renderer_viewport.cpp 45 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  36. Transform2D xf = p_viewport->global_transform;
  37. float scale = 1.0;
  38. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  39. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  40. if (p_viewport->snap_2d_transforms_to_pixel) {
  41. c_xform.elements[2] = c_xform.elements[2].floor();
  42. }
  43. xf = xf * c_xform;
  44. scale = p_canvas->parent_scale;
  45. }
  46. Transform2D c_xform = p_canvas_data->transform;
  47. if (p_viewport->snap_2d_transforms_to_pixel) {
  48. c_xform.elements[2] = c_xform.elements[2].floor();
  49. }
  50. xf = xf * c_xform;
  51. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  52. Vector2 pivot = p_vp_size * 0.5;
  53. Transform2D xfpivot;
  54. xfpivot.set_origin(pivot);
  55. Transform2D xfscale;
  56. xfscale.scale(Vector2(scale, scale));
  57. xf = xfpivot.affine_inverse() * xf;
  58. xf = xfscale * xf;
  59. xf = xfpivot * xf;
  60. }
  61. return xf;
  62. }
  63. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  64. if (p_viewport->render_buffers.is_valid()) {
  65. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  66. RSG::scene->free(p_viewport->render_buffers);
  67. p_viewport->render_buffers = RID();
  68. } else {
  69. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  70. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  71. bool scaling_enabled = true;
  72. if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) {
  73. // FSR is not design for downsampling.
  74. // Throw a warning and fallback to VIEWPORT_SCALING_3D_MODE_BILINEAR
  75. print_error("FSR does not support supersampling. Falling back to bilinear mode.");
  76. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  77. }
  78. if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && !p_viewport->fsr_enabled) {
  79. // FSR is not actually available.
  80. // Throw a warning and fallback to disable scaling
  81. print_error("FSR is not available. Disabled FSR scaling 3D. Try bilinear mode.");
  82. scaling_enabled = false;
  83. }
  84. if (scaling_3d_scale == 1.0) {
  85. scaling_enabled = false;
  86. }
  87. int width;
  88. int height;
  89. int render_width;
  90. int render_height;
  91. if (scaling_enabled) {
  92. switch (scaling_3d_mode) {
  93. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  94. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  95. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  96. width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
  97. height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
  98. render_width = width;
  99. render_height = height;
  100. break;
  101. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  102. width = p_viewport->size.width;
  103. height = p_viewport->size.height;
  104. render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
  105. render_height = MAX(height * scaling_3d_scale, 1.0);
  106. break;
  107. default:
  108. // This is an unknown mode.
  109. print_error(vformat("Unknown scaling mode: %d, disabling scaling 3D", scaling_3d_mode));
  110. width = p_viewport->size.width;
  111. height = p_viewport->size.height;
  112. render_width = width;
  113. render_height = height;
  114. break;
  115. }
  116. } else {
  117. width = p_viewport->size.width;
  118. height = p_viewport->size.height;
  119. render_width = width;
  120. render_height = height;
  121. }
  122. p_viewport->internal_size = Size2(render_width, render_height);
  123. RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, p_viewport->fsr_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count());
  124. }
  125. }
  126. }
  127. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  128. RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
  129. Ref<XRInterface> xr_interface;
  130. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  131. xr_interface = XRServer::get_singleton()->get_primary_interface();
  132. }
  133. if (p_viewport->use_occlusion_culling) {
  134. if (p_viewport->occlusion_buffer_dirty) {
  135. float aspect = p_viewport->size.aspect();
  136. int max_size = occlusion_rays_per_thread * RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  137. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  138. 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.
  139. float height = Math::sqrt(max_size / aspect);
  140. Size2i new_size = Size2i(height * aspect, height);
  141. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  142. p_viewport->occlusion_buffer_dirty = false;
  143. }
  144. }
  145. float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
  146. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  147. RENDER_TIMESTAMP("<End Rendering 3D Scene");
  148. }
  149. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  150. if (p_viewport->measure_render_time) {
  151. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  152. RSG::storage->capture_timestamp(rt_id);
  153. timestamp_vp_map[rt_id] = p_viewport->self;
  154. }
  155. if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
  156. // This is currently needed for GLES to keep the current window being rendered to up to date
  157. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  158. }
  159. /* Camera should always be BEFORE any other 3D */
  160. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  161. int scenario_canvas_max_layer = 0;
  162. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  163. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  164. p_viewport->render_info.info[i][j] = 0;
  165. }
  166. }
  167. Color bgcolor = RSG::storage->get_default_clear_color();
  168. if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
  169. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  170. if (RSG::scene->is_environment(environment)) {
  171. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  172. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  173. }
  174. }
  175. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  176. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  177. if (p_viewport->transparent_bg) {
  178. bgcolor = Color(0, 0, 0, 0);
  179. }
  180. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  181. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  182. }
  183. }
  184. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  185. //wants to draw 3D but there is no render buffer, create
  186. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  187. _configure_3d_render_buffers(p_viewport);
  188. }
  189. RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  190. if (!scenario_draw_canvas_bg && can_draw_3d) {
  191. _draw_3d(p_viewport);
  192. }
  193. if (!p_viewport->disable_2d) {
  194. int i = 0;
  195. Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  196. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  197. RendererCanvasRender::Light *lights = nullptr;
  198. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  199. RendererCanvasRender::Light *directional_lights = nullptr;
  200. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  201. if (p_viewport->sdf_active) {
  202. //process SDF
  203. Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
  204. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  205. //make list of occluders
  206. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  207. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  208. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  209. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  210. if (!F->get()->enabled) {
  211. continue;
  212. }
  213. F->get()->xform_cache = xf * F->get()->xform;
  214. if (sdf_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  215. F->get()->next = occluders;
  216. occluders = F->get();
  217. }
  218. }
  219. }
  220. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  221. RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  222. p_viewport->sdf_active = false; // if used, gets set active again
  223. } else {
  224. RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  225. }
  226. Rect2 shadow_rect;
  227. int light_count = 0;
  228. int shadow_count = 0;
  229. int directional_light_count = 0;
  230. RENDER_TIMESTAMP("Cull Canvas Lights");
  231. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  232. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  233. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  234. //find lights in canvas
  235. for (Set<RendererCanvasRender::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
  236. RendererCanvasRender::Light *cl = F->get();
  237. if (cl->enabled && cl->texture.is_valid()) {
  238. //not super efficient..
  239. Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
  240. tsize *= cl->scale;
  241. Vector2 offset = tsize / 2.0;
  242. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  243. cl->xform_cache = xf * cl->xform;
  244. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  245. cl->filter_next_ptr = lights;
  246. lights = cl;
  247. // cl->texture_cache = nullptr;
  248. Transform2D scale;
  249. scale.scale(cl->rect_cache.size);
  250. scale.elements[2] = cl->rect_cache.position;
  251. cl->light_shader_xform = cl->xform * scale;
  252. //cl->light_shader_pos = cl->xform_cache[2];
  253. if (cl->use_shadow) {
  254. cl->shadows_next_ptr = lights_with_shadow;
  255. if (lights_with_shadow == nullptr) {
  256. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  257. } else {
  258. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  259. }
  260. lights_with_shadow = cl;
  261. cl->radius_cache = cl->rect_cache.size.length();
  262. }
  263. light_count++;
  264. }
  265. //guess this is not needed, but keeping because it may be
  266. }
  267. }
  268. for (Set<RendererCanvasRender::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
  269. RendererCanvasRender::Light *cl = F->get();
  270. if (cl->enabled) {
  271. cl->filter_next_ptr = directional_lights;
  272. directional_lights = cl;
  273. cl->xform_cache = xf * cl->xform;
  274. cl->xform_cache.elements[2] = Vector2(); //translation is pointless
  275. if (cl->use_shadow) {
  276. cl->shadows_next_ptr = directional_lights_with_shadow;
  277. directional_lights_with_shadow = cl;
  278. }
  279. directional_light_count++;
  280. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  281. break;
  282. }
  283. }
  284. }
  285. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  286. }
  287. if (lights_with_shadow) {
  288. //update shadows if any
  289. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  290. RENDER_TIMESTAMP(">Render 2D Shadows");
  291. RENDER_TIMESTAMP("Cull Occluders");
  292. //make list of occluders
  293. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  294. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  295. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  296. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  297. if (!F->get()->enabled) {
  298. continue;
  299. }
  300. F->get()->xform_cache = xf * F->get()->xform;
  301. if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  302. F->get()->next = occluders;
  303. occluders = F->get();
  304. }
  305. }
  306. }
  307. //update the light shadowmaps with them
  308. RendererCanvasRender::Light *light = lights_with_shadow;
  309. while (light) {
  310. RENDER_TIMESTAMP("Render Shadow");
  311. 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);
  312. light = light->shadows_next_ptr;
  313. }
  314. RENDER_TIMESTAMP("<End rendering 2D Shadows");
  315. }
  316. if (directional_lights_with_shadow) {
  317. //update shadows if any
  318. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  319. while (light) {
  320. Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
  321. float cull_distance = light->directional_distance;
  322. Vector2 light_dir_sign;
  323. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  324. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  325. Vector2 points[6];
  326. int point_count = 0;
  327. for (int j = 0; j < 4; j++) {
  328. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  329. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  330. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  331. if (sign_cmp == light_dir_sign) {
  332. //both point in same direction, plot offsetted
  333. points[point_count++] = point + light_dir * cull_distance;
  334. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  335. int next_j = (j + 1) % 4;
  336. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  337. //one point in the same direction, plot segment
  338. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  339. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  340. points[point_count++] = point;
  341. }
  342. points[point_count++] = point + light_dir * cull_distance;
  343. } else {
  344. points[point_count++] = point + light_dir * cull_distance;
  345. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  346. points[point_count++] = point;
  347. }
  348. }
  349. } else {
  350. //plot normally
  351. points[point_count++] = point;
  352. }
  353. }
  354. Vector2 xf_points[6];
  355. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  356. RENDER_TIMESTAMP(">Render Directional 2D Shadows");
  357. //make list of occluders
  358. int occ_cullded = 0;
  359. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  360. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  361. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  362. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  363. if (!F->get()->enabled) {
  364. continue;
  365. }
  366. F->get()->xform_cache = xf * F->get()->xform;
  367. Transform2D localizer = F->get()->xform_cache.affine_inverse();
  368. for (int j = 0; j < point_count; j++) {
  369. xf_points[j] = localizer.xform(points[j]);
  370. }
  371. if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  372. F->get()->next = occluders;
  373. occluders = F->get();
  374. occ_cullded++;
  375. }
  376. }
  377. }
  378. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  379. light = light->shadows_next_ptr;
  380. }
  381. RENDER_TIMESTAMP("<Render Directional 2D Shadows");
  382. }
  383. if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
  384. if (!can_draw_3d) {
  385. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  386. } else {
  387. _draw_3d(p_viewport);
  388. }
  389. scenario_draw_canvas_bg = false;
  390. }
  391. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  392. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  393. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  394. RendererCanvasRender::Light *canvas_lights = nullptr;
  395. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  396. RendererCanvasRender::Light *ptr = lights;
  397. while (ptr) {
  398. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  399. ptr->next_ptr = canvas_lights;
  400. canvas_lights = ptr;
  401. }
  402. ptr = ptr->filter_next_ptr;
  403. }
  404. ptr = directional_lights;
  405. while (ptr) {
  406. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  407. ptr->next_ptr = canvas_directional_lights;
  408. canvas_directional_lights = ptr;
  409. }
  410. ptr = ptr->filter_next_ptr;
  411. }
  412. 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);
  413. if (RSG::canvas->was_sdf_used()) {
  414. p_viewport->sdf_active = true;
  415. }
  416. i++;
  417. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  418. if (!can_draw_3d) {
  419. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  420. } else {
  421. _draw_3d(p_viewport);
  422. }
  423. scenario_draw_canvas_bg = false;
  424. }
  425. }
  426. if (scenario_draw_canvas_bg) {
  427. if (!can_draw_3d) {
  428. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  429. } else {
  430. _draw_3d(p_viewport);
  431. }
  432. }
  433. }
  434. if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
  435. //was never cleared in the end, force clear it
  436. RSG::storage->render_target_do_clear_request(p_viewport->render_target);
  437. }
  438. if (p_viewport->measure_render_time) {
  439. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  440. RSG::storage->capture_timestamp(rt_id);
  441. timestamp_vp_map[rt_id] = p_viewport->self;
  442. }
  443. }
  444. void RendererViewport::draw_viewports() {
  445. timestamp_vp_map.clear();
  446. // get our xr interface in case we need it
  447. Ref<XRInterface> xr_interface;
  448. if (XRServer::get_singleton() != nullptr) {
  449. xr_interface = XRServer::get_singleton()->get_primary_interface();
  450. }
  451. if (Engine::get_singleton()->is_editor_hint()) {
  452. set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  453. }
  454. //sort viewports
  455. active_viewports.sort_custom<ViewportSort>();
  456. Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  457. //draw viewports
  458. RENDER_TIMESTAMP(">Render Viewports");
  459. //determine what is visible
  460. draw_viewports_pass++;
  461. for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  462. Viewport *vp = active_viewports[i];
  463. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  464. continue;
  465. }
  466. if (!vp->render_target.is_valid()) {
  467. continue;
  468. }
  469. //ERR_CONTINUE(!vp->render_target.is_valid());
  470. bool visible = vp->viewport_to_screen_rect != Rect2();
  471. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  472. visible = true;
  473. }
  474. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
  475. visible = true;
  476. }
  477. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  478. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  479. if (parent && parent->last_pass == draw_viewports_pass) {
  480. visible = true;
  481. }
  482. }
  483. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  484. if (visible) {
  485. vp->last_pass = draw_viewports_pass;
  486. }
  487. }
  488. int vertices_drawn = 0;
  489. int objects_drawn = 0;
  490. int draw_calls_used = 0;
  491. for (int i = 0; i < active_viewports.size(); i++) {
  492. Viewport *vp = active_viewports[i];
  493. if (vp->last_pass != draw_viewports_pass) {
  494. continue; //should not draw
  495. }
  496. RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
  497. RSG::storage->render_target_set_as_unused(vp->render_target);
  498. if (vp->use_xr && xr_interface.is_valid()) {
  499. // override our size, make sure it matches our required size and is created as a stereo target
  500. vp->size = xr_interface->get_render_target_size();
  501. uint32_t view_count = xr_interface->get_view_count();
  502. RSG::storage->render_target_set_size(vp->render_target, vp->internal_size.x, vp->internal_size.y, view_count);
  503. // check for an external texture destination (disabled for now, not yet supported)
  504. // RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
  505. RSG::storage->render_target_set_external_texture(vp->render_target, 0);
  506. // render...
  507. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  508. // and draw viewport
  509. _draw_viewport(vp);
  510. // measure
  511. // commit our eyes
  512. Vector<BlitToScreen> blits = xr_interface->commit_views(vp->render_target, vp->viewport_to_screen_rect);
  513. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && blits.size() > 0) {
  514. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  515. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  516. }
  517. for (int b = 0; b < blits.size(); b++) {
  518. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  519. }
  520. }
  521. // and for our frame timing, mark when we've finished committing our eyes
  522. XRServer::get_singleton()->_mark_commit();
  523. } else {
  524. RSG::storage->render_target_set_external_texture(vp->render_target, 0);
  525. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  526. // render standard mono camera
  527. _draw_viewport(vp);
  528. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  529. //copy to screen if set as such
  530. BlitToScreen blit;
  531. blit.render_target = vp->render_target;
  532. if (vp->viewport_to_screen_rect != Rect2()) {
  533. blit.dst_rect = vp->viewport_to_screen_rect;
  534. } else {
  535. blit.dst_rect.position = Vector2();
  536. blit.dst_rect.size = vp->size;
  537. }
  538. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  539. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  540. }
  541. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  542. }
  543. }
  544. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  545. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  546. }
  547. RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
  548. 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];
  549. 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];
  550. 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];
  551. }
  552. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  553. total_objects_drawn = objects_drawn;
  554. total_vertices_drawn = vertices_drawn;
  555. total_draw_calls_used = draw_calls_used;
  556. RENDER_TIMESTAMP("<Render Viewports");
  557. //this needs to be called to make screen swapping more efficient
  558. RSG::rasterizer->prepare_for_blitting_render_targets();
  559. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  560. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  561. }
  562. }
  563. RID RendererViewport::viewport_allocate() {
  564. return viewport_owner.allocate_rid();
  565. }
  566. void RendererViewport::viewport_initialize(RID p_rid) {
  567. viewport_owner.initialize_rid(p_rid);
  568. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  569. viewport->self = p_rid;
  570. viewport->render_target = RSG::storage->render_target_create();
  571. viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
  572. viewport->viewport_render_direct_to_screen = false;
  573. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  574. }
  575. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  576. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  577. ERR_FAIL_COND(!viewport);
  578. if (viewport->use_xr == p_use_xr) {
  579. return;
  580. }
  581. viewport->use_xr = p_use_xr;
  582. _configure_3d_render_buffers(viewport);
  583. }
  584. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  585. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  586. ERR_FAIL_COND(!viewport);
  587. viewport->scaling_3d_mode = p_mode;
  588. _configure_3d_render_buffers(viewport);
  589. }
  590. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  591. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  592. ERR_FAIL_COND(!viewport);
  593. viewport->fsr_sharpness = p_sharpness;
  594. _configure_3d_render_buffers(viewport);
  595. }
  596. void RendererViewport::viewport_set_fsr_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  597. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  598. ERR_FAIL_COND(!viewport);
  599. viewport->fsr_mipmap_bias = p_mipmap_bias;
  600. _configure_3d_render_buffers(viewport);
  601. }
  602. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  603. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  604. ERR_FAIL_COND(!viewport);
  605. // Clamp to reasonable values that are actually useful.
  606. // Values above 2.0 don't serve a practical purpose since the viewport
  607. // isn't displayed with mipmaps.
  608. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  609. return;
  610. }
  611. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  612. _configure_3d_render_buffers(viewport);
  613. }
  614. uint32_t RendererViewport::Viewport::get_view_count() {
  615. uint32_t view_count = 1;
  616. if (use_xr && XRServer::get_singleton() != nullptr) {
  617. Ref<XRInterface> xr_interface;
  618. xr_interface = XRServer::get_singleton()->get_primary_interface();
  619. if (xr_interface.is_valid()) {
  620. view_count = xr_interface->get_view_count();
  621. }
  622. }
  623. return view_count;
  624. }
  625. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  626. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  627. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  628. ERR_FAIL_COND(!viewport);
  629. viewport->size = Size2(p_width, p_height);
  630. uint32_t view_count = viewport->get_view_count();
  631. RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
  632. _configure_3d_render_buffers(viewport);
  633. viewport->occlusion_buffer_dirty = true;
  634. }
  635. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  636. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  637. ERR_FAIL_COND(!viewport);
  638. if (p_active) {
  639. ERR_FAIL_COND_MSG(active_viewports.find(viewport) != -1, "Can't make active a Viewport that is already active.");
  640. viewport->occlusion_buffer_dirty = true;
  641. active_viewports.push_back(viewport);
  642. } else {
  643. active_viewports.erase(viewport);
  644. }
  645. }
  646. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  647. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  648. ERR_FAIL_COND(!viewport);
  649. viewport->parent = p_parent_viewport;
  650. }
  651. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  652. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  653. ERR_FAIL_COND(!viewport);
  654. viewport->clear_mode = p_clear_mode;
  655. }
  656. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  657. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  658. ERR_FAIL_COND(!viewport);
  659. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  660. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  661. // instead of rendering to fbo and copying to system_fbo after
  662. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  663. RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
  664. RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  665. }
  666. viewport->viewport_to_screen_rect = p_rect;
  667. viewport->viewport_to_screen = p_screen;
  668. } else {
  669. // if render_direct_to_screen was used, reset size and position
  670. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  671. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  672. RSG::storage->render_target_set_size(viewport->render_target, viewport->internal_size.x, viewport->internal_size.y, viewport->get_view_count());
  673. }
  674. viewport->viewport_to_screen_rect = Rect2();
  675. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  676. }
  677. }
  678. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  679. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  680. ERR_FAIL_COND(!viewport);
  681. if (p_enable == viewport->viewport_render_direct_to_screen) {
  682. return;
  683. }
  684. // if disabled, reset render_target size and position
  685. if (!p_enable) {
  686. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  687. RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
  688. }
  689. RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
  690. viewport->viewport_render_direct_to_screen = p_enable;
  691. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  692. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  693. RSG::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());
  694. RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  695. }
  696. }
  697. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  698. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  699. ERR_FAIL_COND(!viewport);
  700. viewport->update_mode = p_mode;
  701. }
  702. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  703. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  704. ERR_FAIL_COND_V(!viewport, RID());
  705. return RSG::storage->render_target_get_texture(viewport->render_target);
  706. }
  707. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  708. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  709. ERR_FAIL_COND_V(!viewport, RID());
  710. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  711. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  712. }
  713. return RID();
  714. }
  715. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  716. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  717. ERR_FAIL_COND(!viewport);
  718. viewport->disable_2d = p_disable;
  719. }
  720. void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  721. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  722. ERR_FAIL_COND(!viewport);
  723. viewport->disable_environment = p_disable;
  724. }
  725. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  726. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  727. ERR_FAIL_COND(!viewport);
  728. viewport->disable_3d = p_disable;
  729. }
  730. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  731. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  732. ERR_FAIL_COND(!viewport);
  733. viewport->camera = p_camera;
  734. }
  735. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  736. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  737. ERR_FAIL_COND(!viewport);
  738. if (viewport->scenario.is_valid()) {
  739. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  740. }
  741. viewport->scenario = p_scenario;
  742. if (viewport->use_occlusion_culling) {
  743. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  744. }
  745. }
  746. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  747. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  748. ERR_FAIL_COND(!viewport);
  749. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  750. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  751. ERR_FAIL_COND(!canvas);
  752. canvas->viewports.insert(p_viewport);
  753. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  754. viewport->canvas_map[p_canvas].layer = 0;
  755. viewport->canvas_map[p_canvas].sublayer = 0;
  756. viewport->canvas_map[p_canvas].canvas = canvas;
  757. }
  758. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  759. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  760. ERR_FAIL_COND(!viewport);
  761. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  762. ERR_FAIL_COND(!canvas);
  763. viewport->canvas_map.erase(p_canvas);
  764. canvas->viewports.erase(p_viewport);
  765. }
  766. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  767. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  768. ERR_FAIL_COND(!viewport);
  769. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  770. viewport->canvas_map[p_canvas].transform = p_offset;
  771. }
  772. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  773. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  774. ERR_FAIL_COND(!viewport);
  775. RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
  776. viewport->transparent_bg = p_enabled;
  777. }
  778. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  779. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  780. ERR_FAIL_COND(!viewport);
  781. viewport->global_transform = p_transform;
  782. }
  783. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  784. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  785. ERR_FAIL_COND(!viewport);
  786. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  787. viewport->canvas_map[p_canvas].layer = p_layer;
  788. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  789. }
  790. void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  791. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  792. ERR_FAIL_COND(!viewport);
  793. viewport->shadow_atlas_size = p_size;
  794. viewport->shadow_atlas_16_bits = p_16_bits;
  795. RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  796. }
  797. void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  798. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  799. ERR_FAIL_COND(!viewport);
  800. RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  801. }
  802. void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
  803. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  804. ERR_FAIL_COND(!viewport);
  805. if (viewport->msaa == p_msaa) {
  806. return;
  807. }
  808. viewport->msaa = p_msaa;
  809. _configure_3d_render_buffers(viewport);
  810. }
  811. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  812. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  813. ERR_FAIL_COND(!viewport);
  814. if (viewport->screen_space_aa == p_mode) {
  815. return;
  816. }
  817. viewport->screen_space_aa = p_mode;
  818. _configure_3d_render_buffers(viewport);
  819. }
  820. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  821. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  822. ERR_FAIL_COND(!viewport);
  823. if (viewport->use_debanding == p_use_debanding) {
  824. return;
  825. }
  826. viewport->use_debanding = p_use_debanding;
  827. _configure_3d_render_buffers(viewport);
  828. }
  829. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  830. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  831. ERR_FAIL_COND(!viewport);
  832. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  833. return;
  834. }
  835. viewport->use_occlusion_culling = p_use_occlusion_culling;
  836. if (viewport->use_occlusion_culling) {
  837. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  838. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  839. } else {
  840. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  841. }
  842. viewport->occlusion_buffer_dirty = true;
  843. }
  844. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  845. if (occlusion_rays_per_thread == p_rays_per_thread) {
  846. return;
  847. }
  848. occlusion_rays_per_thread = p_rays_per_thread;
  849. for (int i = 0; i < active_viewports.size(); i++) {
  850. active_viewports[i]->occlusion_buffer_dirty = true;
  851. }
  852. }
  853. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  854. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  855. }
  856. void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) {
  857. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  858. ERR_FAIL_COND(!viewport);
  859. viewport->lod_threshold = p_pixels;
  860. }
  861. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  862. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  863. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  864. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  865. if (!viewport) {
  866. return 0; //there should be a lock here..
  867. }
  868. return viewport->render_info.info[p_type][p_info];
  869. }
  870. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  871. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  872. ERR_FAIL_COND(!viewport);
  873. viewport->debug_draw = p_draw;
  874. }
  875. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  876. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  877. ERR_FAIL_COND(!viewport);
  878. viewport->measure_render_time = p_enable;
  879. }
  880. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  881. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  882. ERR_FAIL_COND_V(!viewport, 0);
  883. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  884. }
  885. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  886. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  887. ERR_FAIL_COND_V(!viewport, 0);
  888. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  889. }
  890. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  891. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  892. ERR_FAIL_COND(!viewport);
  893. viewport->snap_2d_transforms_to_pixel = p_enabled;
  894. }
  895. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  896. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  897. ERR_FAIL_COND(!viewport);
  898. viewport->snap_2d_vertices_to_pixel = p_enabled;
  899. }
  900. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  901. 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).)");
  902. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  903. ERR_FAIL_COND(!viewport);
  904. viewport->texture_filter = p_filter;
  905. }
  906. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  907. 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).)");
  908. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  909. ERR_FAIL_COND(!viewport);
  910. viewport->texture_repeat = p_repeat;
  911. }
  912. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  913. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  914. ERR_FAIL_COND(!viewport);
  915. RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  916. }
  917. bool RendererViewport::free(RID p_rid) {
  918. if (viewport_owner.owns(p_rid)) {
  919. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  920. RSG::storage->free(viewport->render_target);
  921. RSG::scene->free(viewport->shadow_atlas);
  922. if (viewport->render_buffers.is_valid()) {
  923. RSG::scene->free(viewport->render_buffers);
  924. }
  925. while (viewport->canvas_map.front()) {
  926. viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
  927. }
  928. viewport_set_scenario(p_rid, RID());
  929. active_viewports.erase(viewport);
  930. if (viewport->use_occlusion_culling) {
  931. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  932. }
  933. viewport_owner.free(p_rid);
  934. return true;
  935. }
  936. return false;
  937. }
  938. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  939. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  940. if (!vp) {
  941. return;
  942. }
  943. Viewport *viewport = viewport_owner.get_or_null(*vp);
  944. if (!viewport) {
  945. return;
  946. }
  947. if (p_timestamp.begins_with("vp_begin")) {
  948. viewport->time_cpu_begin = p_cpu_time;
  949. viewport->time_gpu_begin = p_gpu_time;
  950. }
  951. if (p_timestamp.begins_with("vp_end")) {
  952. viewport->time_cpu_end = p_cpu_time;
  953. viewport->time_gpu_end = p_gpu_time;
  954. }
  955. }
  956. void RendererViewport::set_default_clear_color(const Color &p_color) {
  957. RSG::storage->set_default_clear_color(p_color);
  958. }
  959. // Workaround for setting this on thread.
  960. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  961. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  962. }
  963. int RendererViewport::get_total_objects_drawn() const {
  964. return total_objects_drawn;
  965. }
  966. int RendererViewport::get_total_vertices_drawn() const {
  967. return total_vertices_drawn;
  968. }
  969. int RendererViewport::get_total_draw_calls_used() const {
  970. return total_draw_calls_used;
  971. }
  972. RendererViewport::RendererViewport() {
  973. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  974. }