renderer_viewport.cpp 66 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 "core/profiling/profiling.h"
  35. #include "renderer_canvas_cull.h"
  36. #include "renderer_scene_cull.h"
  37. #include "rendering_server_globals.h"
  38. #include "storage/texture_storage.h"
  39. #ifndef XR_DISABLED
  40. #include "servers/xr/xr_interface.h"
  41. #endif // XR_DISABLED
  42. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  43. Transform2D xf = p_viewport->global_transform;
  44. Vector2 pixel_snap_offset;
  45. if (p_viewport->snap_2d_transforms_to_pixel) {
  46. // We use `floor(p + 0.5)` to snap canvas items, but `ceil(p - 0.5)`
  47. // to snap viewport transform because the viewport transform is inverse
  48. // to the camera transform. Also, if the viewport size is not divisible
  49. // by 2, the center point is offset by 0.5 px and we need to add 0.5
  50. // before rounding to cancel it out.
  51. pixel_snap_offset.x = (p_viewport->size.width % 2) ? 0.0 : -0.5;
  52. pixel_snap_offset.y = (p_viewport->size.height % 2) ? 0.0 : -0.5;
  53. }
  54. float scale = 1.0;
  55. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  56. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  57. if (p_viewport->snap_2d_transforms_to_pixel) {
  58. c_xform.columns[2] = (c_xform.columns[2] * p_canvas->parent_scale + pixel_snap_offset).ceil() / p_canvas->parent_scale;
  59. }
  60. xf = xf * c_xform;
  61. scale = p_canvas->parent_scale;
  62. }
  63. Transform2D c_xform = p_canvas_data->transform;
  64. if (p_viewport->snap_2d_transforms_to_pixel) {
  65. c_xform.columns[2] = (c_xform.columns[2] + pixel_snap_offset).ceil();
  66. }
  67. xf = xf * c_xform;
  68. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  69. Vector2 pivot = p_vp_size * 0.5;
  70. Transform2D xfpivot;
  71. xfpivot.set_origin(pivot);
  72. Transform2D xfscale;
  73. xfscale.scale(Vector2(scale, scale));
  74. xf = xfpivot.affine_inverse() * xf;
  75. xf = xfscale * xf;
  76. xf = xfpivot * xf;
  77. }
  78. return xf;
  79. }
  80. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  81. // We need to sort the viewports in a "topological order", children first and
  82. // parents last. We also need to keep sibling viewports in the original order
  83. // from top to bottom.
  84. Vector<Viewport *> result;
  85. List<Viewport *> nodes;
  86. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  87. Viewport *viewport = active_viewports[i];
  88. if (viewport->parent.is_valid()) {
  89. continue;
  90. }
  91. nodes.push_back(viewport);
  92. result.insert(0, viewport);
  93. }
  94. while (!nodes.is_empty()) {
  95. const Viewport *node = nodes.front()->get();
  96. nodes.pop_front();
  97. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  98. Viewport *child = active_viewports[i];
  99. if (child->parent != node->self) {
  100. continue;
  101. }
  102. if (!nodes.find(child)) {
  103. nodes.push_back(child);
  104. result.insert(0, child);
  105. }
  106. }
  107. }
  108. return result;
  109. }
  110. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  111. if (p_viewport->render_buffers.is_valid()) {
  112. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  113. p_viewport->render_buffers.unref();
  114. } else {
  115. const float EPSILON = 0.0001;
  116. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  117. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  118. bool upscaler_available = p_viewport->fsr_enabled;
  119. RS::ViewportScaling3DType scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  120. if ((!upscaler_available || (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_SPATIAL)) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
  121. // No 3D scaling for spatial modes? Ignore scaling mode, this just introduces overhead.
  122. // - Mobile can't perform optimal path
  123. // - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
  124. // Scaling = 1.0 on FSR2 and MetalFX temporal has benefits
  125. scaling_3d_scale = 1.0;
  126. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  127. }
  128. if (scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  129. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  130. scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  131. WARN_PRINT_ONCE("MetalFX and FSR upscaling are not supported in the Compatibility renderer. Falling back to bilinear scaling.");
  132. }
  133. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_TEMPORAL)) {
  134. if (RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
  135. // Prefer MetalFX spatial if it is supported, which will be much more efficient than FSR2,
  136. // as the hardware already will struggle with FSR2.
  137. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL;
  138. WARN_PRINT_ONCE("MetalFX temporal upscaling is not supported by the current renderer or hardware. Falling back to MetalFX Spatial scaling.");
  139. } else {
  140. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
  141. WARN_PRINT_ONCE("MetalFX upscaling is not supported by the current renderer or hardware. Falling back to FSR 2 scaling.");
  142. }
  143. scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  144. }
  145. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL)) {
  146. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR;
  147. WARN_PRINT_ONCE("MetalFX spatial upscaling is not supported by the current renderer or hardware. Falling back to FSR scaling.");
  148. }
  149. RS::ViewportMSAA msaa_3d = p_viewport->msaa_3d;
  150. // If MetalFX Temporal upscaling is supported, verify limits.
  151. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {
  152. double min_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE) / 1000'000.0;
  153. double max_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE) / 1000'000.0;
  154. if ((double)scaling_3d_scale < min_scale || (double)scaling_3d_scale > max_scale) {
  155. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_FSR2;
  156. 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));
  157. } else if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
  158. WARN_PRINT_ONCE("MetalFX temporal upscaling does not support 3D MSAA. Disabling 3D MSAA internally.");
  159. msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
  160. }
  161. }
  162. bool scaling_3d_is_not_bilinear = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  163. bool use_taa = p_viewport->use_taa;
  164. if (scaling_3d_is_not_bilinear && (scaling_3d_scale >= (1.0 + EPSILON))) {
  165. // FSR and MetalFX is not designed for downsampling.
  166. // Fall back to bilinear scaling.
  167. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  168. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  169. scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  170. }
  171. if (scaling_3d_is_not_bilinear && !upscaler_available) {
  172. // FSR is not actually available.
  173. // Fall back to bilinear scaling.
  174. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  175. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  176. scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  177. }
  178. if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {
  179. // Temporal upscalers can't be used with TAA.
  180. // Turn it off and prefer using the temporal upscaler.
  181. WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");
  182. use_taa = false;
  183. }
  184. int target_width;
  185. int target_height;
  186. int render_width;
  187. int render_height;
  188. switch (scaling_3d_mode) {
  189. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  190. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  191. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  192. target_width = p_viewport->size.width;
  193. target_height = p_viewport->size.height;
  194. render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
  195. render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
  196. break;
  197. case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:
  198. case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:
  199. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  200. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  201. target_width = p_viewport->size.width;
  202. target_height = p_viewport->size.height;
  203. render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
  204. render_height = MAX(target_height * scaling_3d_scale, 1.0);
  205. break;
  206. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  207. target_width = p_viewport->size.width;
  208. target_height = p_viewport->size.height;
  209. render_width = target_width;
  210. render_height = target_height;
  211. break;
  212. default:
  213. // This is an unknown mode.
  214. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  215. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  216. scaling_3d_scale = 1.0;
  217. target_width = p_viewport->size.width;
  218. target_height = p_viewport->size.height;
  219. render_width = target_width;
  220. render_height = target_height;
  221. break;
  222. }
  223. uint32_t jitter_phase_count = 0;
  224. if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {
  225. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  226. // Also used for MetalFX Temporal scaling.
  227. jitter_phase_count = uint32_t(8.0f * std::pow(float(target_width) / render_width, 2.0f));
  228. } else if (use_taa) {
  229. // Default jitter count for TAA.
  230. jitter_phase_count = 16;
  231. }
  232. p_viewport->internal_size = Size2(render_width, render_height);
  233. p_viewport->jitter_phase_count = jitter_phase_count;
  234. // At resolution scales lower than 1.0, use negative texture mipmap bias
  235. // to compensate for the loss of sharpness.
  236. const float texture_mipmap_bias = std::log2(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  237. RenderSceneBuffersConfiguration rb_config;
  238. rb_config.set_render_target(p_viewport->render_target);
  239. rb_config.set_internal_size(Size2i(render_width, render_height));
  240. rb_config.set_target_size(Size2(target_width, target_height));
  241. rb_config.set_view_count(p_viewport->view_count);
  242. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  243. rb_config.set_msaa_3d(msaa_3d);
  244. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  245. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  246. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  247. rb_config.set_anisotropic_filtering_level(p_viewport->anisotropic_filtering_level);
  248. rb_config.set_use_taa(use_taa);
  249. rb_config.set_use_debanding(p_viewport->use_debanding);
  250. p_viewport->render_buffers->configure(&rb_config);
  251. }
  252. }
  253. }
  254. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  255. #ifndef _3D_DISABLED
  256. RENDER_TIMESTAMP("> Render 3D Scene");
  257. Ref<XRInterface> xr_interface;
  258. #ifndef XR_DISABLED
  259. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  260. xr_interface = XRServer::get_singleton()->get_primary_interface();
  261. }
  262. #endif // XR_DISABLED
  263. if (p_viewport->use_occlusion_culling) {
  264. if (p_viewport->occlusion_buffer_dirty) {
  265. float aspect = p_viewport->size.aspect();
  266. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  267. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  268. 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.
  269. float height = Math::sqrt(max_size / aspect);
  270. Size2i new_size = Size2i(height * aspect, height);
  271. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  272. p_viewport->occlusion_buffer_dirty = false;
  273. }
  274. }
  275. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  276. 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);
  277. RENDER_TIMESTAMP("< Render 3D Scene");
  278. #endif // _3D_DISABLED
  279. }
  280. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  281. if (p_viewport->measure_render_time) {
  282. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  283. RSG::utilities->capture_timestamp(rt_id);
  284. timestamp_vp_map[rt_id] = p_viewport->self;
  285. }
  286. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  287. // This is currently needed for GLES to keep the current window being rendered to up to date
  288. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  289. }
  290. /* Camera should always be BEFORE any other 3D */
  291. bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
  292. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  293. int scenario_canvas_max_layer = 0;
  294. bool force_clear_render_target = false;
  295. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  296. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  297. p_viewport->render_info.info[i][j] = 0;
  298. }
  299. }
  300. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  301. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  302. if (RSG::scene->is_environment(environment)) {
  303. if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
  304. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  305. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  306. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  307. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  308. force_clear_render_target = true;
  309. }
  310. }
  311. }
  312. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  313. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  314. //wants to draw 3D but there is no render buffer, create
  315. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  316. _configure_3d_render_buffers(p_viewport);
  317. }
  318. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  319. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  320. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  321. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  322. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  323. }
  324. }
  325. if (!scenario_draw_canvas_bg && can_draw_3d) {
  326. if (force_clear_render_target) {
  327. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  328. }
  329. _draw_3d(p_viewport);
  330. }
  331. if (can_draw_2d) {
  332. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  333. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  334. RendererCanvasRender::Light *lights = nullptr;
  335. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  336. RendererCanvasRender::Light *directional_lights = nullptr;
  337. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  338. if (p_viewport->sdf_active) {
  339. // Process SDF.
  340. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  341. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  342. // Make list of occluders.
  343. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  344. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  345. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  346. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  347. if (!F->enabled) {
  348. continue;
  349. }
  350. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  351. F->xform_cache = xf * F->xform_curr;
  352. } else {
  353. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  354. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  355. F->xform_cache = xf * F->xform_cache;
  356. }
  357. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  358. F->next = occluders;
  359. occluders = F;
  360. }
  361. }
  362. }
  363. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  364. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  365. p_viewport->sdf_active = false; // If used, gets set active again.
  366. } else {
  367. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  368. }
  369. Rect2 shadow_rect;
  370. int shadow_count = 0;
  371. int directional_light_count = 0;
  372. RENDER_TIMESTAMP("Cull 2D Lights");
  373. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  374. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  375. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  376. // Find lights in canvas.
  377. for (RendererCanvasRender::Light *F : canvas->lights) {
  378. RendererCanvasRender::Light *cl = F;
  379. if (cl->enabled && cl->texture.is_valid()) {
  380. //not super efficient..
  381. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  382. tsize *= cl->scale;
  383. Vector2 offset = tsize / 2.0;
  384. Rect2 local_rect = Rect2(-offset + cl->texture_offset, tsize);
  385. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  386. cl->xform_cache = xf * cl->xform_curr;
  387. } else {
  388. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  389. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  390. cl->xform_cache = xf * cl->xform_cache;
  391. }
  392. cl->rect_cache = cl->xform_cache.xform(local_rect);
  393. if (clip_rect.intersects(cl->rect_cache)) {
  394. cl->filter_next_ptr = lights;
  395. lights = cl;
  396. Transform2D scale;
  397. scale.scale(local_rect.size);
  398. scale.columns[2] = local_rect.position;
  399. cl->light_shader_xform = cl->xform_cache * scale;
  400. if (cl->use_shadow) {
  401. cl->shadows_next_ptr = lights_with_shadow;
  402. if (lights_with_shadow == nullptr) {
  403. shadow_rect = cl->rect_cache;
  404. } else {
  405. shadow_rect = shadow_rect.merge(cl->rect_cache);
  406. }
  407. lights_with_shadow = cl;
  408. cl->radius_cache = local_rect.size.length();
  409. }
  410. }
  411. }
  412. }
  413. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  414. RendererCanvasRender::Light *cl = F;
  415. if (cl->enabled) {
  416. cl->filter_next_ptr = directional_lights;
  417. directional_lights = cl;
  418. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  419. cl->xform_cache = xf * cl->xform_curr;
  420. } else {
  421. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  422. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  423. cl->xform_cache = xf * cl->xform_cache;
  424. }
  425. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  426. if (cl->use_shadow) {
  427. cl->shadows_next_ptr = directional_lights_with_shadow;
  428. directional_lights_with_shadow = cl;
  429. }
  430. directional_light_count++;
  431. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  432. break;
  433. }
  434. }
  435. }
  436. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  437. }
  438. if (lights_with_shadow) {
  439. //update shadows if any
  440. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  441. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  442. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  443. //make list of occluders
  444. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  445. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  446. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  447. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  448. if (!F->enabled) {
  449. continue;
  450. }
  451. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  452. F->xform_cache = xf * F->xform_curr;
  453. } else {
  454. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  455. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  456. F->xform_cache = xf * F->xform_cache;
  457. }
  458. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  459. F->next = occluders;
  460. occluders = F;
  461. }
  462. }
  463. }
  464. //update the light shadowmaps with them
  465. RendererCanvasRender::Light *light = lights_with_shadow;
  466. while (light) {
  467. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  468. 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);
  469. light = light->shadows_next_ptr;
  470. }
  471. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  472. }
  473. if (directional_lights_with_shadow) {
  474. //update shadows if any
  475. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  476. while (light) {
  477. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  478. float cull_distance = light->directional_distance;
  479. Vector2 light_dir_sign;
  480. light_dir_sign.x = (Math::abs(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  481. light_dir_sign.y = (Math::abs(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  482. Vector2 points[6];
  483. int point_count = 0;
  484. for (int j = 0; j < 4; j++) {
  485. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  486. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  487. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  488. if (sign_cmp == light_dir_sign) {
  489. //both point in same direction, plot offsetted
  490. points[point_count++] = point + light_dir * cull_distance;
  491. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  492. int next_j = (j + 1) % 4;
  493. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  494. //one point in the same direction, plot segment
  495. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  496. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  497. points[point_count++] = point;
  498. }
  499. points[point_count++] = point + light_dir * cull_distance;
  500. } else {
  501. points[point_count++] = point + light_dir * cull_distance;
  502. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  503. points[point_count++] = point;
  504. }
  505. }
  506. } else {
  507. //plot normally
  508. points[point_count++] = point;
  509. }
  510. }
  511. Vector2 xf_points[6];
  512. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  513. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  514. // Make list of occluders.
  515. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  516. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  517. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  518. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  519. if (!F->enabled) {
  520. continue;
  521. }
  522. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  523. F->xform_cache = xf * F->xform_curr;
  524. } else {
  525. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  526. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  527. F->xform_cache = xf * F->xform_cache;
  528. }
  529. Transform2D localizer = F->xform_cache.affine_inverse();
  530. for (int j = 0; j < point_count; j++) {
  531. xf_points[j] = localizer.xform(points[j]);
  532. }
  533. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  534. F->next = occluders;
  535. occluders = F;
  536. }
  537. }
  538. }
  539. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  540. light = light->shadows_next_ptr;
  541. }
  542. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  543. }
  544. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  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. scenario_draw_canvas_bg = false;
  554. }
  555. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  556. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  557. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  558. RendererCanvasRender::Light *canvas_lights = nullptr;
  559. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  560. RendererCanvasRender::Light *ptr = lights;
  561. while (ptr) {
  562. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  563. ptr->next_ptr = canvas_lights;
  564. canvas_lights = ptr;
  565. }
  566. ptr = ptr->filter_next_ptr;
  567. }
  568. ptr = directional_lights;
  569. while (ptr) {
  570. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  571. ptr->next_ptr = canvas_directional_lights;
  572. canvas_directional_lights = ptr;
  573. }
  574. ptr = ptr->filter_next_ptr;
  575. }
  576. 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);
  577. if (RSG::canvas->was_sdf_used()) {
  578. p_viewport->sdf_active = true;
  579. }
  580. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  581. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  582. // Clear now otherwise we copy over garbage from the render target.
  583. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  584. if (!can_draw_3d) {
  585. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  586. } else {
  587. _draw_3d(p_viewport);
  588. }
  589. scenario_draw_canvas_bg = false;
  590. }
  591. }
  592. if (scenario_draw_canvas_bg) {
  593. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  594. // Clear now otherwise we copy over garbage from the render target.
  595. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  596. if (!can_draw_3d) {
  597. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  598. } else {
  599. _draw_3d(p_viewport);
  600. }
  601. }
  602. }
  603. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  604. //was never cleared in the end, force clear it
  605. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  606. }
  607. if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
  608. WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
  609. RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
  610. }
  611. if (p_viewport->measure_render_time) {
  612. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  613. RSG::utilities->capture_timestamp(rt_id);
  614. timestamp_vp_map[rt_id] = p_viewport->self;
  615. }
  616. }
  617. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  618. GodotProfileZoneGroupedFirst(_profile_zone, "prepare viewports");
  619. timestamp_vp_map.clear();
  620. #ifndef XR_DISABLED
  621. // get our xr interface in case we need it
  622. Ref<XRInterface> xr_interface;
  623. XRServer *xr_server = XRServer::get_singleton();
  624. if (xr_server != nullptr) {
  625. // retrieve the interface responsible for rendering
  626. xr_interface = xr_server->get_primary_interface();
  627. }
  628. #endif // XR_DISABLED
  629. if (Engine::get_singleton()->is_editor_hint()) {
  630. RSG::texture_storage->set_default_clear_color(GLOBAL_GET_CACHED(Color, "rendering/environment/defaults/default_clear_color"));
  631. }
  632. if (sorted_active_viewports_dirty) {
  633. GodotProfileZoneGrouped(_profile_zone, "_sort_active_viewports");
  634. sorted_active_viewports = _sort_active_viewports();
  635. sorted_active_viewports_dirty = false;
  636. }
  637. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  638. //draw viewports
  639. RENDER_TIMESTAMP("> Render Viewports");
  640. GodotProfileZoneGrouped(_profile_zone, "render viewports");
  641. //determine what is visible
  642. draw_viewports_pass++;
  643. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  644. Viewport *vp = sorted_active_viewports[i];
  645. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  646. continue;
  647. }
  648. if (!vp->render_target.is_valid()) {
  649. continue;
  650. }
  651. //ERR_CONTINUE(!vp->render_target.is_valid());
  652. bool visible = vp->viewport_to_screen_rect != Rect2();
  653. #ifndef XR_DISABLED
  654. if (vp->use_xr) {
  655. if (xr_interface.is_valid()) {
  656. // Ignore update mode we have to commit frames to our XR interface
  657. visible = true;
  658. // Override our size, make sure it matches our required size and is created as a stereo target
  659. Size2 xr_size = xr_interface->get_render_target_size();
  660. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  661. } else {
  662. // don't render anything
  663. visible = false;
  664. vp->size = Size2();
  665. }
  666. } else
  667. #endif // XR_DISABLED
  668. {
  669. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  670. visible = true;
  671. }
  672. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  673. visible = true;
  674. }
  675. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  676. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  677. if (parent && parent->last_pass == draw_viewports_pass) {
  678. visible = true;
  679. }
  680. }
  681. }
  682. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  683. if (visible) {
  684. vp->last_pass = draw_viewports_pass;
  685. }
  686. }
  687. int vertices_drawn = 0;
  688. int objects_drawn = 0;
  689. int draw_calls_used = 0;
  690. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  691. // TODO Somehow print the index
  692. GodotProfileZone("render viewport");
  693. Viewport *vp = sorted_active_viewports[i];
  694. if (vp->last_pass != draw_viewports_pass) {
  695. continue; //should not draw
  696. }
  697. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  698. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  699. #ifndef XR_DISABLED
  700. if (vp->use_xr && xr_interface.is_valid()) {
  701. // Inform XR interface we're about to render its viewport,
  702. // if this returns false we don't render.
  703. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  704. // rendering frames.
  705. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  706. RSG::texture_storage->render_target_set_override(vp->render_target,
  707. xr_interface->get_color_texture(),
  708. xr_interface->get_depth_texture(),
  709. xr_interface->get_velocity_texture(),
  710. xr_interface->get_velocity_depth_texture());
  711. RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());
  712. if (xr_interface->get_velocity_texture().is_valid()) {
  713. _viewport_set_force_motion_vectors(vp, true);
  714. } else {
  715. _viewport_set_force_motion_vectors(vp, false);
  716. }
  717. RSG::texture_storage->render_target_set_render_region(vp->render_target, xr_interface->get_render_region());
  718. // render...
  719. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  720. // and draw viewport
  721. _draw_viewport(vp);
  722. // commit our eyes
  723. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  724. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  725. if (RSG::rasterizer->is_opengl()) {
  726. if (blits.size() > 0) {
  727. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  728. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  729. }
  730. } else if (blits.size() > 0) {
  731. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  732. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  733. }
  734. for (int b = 0; b < blits.size(); b++) {
  735. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  736. }
  737. }
  738. }
  739. }
  740. } else
  741. #endif // XR_DISABLED
  742. {
  743. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  744. // render standard mono camera
  745. _draw_viewport(vp);
  746. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  747. //copy to screen if set as such
  748. BlitToScreen blit;
  749. blit.render_target = vp->render_target;
  750. if (vp->viewport_to_screen_rect != Rect2()) {
  751. blit.dst_rect = vp->viewport_to_screen_rect;
  752. } else {
  753. blit.dst_rect.position = Vector2();
  754. blit.dst_rect.size = vp->size;
  755. }
  756. if (RSG::rasterizer->is_opengl()) {
  757. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, &blit, 1);
  758. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  759. } else {
  760. Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);
  761. if (blits == nullptr) {
  762. blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;
  763. }
  764. blits->push_back(blit);
  765. }
  766. }
  767. }
  768. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  769. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  770. }
  771. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  772. // 3D render info.
  773. 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];
  774. 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];
  775. 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];
  776. // 2D render info.
  777. objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
  778. vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
  779. draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
  780. }
  781. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  782. total_objects_drawn = objects_drawn;
  783. total_vertices_drawn = vertices_drawn;
  784. total_draw_calls_used = draw_calls_used;
  785. RENDER_TIMESTAMP("< Render Viewports");
  786. GodotProfileZoneGrouped(_profile_zone, "rasterizer->blit_render_targets_to_screen");
  787. if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
  788. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  789. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  790. }
  791. }
  792. }
  793. RID RendererViewport::viewport_allocate() {
  794. return viewport_owner.allocate_rid();
  795. }
  796. void RendererViewport::viewport_initialize(RID p_rid) {
  797. viewport_owner.initialize_rid(p_rid);
  798. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  799. viewport->self = p_rid;
  800. viewport->render_target = RSG::texture_storage->render_target_create();
  801. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  802. viewport->viewport_render_direct_to_screen = false;
  803. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  804. }
  805. #ifndef XR_DISABLED
  806. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  807. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  808. ERR_FAIL_NULL(viewport);
  809. if (viewport->use_xr == p_use_xr) {
  810. return;
  811. }
  812. viewport->use_xr = p_use_xr;
  813. // Re-configure the 3D render buffers when disabling XR. They'll get
  814. // re-configured when enabling XR in draw_viewports().
  815. if (!p_use_xr) {
  816. viewport->view_count = 1;
  817. _configure_3d_render_buffers(viewport);
  818. }
  819. }
  820. #endif // !XR_DISABLED
  821. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  822. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  823. ERR_FAIL_NULL(viewport);
  824. #ifdef DEBUG_ENABLED
  825. const String rendering_method = OS::get_singleton()->get_current_rendering_method();
  826. if (rendering_method != "forward_plus") {
  827. if (p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
  828. WARN_PRINT_ONCE_ED("FSR1 3D scaling is only available when using the Forward+ renderer.");
  829. }
  830. if (p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  831. WARN_PRINT_ONCE_ED("FSR2 3D scaling is only available when using the Forward+ renderer.");
  832. }
  833. if (p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {
  834. WARN_PRINT_ONCE_ED("MetalFX Temporal 3D scaling is only available when using the Forward+ renderer.");
  835. }
  836. }
  837. if (rendering_method == "gl_compatibility" && p_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL) {
  838. WARN_PRINT_ONCE_ED("MetalFX Spatial 3D scaling is only available when using the Forward+ or Mobile renderer.");
  839. }
  840. #endif
  841. if (viewport->scaling_3d_mode == p_mode) {
  842. return;
  843. }
  844. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  845. viewport->scaling_3d_mode = p_mode;
  846. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  847. if (motion_vectors_before != motion_vectors_after) {
  848. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  849. }
  850. _configure_3d_render_buffers(viewport);
  851. }
  852. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  853. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  854. ERR_FAIL_NULL(viewport);
  855. viewport->fsr_sharpness = p_sharpness;
  856. _configure_3d_render_buffers(viewport);
  857. }
  858. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  859. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  860. ERR_FAIL_NULL(viewport);
  861. viewport->texture_mipmap_bias = p_mipmap_bias;
  862. _configure_3d_render_buffers(viewport);
  863. }
  864. void RendererViewport::viewport_set_anisotropic_filtering_level(RID p_viewport, RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) {
  865. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  866. ERR_FAIL_NULL(viewport);
  867. viewport->anisotropic_filtering_level = p_anisotropic_filtering_level;
  868. _configure_3d_render_buffers(viewport);
  869. }
  870. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  871. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  872. ERR_FAIL_NULL(viewport);
  873. // Clamp to reasonable values that are actually useful.
  874. // Values above 2.0 don't serve a practical purpose since the viewport
  875. // isn't displayed with mipmaps.
  876. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  877. return;
  878. }
  879. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  880. _configure_3d_render_buffers(viewport);
  881. }
  882. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  883. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  884. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  885. ERR_FAIL_NULL(viewport);
  886. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  887. _viewport_set_size(viewport, p_width, p_height, 1);
  888. }
  889. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  890. Size2i new_size(p_width, p_height);
  891. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  892. p_viewport->size = new_size;
  893. p_viewport->view_count = p_view_count;
  894. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  895. _configure_3d_render_buffers(p_viewport);
  896. p_viewport->occlusion_buffer_dirty = true;
  897. }
  898. }
  899. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  900. return p_viewport->use_taa ||
  901. RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||
  902. p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
  903. }
  904. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  905. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  906. ERR_FAIL_NULL(viewport);
  907. if (p_active) {
  908. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  909. viewport->occlusion_buffer_dirty = true;
  910. active_viewports.push_back(viewport);
  911. } else {
  912. active_viewports.erase(viewport);
  913. }
  914. sorted_active_viewports_dirty = true;
  915. }
  916. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  917. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  918. ERR_FAIL_NULL(viewport);
  919. viewport->parent = p_parent_viewport;
  920. }
  921. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  922. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  923. ERR_FAIL_NULL(viewport);
  924. viewport->clear_mode = p_clear_mode;
  925. }
  926. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  927. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  928. ERR_FAIL_NULL(viewport);
  929. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  930. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  931. // instead of rendering to fbo and copying to system_fbo after
  932. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  933. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  934. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  935. }
  936. viewport->viewport_to_screen_rect = p_rect;
  937. viewport->viewport_to_screen = p_screen;
  938. } else {
  939. // if render_direct_to_screen was used, reset size and position
  940. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  941. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  942. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  943. }
  944. viewport->viewport_to_screen_rect = Rect2();
  945. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  946. }
  947. }
  948. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  949. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  950. ERR_FAIL_NULL(viewport);
  951. if (p_enable == viewport->viewport_render_direct_to_screen) {
  952. return;
  953. }
  954. // if disabled, reset render_target size and position
  955. if (!p_enable) {
  956. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  957. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  958. }
  959. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  960. viewport->viewport_render_direct_to_screen = p_enable;
  961. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  962. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  963. 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);
  964. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  965. }
  966. }
  967. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  968. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  969. ERR_FAIL_NULL(viewport);
  970. viewport->update_mode = p_mode;
  971. }
  972. RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {
  973. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  974. ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);
  975. return viewport->update_mode;
  976. }
  977. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  978. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  979. ERR_FAIL_NULL_V(viewport, RID());
  980. return viewport->render_target;
  981. }
  982. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  983. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  984. ERR_FAIL_NULL_V(viewport, RID());
  985. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  986. }
  987. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  988. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  989. ERR_FAIL_NULL_V(viewport, RID());
  990. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  991. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  992. }
  993. return RID();
  994. }
  995. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  996. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  997. ERR_FAIL_NULL(viewport);
  998. uint64_t frame = RSG::rasterizer->get_frame_number();
  999. if (viewport->prev_camera_data_frame != frame) {
  1000. viewport->prev_camera_data = *p_camera_data;
  1001. viewport->prev_camera_data_frame = frame;
  1002. }
  1003. }
  1004. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  1005. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1006. ERR_FAIL_NULL_V(viewport, nullptr);
  1007. return &viewport->prev_camera_data;
  1008. }
  1009. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  1010. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1011. ERR_FAIL_NULL(viewport);
  1012. viewport->disable_2d = p_disable;
  1013. }
  1014. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  1015. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1016. ERR_FAIL_NULL(viewport);
  1017. viewport->disable_environment = p_mode;
  1018. }
  1019. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  1020. ERR_FAIL_NULL_V(viewport, false);
  1021. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  1022. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  1023. return viewport_is_environment_disabled(parent);
  1024. }
  1025. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  1026. }
  1027. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  1028. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1029. ERR_FAIL_NULL(viewport);
  1030. viewport->disable_3d = p_disable;
  1031. }
  1032. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  1033. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1034. ERR_FAIL_NULL(viewport);
  1035. viewport->camera = p_camera;
  1036. }
  1037. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  1038. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1039. ERR_FAIL_NULL(viewport);
  1040. if (viewport->scenario.is_valid()) {
  1041. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  1042. }
  1043. viewport->scenario = p_scenario;
  1044. if (viewport->use_occlusion_culling) {
  1045. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  1046. }
  1047. }
  1048. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  1049. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1050. ERR_FAIL_NULL(viewport);
  1051. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  1052. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  1053. ERR_FAIL_NULL(canvas);
  1054. canvas->viewports.insert(p_viewport);
  1055. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  1056. viewport->canvas_map[p_canvas].layer = 0;
  1057. viewport->canvas_map[p_canvas].sublayer = 0;
  1058. viewport->canvas_map[p_canvas].canvas = canvas;
  1059. }
  1060. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  1061. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1062. ERR_FAIL_NULL(viewport);
  1063. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  1064. ERR_FAIL_NULL(canvas);
  1065. viewport->canvas_map.erase(p_canvas);
  1066. canvas->viewports.erase(p_viewport);
  1067. }
  1068. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  1069. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1070. ERR_FAIL_NULL(viewport);
  1071. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  1072. viewport->canvas_map[p_canvas].transform = p_offset;
  1073. }
  1074. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  1075. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1076. ERR_FAIL_NULL(viewport);
  1077. if (viewport->transparent_bg == p_enabled) {
  1078. return;
  1079. }
  1080. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  1081. viewport->transparent_bg = p_enabled;
  1082. }
  1083. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  1084. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1085. ERR_FAIL_NULL(viewport);
  1086. viewport->global_transform = p_transform;
  1087. }
  1088. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  1089. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1090. ERR_FAIL_NULL(viewport);
  1091. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  1092. viewport->canvas_map[p_canvas].layer = p_layer;
  1093. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  1094. }
  1095. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  1096. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1097. ERR_FAIL_NULL(viewport);
  1098. viewport->shadow_atlas_size = p_size;
  1099. viewport->shadow_atlas_16_bits = p_16_bits;
  1100. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  1101. }
  1102. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  1103. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1104. ERR_FAIL_NULL(viewport);
  1105. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  1106. }
  1107. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1108. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1109. ERR_FAIL_NULL(viewport);
  1110. if (viewport->msaa_2d == p_msaa) {
  1111. return;
  1112. }
  1113. viewport->msaa_2d = p_msaa;
  1114. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  1115. }
  1116. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1117. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1118. ERR_FAIL_NULL(viewport);
  1119. if (viewport->msaa_3d == p_msaa) {
  1120. return;
  1121. }
  1122. viewport->msaa_3d = p_msaa;
  1123. _configure_3d_render_buffers(viewport);
  1124. }
  1125. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  1126. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1127. ERR_FAIL_NULL(viewport);
  1128. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  1129. return;
  1130. }
  1131. viewport->use_hdr_2d = p_use_hdr_2d;
  1132. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  1133. _configure_3d_render_buffers(viewport);
  1134. }
  1135. bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {
  1136. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1137. ERR_FAIL_NULL_V(viewport, false);
  1138. return viewport->use_hdr_2d;
  1139. }
  1140. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  1141. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1142. ERR_FAIL_NULL(viewport);
  1143. #ifdef DEBUG_ENABLED
  1144. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility" && p_mode != RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED) {
  1145. WARN_PRINT_ONCE_ED("Screen-space AA is only available when using the Forward+ or Mobile renderer.");
  1146. }
  1147. #endif
  1148. if (viewport->screen_space_aa == p_mode) {
  1149. return;
  1150. }
  1151. viewport->screen_space_aa = p_mode;
  1152. _configure_3d_render_buffers(viewport);
  1153. }
  1154. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  1155. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1156. ERR_FAIL_NULL(viewport);
  1157. #ifdef DEBUG_ENABLED
  1158. if (OS::get_singleton()->get_current_rendering_method() != "forward_plus") {
  1159. WARN_PRINT_ONCE_ED("TAA is only available when using the Forward+ renderer.");
  1160. }
  1161. #endif
  1162. if (viewport->use_taa == p_use_taa) {
  1163. return;
  1164. }
  1165. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1166. viewport->use_taa = p_use_taa;
  1167. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1168. if (motion_vectors_before != motion_vectors_after) {
  1169. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1170. }
  1171. _configure_3d_render_buffers(viewport);
  1172. }
  1173. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1174. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1175. ERR_FAIL_NULL(viewport);
  1176. if (viewport->use_debanding == p_use_debanding) {
  1177. return;
  1178. }
  1179. viewport->use_debanding = p_use_debanding;
  1180. RSG::texture_storage->render_target_set_use_debanding(viewport->render_target, p_use_debanding);
  1181. _configure_3d_render_buffers(viewport);
  1182. }
  1183. void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {
  1184. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1185. ERR_FAIL_NULL(viewport);
  1186. _viewport_set_force_motion_vectors(viewport, p_force_motion_vectors);
  1187. }
  1188. void RendererViewport::_viewport_set_force_motion_vectors(RendererViewport::Viewport *p_viewport, bool p_force_motion_vectors) {
  1189. if (p_viewport->force_motion_vectors == p_force_motion_vectors) {
  1190. return;
  1191. }
  1192. bool motion_vectors_before = _viewport_requires_motion_vectors(p_viewport);
  1193. p_viewport->force_motion_vectors = p_force_motion_vectors;
  1194. bool motion_vectors_after = _viewport_requires_motion_vectors(p_viewport);
  1195. if (motion_vectors_before != motion_vectors_after) {
  1196. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1197. }
  1198. _configure_3d_render_buffers(p_viewport);
  1199. }
  1200. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1201. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1202. ERR_FAIL_NULL(viewport);
  1203. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1204. return;
  1205. }
  1206. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1207. if (viewport->use_occlusion_culling) {
  1208. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1209. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1210. } else {
  1211. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1212. }
  1213. viewport->occlusion_buffer_dirty = true;
  1214. }
  1215. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1216. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1217. return;
  1218. }
  1219. occlusion_rays_per_thread = p_rays_per_thread;
  1220. for (int i = 0; i < active_viewports.size(); i++) {
  1221. active_viewports[i]->occlusion_buffer_dirty = true;
  1222. }
  1223. }
  1224. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1225. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1226. }
  1227. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1228. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1229. ERR_FAIL_NULL(viewport);
  1230. viewport->mesh_lod_threshold = p_pixels;
  1231. }
  1232. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1233. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1234. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1235. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1236. if (!viewport) {
  1237. return 0; //there should be a lock here..
  1238. }
  1239. return viewport->render_info.info[p_type][p_info];
  1240. }
  1241. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1242. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1243. ERR_FAIL_NULL(viewport);
  1244. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1245. viewport->debug_draw = p_draw;
  1246. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1247. if (motion_vectors_before != motion_vectors_after) {
  1248. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1249. }
  1250. }
  1251. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1252. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1253. ERR_FAIL_NULL(viewport);
  1254. viewport->measure_render_time = p_enable;
  1255. }
  1256. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1257. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1258. ERR_FAIL_NULL_V(viewport, 0);
  1259. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1260. }
  1261. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1262. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1263. ERR_FAIL_NULL_V(viewport, 0);
  1264. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1265. }
  1266. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1267. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1268. ERR_FAIL_NULL(viewport);
  1269. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1270. }
  1271. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1272. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1273. ERR_FAIL_NULL(viewport);
  1274. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1275. }
  1276. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1277. 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).)");
  1278. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1279. ERR_FAIL_NULL(viewport);
  1280. viewport->texture_filter = p_filter;
  1281. }
  1282. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1283. 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).)");
  1284. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1285. ERR_FAIL_NULL(viewport);
  1286. viewport->texture_repeat = p_repeat;
  1287. }
  1288. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1289. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1290. ERR_FAIL_NULL(viewport);
  1291. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1292. }
  1293. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1294. RID *rids = nullptr;
  1295. uint32_t rid_count = viewport_owner.get_rid_count();
  1296. rids = (RID *)alloca(sizeof(RID) * rid_count);
  1297. viewport_owner.fill_owned_buffer(rids);
  1298. for (uint32_t i = 0; i < rid_count; i++) {
  1299. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1300. if (viewport->viewport_to_screen == p_id) {
  1301. return rids[i];
  1302. }
  1303. }
  1304. return RID();
  1305. }
  1306. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1307. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1308. ERR_FAIL_NULL(viewport);
  1309. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1310. _configure_3d_render_buffers(viewport);
  1311. }
  1312. void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {
  1313. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1314. ERR_FAIL_NULL(viewport);
  1315. RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);
  1316. }
  1317. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1318. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1319. ERR_FAIL_NULL(viewport);
  1320. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1321. _configure_3d_render_buffers(viewport);
  1322. }
  1323. bool RendererViewport::free(RID p_rid) {
  1324. if (viewport_owner.owns(p_rid)) {
  1325. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1326. RSG::texture_storage->render_target_free(viewport->render_target);
  1327. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1328. if (viewport->render_buffers.is_valid()) {
  1329. viewport->render_buffers.unref();
  1330. }
  1331. while (viewport->canvas_map.begin()) {
  1332. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1333. }
  1334. viewport_set_scenario(p_rid, RID());
  1335. active_viewports.erase(viewport);
  1336. sorted_active_viewports_dirty = true;
  1337. if (viewport->use_occlusion_culling) {
  1338. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1339. }
  1340. if (_viewport_requires_motion_vectors(viewport)) {
  1341. num_viewports_with_motion_vectors--;
  1342. }
  1343. viewport_owner.free(p_rid);
  1344. return true;
  1345. }
  1346. return false;
  1347. }
  1348. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1349. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1350. if (!vp) {
  1351. return;
  1352. }
  1353. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1354. if (!viewport) {
  1355. return;
  1356. }
  1357. if (p_timestamp.begins_with("vp_begin")) {
  1358. viewport->time_cpu_begin = p_cpu_time;
  1359. viewport->time_gpu_begin = p_gpu_time;
  1360. }
  1361. if (p_timestamp.begins_with("vp_end")) {
  1362. viewport->time_cpu_end = p_cpu_time;
  1363. viewport->time_gpu_end = p_gpu_time;
  1364. }
  1365. }
  1366. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1367. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1368. ERR_FAIL_NULL(viewport);
  1369. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1370. }
  1371. // Workaround for setting this on thread.
  1372. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1373. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1374. }
  1375. int RendererViewport::get_total_objects_drawn() const {
  1376. return total_objects_drawn;
  1377. }
  1378. int RendererViewport::get_total_primitives_drawn() const {
  1379. return total_vertices_drawn;
  1380. }
  1381. int RendererViewport::get_total_draw_calls_used() const {
  1382. return total_draw_calls_used;
  1383. }
  1384. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1385. return num_viewports_with_motion_vectors;
  1386. }
  1387. RendererViewport::RendererViewport() {
  1388. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1389. }