renderer_viewport.cpp 49 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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 "renderer_canvas_cull.h"
  33. #include "renderer_scene_cull.h"
  34. #include "rendering_server_globals.h"
  35. #include "storage/texture_storage.h"
  36. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  37. Transform2D xf = p_viewport->global_transform;
  38. float scale = 1.0;
  39. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  40. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  41. if (p_viewport->snap_2d_transforms_to_pixel) {
  42. c_xform.columns[2] = c_xform.columns[2].floor();
  43. }
  44. xf = xf * c_xform;
  45. scale = p_canvas->parent_scale;
  46. }
  47. Transform2D c_xform = p_canvas_data->transform;
  48. if (p_viewport->snap_2d_transforms_to_pixel) {
  49. c_xform.columns[2] = c_xform.columns[2].floor();
  50. }
  51. xf = xf * c_xform;
  52. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  53. Vector2 pivot = p_vp_size * 0.5;
  54. Transform2D xfpivot;
  55. xfpivot.set_origin(pivot);
  56. Transform2D xfscale;
  57. xfscale.scale(Vector2(scale, scale));
  58. xf = xfpivot.affine_inverse() * xf;
  59. xf = xfscale * xf;
  60. xf = xfpivot * xf;
  61. }
  62. return xf;
  63. }
  64. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  65. // We need to sort the viewports in a "topological order",
  66. // children first and parents last, we use the Kahn's algorithm to achieve that.
  67. Vector<Viewport *> result;
  68. List<Viewport *> nodes;
  69. for (Viewport *viewport : active_viewports) {
  70. if (viewport->parent.is_valid()) {
  71. continue;
  72. }
  73. nodes.push_back(viewport);
  74. }
  75. while (!nodes.is_empty()) {
  76. Viewport *node = nodes[0];
  77. nodes.pop_front();
  78. result.insert(0, node);
  79. for (Viewport *child : active_viewports) {
  80. if (child->parent != node->self) {
  81. continue;
  82. }
  83. if (!nodes.find(child)) {
  84. nodes.push_back(child);
  85. }
  86. }
  87. }
  88. return result;
  89. }
  90. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  91. if (p_viewport->render_buffers.is_valid()) {
  92. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  93. p_viewport->render_buffers.unref();
  94. } else {
  95. const float scaling_3d_scale = p_viewport->scaling_3d_scale;
  96. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  97. bool scaling_enabled = true;
  98. if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) {
  99. // FSR is not designed for downsampling.
  100. // Fall back to bilinear scaling.
  101. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  102. }
  103. if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && !p_viewport->fsr_enabled) {
  104. // FSR is not actually available.
  105. // Fall back to bilinear scaling.
  106. WARN_PRINT_ONCE("FSR 1.0 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  107. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  108. }
  109. if (scaling_3d_scale == 1.0) {
  110. scaling_enabled = false;
  111. }
  112. int width;
  113. int height;
  114. int render_width;
  115. int render_height;
  116. if (scaling_enabled) {
  117. switch (scaling_3d_mode) {
  118. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  119. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  120. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  121. width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
  122. height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
  123. render_width = width;
  124. render_height = height;
  125. break;
  126. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  127. width = p_viewport->size.width;
  128. height = p_viewport->size.height;
  129. render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
  130. render_height = MAX(height * scaling_3d_scale, 1.0);
  131. break;
  132. default:
  133. // This is an unknown mode.
  134. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  135. width = p_viewport->size.width;
  136. height = p_viewport->size.height;
  137. render_width = width;
  138. render_height = height;
  139. break;
  140. }
  141. } else {
  142. width = p_viewport->size.width;
  143. height = p_viewport->size.height;
  144. render_width = width;
  145. render_height = height;
  146. }
  147. p_viewport->internal_size = Size2(render_width, render_height);
  148. // At resolution scales lower than 1.0, use negative texture mipmap bias
  149. // to compensate for the loss of sharpness.
  150. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  151. p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->get_view_count());
  152. }
  153. }
  154. }
  155. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  156. RENDER_TIMESTAMP("> Render 3D Scene");
  157. Ref<XRInterface> xr_interface;
  158. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  159. xr_interface = XRServer::get_singleton()->get_primary_interface();
  160. }
  161. if (p_viewport->use_occlusion_culling) {
  162. if (p_viewport->occlusion_buffer_dirty) {
  163. float aspect = p_viewport->size.aspect();
  164. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  165. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  166. 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.
  167. float height = Math::sqrt(max_size / aspect);
  168. Size2i new_size = Size2i(height * aspect, height);
  169. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  170. p_viewport->occlusion_buffer_dirty = false;
  171. }
  172. }
  173. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  174. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->use_taa, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  175. RENDER_TIMESTAMP("< Render 3D Scene");
  176. }
  177. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  178. if (p_viewport->measure_render_time) {
  179. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  180. RSG::utilities->capture_timestamp(rt_id);
  181. timestamp_vp_map[rt_id] = p_viewport->self;
  182. }
  183. if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
  184. // This is currently needed for GLES to keep the current window being rendered to up to date
  185. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  186. }
  187. /* Camera should always be BEFORE any other 3D */
  188. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  189. int scenario_canvas_max_layer = 0;
  190. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  191. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  192. p_viewport->render_info.info[i][j] = 0;
  193. }
  194. }
  195. if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
  196. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  197. if (RSG::scene->is_environment(environment)) {
  198. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  199. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  200. }
  201. }
  202. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  203. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  204. //wants to draw 3D but there is no render buffer, create
  205. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  206. _configure_3d_render_buffers(p_viewport);
  207. }
  208. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  209. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  210. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  211. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  212. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  213. }
  214. }
  215. if (!scenario_draw_canvas_bg && can_draw_3d) {
  216. _draw_3d(p_viewport);
  217. }
  218. if (!p_viewport->disable_2d) {
  219. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  220. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  221. RendererCanvasRender::Light *lights = nullptr;
  222. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  223. RendererCanvasRender::Light *directional_lights = nullptr;
  224. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  225. if (p_viewport->sdf_active) {
  226. // Process SDF.
  227. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  228. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  229. // Make list of occluders.
  230. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  231. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  232. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  233. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  234. if (!F->enabled) {
  235. continue;
  236. }
  237. F->xform_cache = xf * F->xform;
  238. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  239. F->next = occluders;
  240. occluders = F;
  241. }
  242. }
  243. }
  244. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  245. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  246. p_viewport->sdf_active = false; // If used, gets set active again.
  247. } else {
  248. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  249. }
  250. Rect2 shadow_rect;
  251. int shadow_count = 0;
  252. int directional_light_count = 0;
  253. RENDER_TIMESTAMP("Cull 2D Lights");
  254. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  255. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  256. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  257. // Find lights in canvas.
  258. for (RendererCanvasRender::Light *F : canvas->lights) {
  259. RendererCanvasRender::Light *cl = F;
  260. if (cl->enabled && cl->texture.is_valid()) {
  261. //not super efficient..
  262. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  263. tsize *= cl->scale;
  264. Vector2 offset = tsize / 2.0;
  265. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  266. cl->xform_cache = xf * cl->xform;
  267. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  268. cl->filter_next_ptr = lights;
  269. lights = cl;
  270. Transform2D scale;
  271. scale.scale(cl->rect_cache.size);
  272. scale.columns[2] = cl->rect_cache.position;
  273. cl->light_shader_xform = cl->xform * scale;
  274. if (cl->use_shadow) {
  275. cl->shadows_next_ptr = lights_with_shadow;
  276. if (lights_with_shadow == nullptr) {
  277. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  278. } else {
  279. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  280. }
  281. lights_with_shadow = cl;
  282. cl->radius_cache = cl->rect_cache.size.length();
  283. }
  284. }
  285. }
  286. }
  287. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  288. RendererCanvasRender::Light *cl = F;
  289. if (cl->enabled) {
  290. cl->filter_next_ptr = directional_lights;
  291. directional_lights = cl;
  292. cl->xform_cache = xf * cl->xform;
  293. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  294. if (cl->use_shadow) {
  295. cl->shadows_next_ptr = directional_lights_with_shadow;
  296. directional_lights_with_shadow = cl;
  297. }
  298. directional_light_count++;
  299. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  300. break;
  301. }
  302. }
  303. }
  304. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  305. }
  306. if (lights_with_shadow) {
  307. //update shadows if any
  308. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  309. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  310. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  311. //make list of occluders
  312. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  313. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  314. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  315. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  316. if (!F->enabled) {
  317. continue;
  318. }
  319. F->xform_cache = xf * F->xform;
  320. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  321. F->next = occluders;
  322. occluders = F;
  323. }
  324. }
  325. }
  326. //update the light shadowmaps with them
  327. RendererCanvasRender::Light *light = lights_with_shadow;
  328. while (light) {
  329. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  330. 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);
  331. light = light->shadows_next_ptr;
  332. }
  333. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  334. }
  335. if (directional_lights_with_shadow) {
  336. //update shadows if any
  337. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  338. while (light) {
  339. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  340. float cull_distance = light->directional_distance;
  341. Vector2 light_dir_sign;
  342. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  343. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  344. Vector2 points[6];
  345. int point_count = 0;
  346. for (int j = 0; j < 4; j++) {
  347. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  348. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  349. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  350. if (sign_cmp == light_dir_sign) {
  351. //both point in same direction, plot offsetted
  352. points[point_count++] = point + light_dir * cull_distance;
  353. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  354. int next_j = (j + 1) % 4;
  355. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  356. //one point in the same direction, plot segment
  357. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  358. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  359. points[point_count++] = point;
  360. }
  361. points[point_count++] = point + light_dir * cull_distance;
  362. } else {
  363. points[point_count++] = point + light_dir * cull_distance;
  364. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  365. points[point_count++] = point;
  366. }
  367. }
  368. } else {
  369. //plot normally
  370. points[point_count++] = point;
  371. }
  372. }
  373. Vector2 xf_points[6];
  374. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  375. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  376. // Make list of occluders.
  377. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  378. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  379. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  380. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  381. if (!F->enabled) {
  382. continue;
  383. }
  384. F->xform_cache = xf * F->xform;
  385. Transform2D localizer = F->xform_cache.affine_inverse();
  386. for (int j = 0; j < point_count; j++) {
  387. xf_points[j] = localizer.xform(points[j]);
  388. }
  389. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  390. F->next = occluders;
  391. occluders = F;
  392. }
  393. }
  394. }
  395. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  396. light = light->shadows_next_ptr;
  397. }
  398. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  399. }
  400. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  401. if (!can_draw_3d) {
  402. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  403. } else {
  404. _draw_3d(p_viewport);
  405. }
  406. scenario_draw_canvas_bg = false;
  407. }
  408. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  409. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  410. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  411. RendererCanvasRender::Light *canvas_lights = nullptr;
  412. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  413. RendererCanvasRender::Light *ptr = lights;
  414. while (ptr) {
  415. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  416. ptr->next_ptr = canvas_lights;
  417. canvas_lights = ptr;
  418. }
  419. ptr = ptr->filter_next_ptr;
  420. }
  421. ptr = directional_lights;
  422. while (ptr) {
  423. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  424. ptr->next_ptr = canvas_directional_lights;
  425. canvas_directional_lights = ptr;
  426. }
  427. ptr = ptr->filter_next_ptr;
  428. }
  429. 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);
  430. if (RSG::canvas->was_sdf_used()) {
  431. p_viewport->sdf_active = true;
  432. }
  433. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  434. if (!can_draw_3d) {
  435. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  436. } else {
  437. _draw_3d(p_viewport);
  438. }
  439. scenario_draw_canvas_bg = false;
  440. }
  441. }
  442. if (scenario_draw_canvas_bg) {
  443. if (!can_draw_3d) {
  444. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  445. } else {
  446. _draw_3d(p_viewport);
  447. }
  448. }
  449. }
  450. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  451. //was never cleared in the end, force clear it
  452. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  453. }
  454. if (p_viewport->measure_render_time) {
  455. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  456. RSG::utilities->capture_timestamp(rt_id);
  457. timestamp_vp_map[rt_id] = p_viewport->self;
  458. }
  459. }
  460. void RendererViewport::draw_viewports() {
  461. timestamp_vp_map.clear();
  462. // get our xr interface in case we need it
  463. Ref<XRInterface> xr_interface;
  464. XRServer *xr_server = XRServer::get_singleton();
  465. if (xr_server != nullptr) {
  466. // let our XR server know we're about to render our frames so we can get our frame timing
  467. xr_server->pre_render();
  468. // retrieve the interface responsible for rendering
  469. xr_interface = xr_server->get_primary_interface();
  470. }
  471. if (Engine::get_singleton()->is_editor_hint()) {
  472. set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  473. }
  474. if (sorted_active_viewports_dirty) {
  475. sorted_active_viewports = _sort_active_viewports();
  476. sorted_active_viewports_dirty = false;
  477. }
  478. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  479. //draw viewports
  480. RENDER_TIMESTAMP("> Render Viewports");
  481. //determine what is visible
  482. draw_viewports_pass++;
  483. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  484. Viewport *vp = sorted_active_viewports[i];
  485. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  486. continue;
  487. }
  488. if (!vp->render_target.is_valid()) {
  489. continue;
  490. }
  491. //ERR_CONTINUE(!vp->render_target.is_valid());
  492. bool visible = vp->viewport_to_screen_rect != Rect2();
  493. if (vp->use_xr) {
  494. if (xr_interface.is_valid()) {
  495. // Override our size, make sure it matches our required size and is created as a stereo target
  496. Size2 xr_size = xr_interface->get_render_target_size();
  497. // Would have been nice if we could call viewport_set_size here,
  498. // but alas that takes our RID and we now have our pointer,
  499. // also we only check if view_count changes in render_target_set_size so we need to call that for this to reliably change
  500. vp->occlusion_buffer_dirty = vp->occlusion_buffer_dirty || (vp->size != xr_size);
  501. vp->size = xr_size;
  502. uint32_t view_count = xr_interface->get_view_count();
  503. RSG::texture_storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
  504. // Inform xr interface we're about to render its viewport, if this returns false we don't render
  505. visible = xr_interface->pre_draw_viewport(vp->render_target);
  506. } else {
  507. // don't render anything
  508. visible = false;
  509. vp->size = Size2();
  510. }
  511. }
  512. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  513. visible = true;
  514. }
  515. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  516. visible = true;
  517. }
  518. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  519. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  520. if (parent && parent->last_pass == draw_viewports_pass) {
  521. visible = true;
  522. }
  523. }
  524. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  525. if (visible) {
  526. vp->last_pass = draw_viewports_pass;
  527. }
  528. }
  529. int vertices_drawn = 0;
  530. int objects_drawn = 0;
  531. int draw_calls_used = 0;
  532. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  533. Viewport *vp = sorted_active_viewports[i];
  534. if (vp->last_pass != draw_viewports_pass) {
  535. continue; //should not draw
  536. }
  537. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  538. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  539. if (vp->use_xr && xr_interface.is_valid()) {
  540. // check for an external texture destination (disabled for now, not yet supported)
  541. // RSG::texture_storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
  542. RSG::texture_storage->render_target_set_external_texture(vp->render_target, 0);
  543. // render...
  544. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  545. // and draw viewport
  546. _draw_viewport(vp);
  547. // measure
  548. // commit our eyes
  549. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  550. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && blits.size() > 0) {
  551. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  552. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  553. }
  554. for (int b = 0; b < blits.size(); b++) {
  555. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  556. }
  557. }
  558. } else {
  559. RSG::texture_storage->render_target_set_external_texture(vp->render_target, 0);
  560. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  561. // render standard mono camera
  562. _draw_viewport(vp);
  563. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  564. //copy to screen if set as such
  565. BlitToScreen blit;
  566. blit.render_target = vp->render_target;
  567. if (vp->viewport_to_screen_rect != Rect2()) {
  568. blit.dst_rect = vp->viewport_to_screen_rect;
  569. } else {
  570. blit.dst_rect.position = Vector2();
  571. blit.dst_rect.size = vp->size;
  572. }
  573. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  574. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  575. }
  576. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  577. }
  578. }
  579. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  580. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  581. }
  582. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  583. 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];
  584. 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];
  585. 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];
  586. }
  587. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  588. total_objects_drawn = objects_drawn;
  589. total_vertices_drawn = vertices_drawn;
  590. total_draw_calls_used = draw_calls_used;
  591. RENDER_TIMESTAMP("< Render Viewports");
  592. //this needs to be called to make screen swapping more efficient
  593. RSG::rasterizer->prepare_for_blitting_render_targets();
  594. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  595. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  596. }
  597. }
  598. RID RendererViewport::viewport_allocate() {
  599. return viewport_owner.allocate_rid();
  600. }
  601. void RendererViewport::viewport_initialize(RID p_rid) {
  602. viewport_owner.initialize_rid(p_rid);
  603. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  604. viewport->self = p_rid;
  605. viewport->render_target = RSG::texture_storage->render_target_create();
  606. viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
  607. viewport->viewport_render_direct_to_screen = false;
  608. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  609. }
  610. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  611. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  612. ERR_FAIL_COND(!viewport);
  613. if (viewport->use_xr == p_use_xr) {
  614. return;
  615. }
  616. viewport->use_xr = p_use_xr;
  617. _configure_3d_render_buffers(viewport);
  618. }
  619. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  620. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  621. ERR_FAIL_COND(!viewport);
  622. viewport->scaling_3d_mode = p_mode;
  623. _configure_3d_render_buffers(viewport);
  624. }
  625. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  626. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  627. ERR_FAIL_COND(!viewport);
  628. viewport->fsr_sharpness = p_sharpness;
  629. if (viewport->render_buffers.is_valid()) {
  630. viewport->render_buffers->set_fsr_sharpness(p_sharpness);
  631. }
  632. }
  633. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  634. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  635. ERR_FAIL_COND(!viewport);
  636. viewport->texture_mipmap_bias = p_mipmap_bias;
  637. if (viewport->render_buffers.is_valid()) {
  638. viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias);
  639. }
  640. }
  641. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  642. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  643. ERR_FAIL_COND(!viewport);
  644. // Clamp to reasonable values that are actually useful.
  645. // Values above 2.0 don't serve a practical purpose since the viewport
  646. // isn't displayed with mipmaps.
  647. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  648. return;
  649. }
  650. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  651. _configure_3d_render_buffers(viewport);
  652. }
  653. uint32_t RendererViewport::Viewport::get_view_count() {
  654. uint32_t view_count = 1;
  655. if (use_xr && XRServer::get_singleton() != nullptr) {
  656. Ref<XRInterface> xr_interface;
  657. xr_interface = XRServer::get_singleton()->get_primary_interface();
  658. if (xr_interface.is_valid()) {
  659. view_count = xr_interface->get_view_count();
  660. }
  661. }
  662. return view_count;
  663. }
  664. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  665. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  666. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  667. ERR_FAIL_COND(!viewport);
  668. viewport->size = Size2(p_width, p_height);
  669. uint32_t view_count = viewport->get_view_count();
  670. RSG::texture_storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
  671. _configure_3d_render_buffers(viewport);
  672. viewport->occlusion_buffer_dirty = true;
  673. }
  674. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  675. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  676. ERR_FAIL_COND(!viewport);
  677. if (p_active) {
  678. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  679. viewport->occlusion_buffer_dirty = true;
  680. active_viewports.push_back(viewport);
  681. } else {
  682. active_viewports.erase(viewport);
  683. }
  684. sorted_active_viewports_dirty = true;
  685. }
  686. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  687. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  688. ERR_FAIL_COND(!viewport);
  689. viewport->parent = p_parent_viewport;
  690. }
  691. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  692. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  693. ERR_FAIL_COND(!viewport);
  694. viewport->clear_mode = p_clear_mode;
  695. }
  696. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  697. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  698. ERR_FAIL_COND(!viewport);
  699. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  700. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  701. // instead of rendering to fbo and copying to system_fbo after
  702. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  703. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
  704. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  705. }
  706. viewport->viewport_to_screen_rect = p_rect;
  707. viewport->viewport_to_screen = p_screen;
  708. } else {
  709. // if render_direct_to_screen was used, reset size and position
  710. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  711. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  712. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
  713. }
  714. viewport->viewport_to_screen_rect = Rect2();
  715. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  716. }
  717. }
  718. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  719. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  720. ERR_FAIL_COND(!viewport);
  721. if (p_enable == viewport->viewport_render_direct_to_screen) {
  722. return;
  723. }
  724. // if disabled, reset render_target size and position
  725. if (!p_enable) {
  726. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  727. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
  728. }
  729. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  730. viewport->viewport_render_direct_to_screen = p_enable;
  731. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  732. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  733. 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->get_view_count());
  734. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  735. }
  736. }
  737. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  738. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  739. ERR_FAIL_COND(!viewport);
  740. viewport->update_mode = p_mode;
  741. }
  742. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  743. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  744. ERR_FAIL_COND_V(!viewport, RID());
  745. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  746. }
  747. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  748. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  749. ERR_FAIL_COND_V(!viewport, RID());
  750. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  751. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  752. }
  753. return RID();
  754. }
  755. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  756. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  757. ERR_FAIL_COND(!viewport);
  758. uint64_t frame = RSG::rasterizer->get_frame_number();
  759. if (viewport->prev_camera_data_frame != frame) {
  760. viewport->prev_camera_data = *p_camera_data;
  761. viewport->prev_camera_data_frame = frame;
  762. }
  763. }
  764. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  765. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  766. ERR_FAIL_COND_V(!viewport, nullptr);
  767. return &viewport->prev_camera_data;
  768. }
  769. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  770. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  771. ERR_FAIL_COND(!viewport);
  772. viewport->disable_2d = p_disable;
  773. }
  774. void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  775. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  776. ERR_FAIL_COND(!viewport);
  777. viewport->disable_environment = p_disable;
  778. }
  779. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  780. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  781. ERR_FAIL_COND(!viewport);
  782. viewport->disable_3d = p_disable;
  783. }
  784. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  785. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  786. ERR_FAIL_COND(!viewport);
  787. viewport->camera = p_camera;
  788. }
  789. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  790. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  791. ERR_FAIL_COND(!viewport);
  792. if (viewport->scenario.is_valid()) {
  793. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  794. }
  795. viewport->scenario = p_scenario;
  796. if (viewport->use_occlusion_culling) {
  797. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  798. }
  799. }
  800. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  801. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  802. ERR_FAIL_COND(!viewport);
  803. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  804. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  805. ERR_FAIL_COND(!canvas);
  806. canvas->viewports.insert(p_viewport);
  807. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  808. viewport->canvas_map[p_canvas].layer = 0;
  809. viewport->canvas_map[p_canvas].sublayer = 0;
  810. viewport->canvas_map[p_canvas].canvas = canvas;
  811. }
  812. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  813. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  814. ERR_FAIL_COND(!viewport);
  815. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  816. ERR_FAIL_COND(!canvas);
  817. viewport->canvas_map.erase(p_canvas);
  818. canvas->viewports.erase(p_viewport);
  819. }
  820. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  821. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  822. ERR_FAIL_COND(!viewport);
  823. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  824. viewport->canvas_map[p_canvas].transform = p_offset;
  825. }
  826. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  827. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  828. ERR_FAIL_COND(!viewport);
  829. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  830. viewport->transparent_bg = p_enabled;
  831. }
  832. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  833. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  834. ERR_FAIL_COND(!viewport);
  835. viewport->global_transform = p_transform;
  836. }
  837. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  838. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  839. ERR_FAIL_COND(!viewport);
  840. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  841. viewport->canvas_map[p_canvas].layer = p_layer;
  842. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  843. }
  844. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  845. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  846. ERR_FAIL_COND(!viewport);
  847. viewport->shadow_atlas_size = p_size;
  848. viewport->shadow_atlas_16_bits = p_16_bits;
  849. RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  850. }
  851. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  852. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  853. ERR_FAIL_COND(!viewport);
  854. RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  855. }
  856. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  857. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  858. ERR_FAIL_COND(!viewport);
  859. if (viewport->msaa_2d == p_msaa) {
  860. return;
  861. }
  862. viewport->msaa_2d = p_msaa;
  863. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  864. }
  865. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  866. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  867. ERR_FAIL_COND(!viewport);
  868. if (viewport->msaa_3d == p_msaa) {
  869. return;
  870. }
  871. viewport->msaa_3d = p_msaa;
  872. _configure_3d_render_buffers(viewport);
  873. }
  874. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  875. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  876. ERR_FAIL_COND(!viewport);
  877. if (viewport->screen_space_aa == p_mode) {
  878. return;
  879. }
  880. viewport->screen_space_aa = p_mode;
  881. _configure_3d_render_buffers(viewport);
  882. }
  883. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  884. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  885. ERR_FAIL_COND(!viewport);
  886. if (viewport->use_taa == p_use_taa) {
  887. return;
  888. }
  889. viewport->use_taa = p_use_taa;
  890. _configure_3d_render_buffers(viewport);
  891. }
  892. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  893. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  894. ERR_FAIL_COND(!viewport);
  895. if (viewport->use_debanding == p_use_debanding) {
  896. return;
  897. }
  898. viewport->use_debanding = p_use_debanding;
  899. if (viewport->render_buffers.is_valid()) {
  900. viewport->render_buffers->set_use_debanding(p_use_debanding);
  901. }
  902. }
  903. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  904. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  905. ERR_FAIL_COND(!viewport);
  906. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  907. return;
  908. }
  909. viewport->use_occlusion_culling = p_use_occlusion_culling;
  910. if (viewport->use_occlusion_culling) {
  911. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  912. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  913. } else {
  914. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  915. }
  916. viewport->occlusion_buffer_dirty = true;
  917. }
  918. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  919. if (occlusion_rays_per_thread == p_rays_per_thread) {
  920. return;
  921. }
  922. occlusion_rays_per_thread = p_rays_per_thread;
  923. for (int i = 0; i < active_viewports.size(); i++) {
  924. active_viewports[i]->occlusion_buffer_dirty = true;
  925. }
  926. }
  927. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  928. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  929. }
  930. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  931. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  932. ERR_FAIL_COND(!viewport);
  933. viewport->mesh_lod_threshold = p_pixels;
  934. }
  935. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  936. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  937. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  938. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  939. if (!viewport) {
  940. return 0; //there should be a lock here..
  941. }
  942. return viewport->render_info.info[p_type][p_info];
  943. }
  944. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  945. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  946. ERR_FAIL_COND(!viewport);
  947. viewport->debug_draw = p_draw;
  948. }
  949. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  950. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  951. ERR_FAIL_COND(!viewport);
  952. viewport->measure_render_time = p_enable;
  953. }
  954. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  955. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  956. ERR_FAIL_COND_V(!viewport, 0);
  957. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  958. }
  959. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  960. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  961. ERR_FAIL_COND_V(!viewport, 0);
  962. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  963. }
  964. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  965. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  966. ERR_FAIL_COND(!viewport);
  967. viewport->snap_2d_transforms_to_pixel = p_enabled;
  968. }
  969. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  970. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  971. ERR_FAIL_COND(!viewport);
  972. viewport->snap_2d_vertices_to_pixel = p_enabled;
  973. }
  974. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  975. 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).)");
  976. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  977. ERR_FAIL_COND(!viewport);
  978. viewport->texture_filter = p_filter;
  979. }
  980. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  981. 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).)");
  982. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  983. ERR_FAIL_COND(!viewport);
  984. viewport->texture_repeat = p_repeat;
  985. }
  986. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  987. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  988. ERR_FAIL_COND(!viewport);
  989. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  990. }
  991. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  992. RID *rids = nullptr;
  993. uint32_t rid_count = viewport_owner.get_rid_count();
  994. rids = (RID *)alloca(sizeof(RID *) * rid_count);
  995. viewport_owner.fill_owned_buffer(rids);
  996. for (uint32_t i = 0; i < rid_count; i++) {
  997. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  998. if (viewport->viewport_to_screen == p_id) {
  999. return rids[i];
  1000. }
  1001. }
  1002. return RID();
  1003. }
  1004. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1005. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1006. ERR_FAIL_COND(!viewport);
  1007. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1008. _configure_3d_render_buffers(viewport);
  1009. }
  1010. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1011. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1012. ERR_FAIL_COND(!viewport);
  1013. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1014. _configure_3d_render_buffers(viewport);
  1015. }
  1016. bool RendererViewport::free(RID p_rid) {
  1017. if (viewport_owner.owns(p_rid)) {
  1018. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1019. RSG::texture_storage->render_target_free(viewport->render_target);
  1020. RSG::scene->free(viewport->shadow_atlas);
  1021. if (viewport->render_buffers.is_valid()) {
  1022. viewport->render_buffers.unref();
  1023. }
  1024. while (viewport->canvas_map.begin()) {
  1025. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1026. }
  1027. viewport_set_scenario(p_rid, RID());
  1028. active_viewports.erase(viewport);
  1029. sorted_active_viewports_dirty = true;
  1030. if (viewport->use_occlusion_culling) {
  1031. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1032. }
  1033. viewport_owner.free(p_rid);
  1034. return true;
  1035. }
  1036. return false;
  1037. }
  1038. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1039. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1040. if (!vp) {
  1041. return;
  1042. }
  1043. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1044. if (!viewport) {
  1045. return;
  1046. }
  1047. if (p_timestamp.begins_with("vp_begin")) {
  1048. viewport->time_cpu_begin = p_cpu_time;
  1049. viewport->time_gpu_begin = p_gpu_time;
  1050. }
  1051. if (p_timestamp.begins_with("vp_end")) {
  1052. viewport->time_cpu_end = p_cpu_time;
  1053. viewport->time_gpu_end = p_gpu_time;
  1054. }
  1055. }
  1056. void RendererViewport::set_default_clear_color(const Color &p_color) {
  1057. RSG::texture_storage->set_default_clear_color(p_color);
  1058. }
  1059. // Workaround for setting this on thread.
  1060. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1061. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1062. }
  1063. int RendererViewport::get_total_objects_drawn() const {
  1064. return total_objects_drawn;
  1065. }
  1066. int RendererViewport::get_total_vertices_drawn() const {
  1067. return total_vertices_drawn;
  1068. }
  1069. int RendererViewport::get_total_draw_calls_used() const {
  1070. return total_draw_calls_used;
  1071. }
  1072. RendererViewport::RendererViewport() {
  1073. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1074. }