) {
  576. // let our XR server know we're about to render our frames so we can get our frame timing
  577. xr_server->pre_render();
  578. // retrieve the interface responsible for rendering
  579. xr_interface = xr_server->get_primary_interface();
  580. }
  581. #endif // _3D_DISABLED
  582. if (Engine::get_singleton()->is_editor_hint()) {
  583. RSG::texture_storage->set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  584. }
  585. if (sorted_active_viewports_dirty) {
  586. sorted_active_viewports = _sort_active_viewports();
  587. sorted_active_viewports_dirty = false;
  588. }
  589. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  590. //draw viewports
  591. RENDER_TIMESTAMP("> Render Viewports");
  592. //determine what is visible
  593. draw_viewports_pass++;
  594. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  595. Viewport *vp = sorted_active_viewports[i];
  596. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  597. continue;
  598. }
  599. if (!vp->render_target.is_valid()) {
  600. continue;
  601. }
  602. //ERR_CONTINUE(!vp->render_target.is_valid());
  603. bool visible = vp->viewport_to_screen_rect != Rect2();
  604. #ifndef _3D_DISABLED
  605. if (vp->use_xr) {
  606. if (xr_interface.is_valid()) {
  607. // Ignore update mode we have to commit frames to our XR interface
  608. visible = true;
  609. // Override our size, make sure it matches our required size and is created as a stereo target
  610. Size2 xr_size = xr_interface->get_render_target_size();
  611. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  612. } else {
  613. // don't render anything
  614. visible = false;
  615. vp->size = Size2();
  616. }
  617. } else
  618. #endif // _3D_DISABLED
  619. {
  620. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  621. visible = true;
  622. }
  623. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  624. visible = true;
  625. }
  626. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  627. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  628. if (parent && parent->last_pass == draw_viewports_pass) {
  629. visible = true;
  630. }
  631. }
  632. }
  633. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  634. if (visible) {
  635. vp->last_pass = draw_viewports_pass;
  636. }
  637. }
  638. int vertices_drawn = 0;
  639. int objects_drawn = 0;
  640. int draw_calls_used = 0;
  641. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  642. Viewport *vp = sorted_active_viewports[i];
  643. if (vp->last_pass != draw_viewports_pass) {
  644. continue; //should not draw
  645. }
  646. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  647. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  648. #ifndef _3D_DISABLED
  649. if (vp->use_xr && xr_interface.is_valid()) {
  650. // Inform XR interface we're about to render its viewport,
  651. // if this returns false we don't render.
  652. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  653. // rendering frames.
  654. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  655. RSG::texture_storage->render_target_set_override(vp->render_target,
  656. xr_interface->get_color_texture(),
  657. xr_interface->get_depth_texture(),
  658. xr_interface->get_velocity_texture(),
  659. xr_interface->get_velocity_depth_texture());
  660. RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());
  661. if (xr_interface->get_velocity_texture().is_valid()) {
  662. viewport_set_force_motion_vectors(vp->self, true);
  663. } else {
  664. viewport_set_force_motion_vectors(vp->self, false);
  665. }
  666. // render...
  667. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  668. // and draw viewport
  669. _draw_viewport(vp);
  670. // commit our eyes
  671. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  672. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  673. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  674. if (blits.size() > 0) {
  675. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  676. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  677. }
  678. } else if (blits.size() > 0) {
  679. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  680. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  681. }
  682. for (int b = 0; b < blits.size(); b++) {
  683. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  684. }
  685. }
  686. }
  687. }
  688. } else
  689. #endif // _3D_DISABLED
  690. {
  691. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  692. // render standard mono camera
  693. _draw_viewport(vp);
  694. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  695. //copy to screen if set as such
  696. BlitToScreen blit;
  697. blit.render_target = vp->render_target;
  698. if (vp->viewport_to_screen_rect != Rect2()) {
  699. blit.dst_rect = vp->viewport_to_screen_rect;
  700. } else {
  701. blit.dst_rect.position = Vector2();
  702. blit.dst_rect.size = vp->size;
  703. }
  704. Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);
  705. if (blits == nullptr) {
  706. blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;
  707. }
  708. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  709. Vector<BlitToScreen> blit_to_screen_vec;
  710. blit_to_screen_vec.push_back(blit);
  711. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
  712. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  713. } else {
  714. blits->push_back(blit);
  715. }
  716. }
  717. }
  718. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  719. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  720. }
  721. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  722. // 3D render info.
  723. 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];
  724. 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];
  725. 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];
  726. // 2D render info.
  727. objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
  728. vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
  729. draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
  730. }
  731. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  732. total_objects_drawn = objects_drawn;
  733. total_vertices_drawn = vertices_drawn;
  734. total_draw_calls_used = draw_calls_used;
  735. RENDER_TIMESTAMP("< Render Viewports");
  736. if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
  737. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  738. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  739. }
  740. }
  741. }
  742. RID RendererViewport::viewport_allocate() {
  743. return viewport_owner.allocate_rid();
  744. }
  745. void RendererViewport::viewport_initialize(RID p_rid) {
  746. viewport_owner.initialize_rid(p_rid);
  747. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  748. viewport->self = p_rid;
  749. viewport->render_target = RSG::texture_storage->render_target_create();
  750. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  751. viewport->viewport_render_direct_to_screen = false;
  752. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  753. }
  754. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  755. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  756. ERR_FAIL_NULL(viewport);
  757. if (viewport->use_xr == p_use_xr) {
  758. return;
  759. }
  760. viewport->use_xr = p_use_xr;
  761. // Re-configure the 3D render buffers when disabling XR. They'll get
  762. // re-configured when enabling XR in draw_viewports().
  763. if (!p_use_xr) {
  764. viewport->view_count = 1;
  765. _configure_3d_render_buffers(viewport);
  766. }
  767. }
  768. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  769. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  770. ERR_FAIL_NULL(viewport);
  771. 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.");
  772. 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.");
  773. if (viewport->scaling_3d_mode == p_mode) {
  774. return;
  775. }
  776. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  777. viewport->scaling_3d_mode = p_mode;
  778. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  779. if (motion_vectors_before != motion_vectors_after) {
  780. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  781. }
  782. _configure_3d_render_buffers(viewport);
  783. }
  784. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  785. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  786. ERR_FAIL_NULL(viewport);
  787. viewport->fsr_sharpness = p_sharpness;
  788. _configure_3d_render_buffers(viewport);
  789. }
  790. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  791. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  792. ERR_FAIL_NULL(viewport);
  793. viewport->texture_mipmap_bias = p_mipmap_bias;
  794. _configure_3d_render_buffers(viewport);
  795. }
  796. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  797. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  798. ERR_FAIL_NULL(viewport);
  799. // Clamp to reasonable values that are actually useful.
  800. // Values above 2.0 don't serve a practical purpose since the viewport
  801. // isn't displayed with mipmaps.
  802. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  803. return;
  804. }
  805. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  806. _configure_3d_render_buffers(viewport);
  807. }
  808. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  809. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  810. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  811. ERR_FAIL_NULL(viewport);
  812. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  813. _viewport_set_size(viewport, p_width, p_height, 1);
  814. }
  815. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  816. Size2i new_size(p_width, p_height);
  817. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  818. p_viewport->size = new_size;
  819. p_viewport->view_count = p_view_count;
  820. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  821. _configure_3d_render_buffers(p_viewport);
  822. p_viewport->occlusion_buffer_dirty = true;
  823. }
  824. }
  825. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  826. return p_viewport->use_taa || p_viewport->scaling_3d_mode == RenderingServer::VIEWPORT_SCALING_3D_MODE_FSR2 || p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
  827. }
  828. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  829. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  830. ERR_FAIL_NULL(viewport);
  831. if (p_active) {
  832. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  833. viewport->occlusion_buffer_dirty = true;
  834. active_viewports.push_back(viewport);
  835. } else {
  836. active_viewports.erase(viewport);
  837. }
  838. sorted_active_viewports_dirty = true;
  839. }
  840. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  841. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  842. ERR_FAIL_NULL(viewport);
  843. viewport->parent = p_parent_viewport;
  844. }
  845. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  846. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  847. ERR_FAIL_NULL(viewport);
  848. viewport->clear_mode = p_clear_mode;
  849. }
  850. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  851. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  852. ERR_FAIL_NULL(viewport);
  853. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  854. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  855. // instead of rendering to fbo and copying to system_fbo after
  856. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  857. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  858. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  859. }
  860. viewport->viewport_to_screen_rect = p_rect;
  861. viewport->viewport_to_screen = p_screen;
  862. } else {
  863. // if render_direct_to_screen was used, reset size and position
  864. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  865. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  866. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  867. }
  868. viewport->viewport_to_screen_rect = Rect2();
  869. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  870. }
  871. }
  872. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  873. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  874. ERR_FAIL_NULL(viewport);
  875. if (p_enable == viewport->viewport_render_direct_to_screen) {
  876. return;
  877. }
  878. // if disabled, reset render_target size and position
  879. if (!p_enable) {
  880. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  881. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  882. }
  883. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  884. viewport->viewport_render_direct_to_screen = p_enable;
  885. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  886. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  887. 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);
  888. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  889. }
  890. }
  891. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  892. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  893. ERR_FAIL_NULL(viewport);
  894. viewport->update_mode = p_mode;
  895. }
  896. RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {
  897. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  898. ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);
  899. return viewport->update_mode;
  900. }
  901. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  902. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  903. ERR_FAIL_NULL_V(viewport, RID());
  904. return viewport->render_target;
  905. }
  906. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  907. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  908. ERR_FAIL_NULL_V(viewport, RID());
  909. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  910. }
  911. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  912. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  913. ERR_FAIL_NULL_V(viewport, RID());
  914. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  915. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  916. }
  917. return RID();
  918. }
  919. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  920. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  921. ERR_FAIL_NULL(viewport);
  922. uint64_t frame = RSG::rasterizer->get_frame_number();
  923. if (viewport->prev_camera_data_frame != frame) {
  924. viewport->prev_camera_data = *p_camera_data;
  925. viewport->prev_camera_data_frame = frame;
  926. }
  927. }
  928. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  929. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  930. ERR_FAIL_NULL_V(viewport, nullptr);
  931. return &viewport->prev_camera_data;
  932. }
  933. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  934. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  935. ERR_FAIL_NULL(viewport);
  936. viewport->disable_2d = p_disable;
  937. }
  938. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  939. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  940. ERR_FAIL_NULL(viewport);
  941. viewport->disable_environment = p_mode;
  942. }
  943. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  944. ERR_FAIL_NULL_V(viewport, false);
  945. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  946. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  947. return viewport_is_environment_disabled(parent);
  948. }
  949. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  950. }
  951. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  952. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  953. ERR_FAIL_NULL(viewport);
  954. viewport->disable_3d = p_disable;
  955. }
  956. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  957. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  958. ERR_FAIL_NULL(viewport);
  959. viewport->camera = p_camera;
  960. }
  961. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  962. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  963. ERR_FAIL_NULL(viewport);
  964. if (viewport->scenario.is_valid()) {
  965. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  966. }
  967. viewport->scenario = p_scenario;
  968. if (viewport->use_occlusion_culling) {
  969. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  970. }
  971. }
  972. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  973. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  974. ERR_FAIL_NULL(viewport);
  975. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  976. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  977. ERR_FAIL_NULL(canvas);
  978. canvas->viewports.insert(p_viewport);
  979. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  980. viewport->canvas_map[p_canvas].layer = 0;
  981. viewport->canvas_map[p_canvas].sublayer = 0;
  982. viewport->canvas_map[p_canvas].canvas = canvas;
  983. }
  984. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  985. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  986. ERR_FAIL_NULL(viewport);
  987. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  988. ERR_FAIL_NULL(canvas);
  989. viewport->canvas_map.erase(p_canvas);
  990. canvas->viewports.erase(p_viewport);
  991. }
  992. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  993. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  994. ERR_FAIL_NULL(viewport);
  995. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  996. viewport->canvas_map[p_canvas].transform = p_offset;
  997. }
  998. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  999. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1000. ERR_FAIL_NULL(viewport);
  1001. if (viewport->transparent_bg == p_enabled) {
  1002. return;
  1003. }
  1004. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  1005. viewport->transparent_bg = p_enabled;
  1006. }
  1007. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  1008. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1009. ERR_FAIL_NULL(viewport);
  1010. viewport->global_transform = p_transform;
  1011. }
  1012. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  1013. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1014. ERR_FAIL_NULL(viewport);
  1015. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  1016. viewport->canvas_map[p_canvas].layer = p_layer;
  1017. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  1018. }
  1019. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  1020. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1021. ERR_FAIL_NULL(viewport);
  1022. viewport->shadow_atlas_size = p_size;
  1023. viewport->shadow_atlas_16_bits = p_16_bits;
  1024. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  1025. }
  1026. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  1027. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1028. ERR_FAIL_NULL(viewport);
  1029. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  1030. }
  1031. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1032. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1033. ERR_FAIL_NULL(viewport);
  1034. if (viewport->msaa_2d == p_msaa) {
  1035. return;
  1036. }
  1037. viewport->msaa_2d = p_msaa;
  1038. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  1039. }
  1040. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1041. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1042. ERR_FAIL_NULL(viewport);
  1043. if (viewport->msaa_3d == p_msaa) {
  1044. return;
  1045. }
  1046. viewport->msaa_3d = p_msaa;
  1047. _configure_3d_render_buffers(viewport);
  1048. }
  1049. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  1050. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1051. ERR_FAIL_NULL(viewport);
  1052. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  1053. return;
  1054. }
  1055. viewport->use_hdr_2d = p_use_hdr_2d;
  1056. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  1057. }
  1058. bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {
  1059. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1060. ERR_FAIL_NULL_V(viewport, false);
  1061. return viewport->use_hdr_2d;
  1062. }
  1063. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  1064. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1065. ERR_FAIL_NULL(viewport);
  1066. if (viewport->screen_space_aa == p_mode) {
  1067. return;
  1068. }
  1069. viewport->screen_space_aa = p_mode;
  1070. _configure_3d_render_buffers(viewport);
  1071. }
  1072. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  1073. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1074. ERR_FAIL_NULL(viewport);
  1075. ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
  1076. if (viewport->use_taa == p_use_taa) {
  1077. return;
  1078. }
  1079. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1080. viewport->use_taa = p_use_taa;
  1081. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1082. if (motion_vectors_before != motion_vectors_after) {
  1083. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1084. }
  1085. _configure_3d_render_buffers(viewport);
  1086. }
  1087. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1088. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1089. ERR_FAIL_NULL(viewport);
  1090. if (viewport->use_debanding == p_use_debanding) {
  1091. return;
  1092. }
  1093. viewport->use_debanding = p_use_debanding;
  1094. _configure_3d_render_buffers(viewport);
  1095. }
  1096. void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {
  1097. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1098. ERR_FAIL_NULL(viewport);
  1099. if (viewport->force_motion_vectors == p_force_motion_vectors) {
  1100. return;
  1101. }
  1102. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1103. viewport->force_motion_vectors = p_force_motion_vectors;
  1104. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1105. if (motion_vectors_before != motion_vectors_after) {
  1106. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1107. }
  1108. _configure_3d_render_buffers(viewport);
  1109. }
  1110. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1111. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1112. ERR_FAIL_NULL(viewport);
  1113. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1114. return;
  1115. }
  1116. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1117. if (viewport->use_occlusion_culling) {
  1118. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1119. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1120. } else {
  1121. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1122. }
  1123. viewport->occlusion_buffer_dirty = true;
  1124. }
  1125. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1126. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1127. return;
  1128. }
  1129. occlusion_rays_per_thread = p_rays_per_thread;
  1130. for (int i = 0; i < active_viewports.size(); i++) {
  1131. active_viewports[i]->occlusion_buffer_dirty = true;
  1132. }
  1133. }
  1134. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1135. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1136. }
  1137. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1138. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1139. ERR_FAIL_NULL(viewport);
  1140. viewport->mesh_lod_threshold = p_pixels;
  1141. }
  1142. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1143. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1144. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1145. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1146. if (!viewport) {
  1147. return 0; //there should be a lock here..
  1148. }
  1149. return viewport->render_info.info[p_type][p_info];
  1150. }
  1151. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1152. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1153. ERR_FAIL_NULL(viewport);
  1154. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1155. viewport->debug_draw = p_draw;
  1156. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1157. if (motion_vectors_before != motion_vectors_after) {
  1158. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1159. }
  1160. }
  1161. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1162. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1163. ERR_FAIL_NULL(viewport);
  1164. viewport->measure_render_time = p_enable;
  1165. }
  1166. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1167. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1168. ERR_FAIL_NULL_V(viewport, 0);
  1169. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1170. }
  1171. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1172. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1173. ERR_FAIL_NULL_V(viewport, 0);
  1174. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1175. }
  1176. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1177. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1178. ERR_FAIL_NULL(viewport);
  1179. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1180. }
  1181. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1182. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1183. ERR_FAIL_NULL(viewport);
  1184. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1185. }
  1186. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1187. 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).)");
  1188. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1189. ERR_FAIL_NULL(viewport);
  1190. viewport->texture_filter = p_filter;
  1191. }
  1192. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1193. 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).)");
  1194. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1195. ERR_FAIL_NULL(viewport);
  1196. viewport->texture_repeat = p_repeat;
  1197. }
  1198. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1199. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1200. ERR_FAIL_NULL(viewport);
  1201. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1202. }
  1203. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1204. RID *rids = nullptr;
  1205. uint32_t rid_count = viewport_owner.get_rid_count();
  1206. rids = (RID *)alloca(sizeof(RID) * rid_count);
  1207. viewport_owner.fill_owned_buffer(rids);
  1208. for (uint32_t i = 0; i < rid_count; i++) {
  1209. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1210. if (viewport->viewport_to_screen == p_id) {
  1211. return rids[i];
  1212. }
  1213. }
  1214. return RID();
  1215. }
  1216. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1217. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1218. ERR_FAIL_NULL(viewport);
  1219. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1220. _configure_3d_render_buffers(viewport);
  1221. }
  1222. void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {
  1223. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1224. ERR_FAIL_NULL(viewport);
  1225. RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);
  1226. }
  1227. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1228. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1229. ERR_FAIL_NULL(viewport);
  1230. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1231. _configure_3d_render_buffers(viewport);
  1232. }
  1233. bool RendererViewport::free(RID p_rid) {
  1234. if (viewport_owner.owns(p_rid)) {
  1235. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1236. RSG::texture_storage->render_target_free(viewport->render_target);
  1237. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1238. if (viewport->render_buffers.is_valid()) {
  1239. viewport->render_buffers.unref();
  1240. }
  1241. while (viewport->canvas_map.begin()) {
  1242. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1243. }
  1244. viewport_set_scenario(p_rid, RID());
  1245. active_viewports.erase(viewport);
  1246. sorted_active_viewports_dirty = true;
  1247. if (viewport->use_occlusion_culling) {
  1248. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1249. }
  1250. if (_viewport_requires_motion_vectors(viewport)) {
  1251. num_viewports_with_motion_vectors--;
  1252. }
  1253. viewport_owner.free(p_rid);
  1254. return true;
  1255. }
  1256. return false;
  1257. }
  1258. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1259. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1260. if (!vp) {
  1261. return;
  1262. }
  1263. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1264. if (!viewport) {
  1265. return;
  1266. }
  1267. if (p_timestamp.begins_with("vp_begin")) {
  1268. viewport->time_cpu_begin = p_cpu_time;
  1269. viewport->time_gpu_begin = p_gpu_time;
  1270. }
  1271. if (p_timestamp.begins_with("vp_end")) {
  1272. viewport->time_cpu_end = p_cpu_time;
  1273. viewport->time_gpu_end = p_gpu_time;
  1274. }
  1275. }
  1276. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1277. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1278. ERR_FAIL_NULL(viewport);
  1279. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1280. }
  1281. // Workaround for setting this on thread.
  1282. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1283. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1284. }
  1285. int RendererViewport::get_total_objects_drawn() const {
  1286. return total_objects_drawn;
  1287. }
  1288. int RendererViewport::get_total_primitives_drawn() const {
  1289. return total_vertices_drawn;
  1290. }
  1291. int RendererViewport::get_total_draw_calls_used() const {
  1292. return total_draw_calls_used;
  1293. }
  1294. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1295. return num_viewports_with_motion_vectors;
  1296. }
  1297. RendererViewport::RendererViewport() {
  1298. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1299. }