2
0

renderer_viewport.cpp 55 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491
  1. /**************************************************************************/
  2. /* renderer_viewport.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_viewport.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/object/worker_thread_pool.h"
  33. #include "renderer_canvas_cull.h"
  34. #include "renderer_scene_cull.h"
  35. #include "rendering_server_globals.h"
  36. #include "storage/texture_storage.h"
  37. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  38. Transform2D xf = p_viewport->global_transform;
  39. float scale = 1.0;
  40. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  41. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  42. if (p_viewport->snap_2d_transforms_to_pixel) {
  43. c_xform.columns[2] = c_xform.columns[2].floor();
  44. }
  45. xf = xf * c_xform;
  46. scale = p_canvas->parent_scale;
  47. }
  48. Transform2D c_xform = p_canvas_data->transform;
  49. if (p_viewport->snap_2d_transforms_to_pixel) {
  50. c_xform.columns[2] = c_xform.columns[2].floor();
  51. }
  52. xf = xf * c_xform;
  53. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  54. Vector2 pivot = p_vp_size * 0.5;
  55. Transform2D xfpivot;
  56. xfpivot.set_origin(pivot);
  57. Transform2D xfscale;
  58. xfscale.scale(Vector2(scale, scale));
  59. xf = xfpivot.affine_inverse() * xf;
  60. xf = xfscale * xf;
  61. xf = xfpivot * xf;
  62. }
  63. return xf;
  64. }
  65. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  66. // We need to sort the viewports in a "topological order", children first and
  67. // parents last. We also need to keep sibling viewports in the original order
  68. // from top to bottom.
  69. Vector<Viewport *> result;
  70. List<Viewport *> nodes;
  71. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  72. Viewport *viewport = active_viewports[i];
  73. if (viewport->parent.is_valid()) {
  74. continue;
  75. }
  76. nodes.push_back(viewport);
  77. result.insert(0, viewport);
  78. }
  79. while (!nodes.is_empty()) {
  80. const Viewport *node = nodes[0];
  81. nodes.pop_front();
  82. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  83. Viewport *child = active_viewports[i];
  84. if (child->parent != node->self) {
  85. continue;
  86. }
  87. if (!nodes.find(child)) {
  88. nodes.push_back(child);
  89. result.insert(0, child);
  90. }
  91. }
  92. }
  93. return result;
  94. }
  95. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  96. if (p_viewport->render_buffers.is_valid()) {
  97. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  98. p_viewport->render_buffers.unref();
  99. } else {
  100. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  101. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  102. bool scaling_3d_is_fsr = (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) || (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2);
  103. bool use_taa = p_viewport->use_taa;
  104. if (scaling_3d_is_fsr && (scaling_3d_scale > 1.0)) {
  105. // FSR is not designed for downsampling.
  106. // Fall back to bilinear scaling.
  107. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  108. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  109. }
  110. bool upscaler_available = p_viewport->fsr_enabled;
  111. if (scaling_3d_is_fsr && !upscaler_available) {
  112. // FSR is not actually available.
  113. // Fall back to bilinear scaling.
  114. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  115. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  116. }
  117. if (use_taa && scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  118. // FSR2 can't be used with TAA.
  119. // Turn it off and prefer using FSR2.
  120. WARN_PRINT_ONCE("FSR 2 is not compatible with TAA. Disabling TAA internally.");
  121. use_taa = false;
  122. }
  123. int width;
  124. int height;
  125. int render_width;
  126. int render_height;
  127. switch (scaling_3d_mode) {
  128. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  129. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  130. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  131. width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
  132. height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
  133. render_width = width;
  134. render_height = height;
  135. break;
  136. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  137. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  138. width = p_viewport->size.width;
  139. height = p_viewport->size.height;
  140. render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
  141. render_height = MAX(height * scaling_3d_scale, 1.0);
  142. break;
  143. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  144. width = p_viewport->size.width;
  145. height = p_viewport->size.height;
  146. render_width = width;
  147. render_height = height;
  148. break;
  149. default:
  150. // This is an unknown mode.
  151. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  152. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  153. scaling_3d_scale = 1.0;
  154. width = p_viewport->size.width;
  155. height = p_viewport->size.height;
  156. render_width = width;
  157. render_height = height;
  158. break;
  159. }
  160. uint32_t jitter_phase_count = 0;
  161. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  162. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  163. jitter_phase_count = uint32_t(8.0f * pow(float(width) / render_width, 2.0f));
  164. } else if (use_taa) {
  165. // Default jitter count for TAA.
  166. jitter_phase_count = 16;
  167. }
  168. p_viewport->internal_size = Size2(render_width, render_height);
  169. p_viewport->jitter_phase_count = jitter_phase_count;
  170. // At resolution scales lower than 1.0, use negative texture mipmap bias
  171. // to compensate for the loss of sharpness.
  172. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  173. RenderSceneBuffersConfiguration rb_config;
  174. rb_config.set_render_target(p_viewport->render_target);
  175. rb_config.set_internal_size(Size2i(render_width, render_height));
  176. rb_config.set_target_size(Size2(width, height));
  177. rb_config.set_view_count(p_viewport->view_count);
  178. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  179. rb_config.set_msaa_3d(p_viewport->msaa_3d);
  180. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  181. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  182. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  183. rb_config.set_use_taa(use_taa);
  184. p_viewport->render_buffers->configure(&rb_config);
  185. }
  186. }
  187. }
  188. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  189. RENDER_TIMESTAMP("> Render 3D Scene");
  190. Ref<XRInterface> xr_interface;
  191. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  192. xr_interface = XRServer::get_singleton()->get_primary_interface();
  193. }
  194. if (p_viewport->use_occlusion_culling) {
  195. if (p_viewport->occlusion_buffer_dirty) {
  196. float aspect = p_viewport->size.aspect();
  197. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  198. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  199. 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.
  200. float height = Math::sqrt(max_size / aspect);
  201. Size2i new_size = Size2i(height * aspect, height);
  202. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  203. p_viewport->occlusion_buffer_dirty = false;
  204. }
  205. }
  206. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  207. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  208. RENDER_TIMESTAMP("< Render 3D Scene");
  209. }
  210. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  211. if (p_viewport->measure_render_time) {
  212. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  213. RSG::utilities->capture_timestamp(rt_id);
  214. timestamp_vp_map[rt_id] = p_viewport->self;
  215. }
  216. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  217. // This is currently needed for GLES to keep the current window being rendered to up to date
  218. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  219. }
  220. /* Camera should always be BEFORE any other 3D */
  221. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  222. int scenario_canvas_max_layer = 0;
  223. bool force_clear_render_target = false;
  224. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  225. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  226. p_viewport->render_info.info[i][j] = 0;
  227. }
  228. }
  229. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  230. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  231. if (RSG::scene->is_environment(environment)) {
  232. if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport)) {
  233. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  234. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  235. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  236. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  237. force_clear_render_target = true;
  238. }
  239. }
  240. }
  241. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  242. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  243. //wants to draw 3D but there is no render buffer, create
  244. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  245. _configure_3d_render_buffers(p_viewport);
  246. }
  247. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  248. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  249. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  250. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  251. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  252. }
  253. }
  254. if (!scenario_draw_canvas_bg && can_draw_3d) {
  255. if (force_clear_render_target) {
  256. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  257. }
  258. _draw_3d(p_viewport);
  259. }
  260. if (!p_viewport->disable_2d) {
  261. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  262. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  263. RendererCanvasRender::Light *lights = nullptr;
  264. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  265. RendererCanvasRender::Light *directional_lights = nullptr;
  266. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  267. if (p_viewport->sdf_active) {
  268. // Process SDF.
  269. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  270. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  271. // Make list of occluders.
  272. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  273. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  274. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  275. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  276. if (!F->enabled) {
  277. continue;
  278. }
  279. F->xform_cache = xf * F->xform;
  280. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  281. F->next = occluders;
  282. occluders = F;
  283. }
  284. }
  285. }
  286. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  287. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  288. p_viewport->sdf_active = false; // If used, gets set active again.
  289. } else {
  290. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  291. }
  292. Rect2 shadow_rect;
  293. int shadow_count = 0;
  294. int directional_light_count = 0;
  295. RENDER_TIMESTAMP("Cull 2D Lights");
  296. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  297. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  298. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  299. // Find lights in canvas.
  300. for (RendererCanvasRender::Light *F : canvas->lights) {
  301. RendererCanvasRender::Light *cl = F;
  302. if (cl->enabled && cl->texture.is_valid()) {
  303. //not super efficient..
  304. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  305. tsize *= cl->scale;
  306. Vector2 offset = tsize / 2.0;
  307. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  308. cl->xform_cache = xf * cl->xform;
  309. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  310. cl->filter_next_ptr = lights;
  311. lights = cl;
  312. Transform2D scale;
  313. scale.scale(cl->rect_cache.size);
  314. scale.columns[2] = cl->rect_cache.position;
  315. cl->light_shader_xform = xf * cl->xform * scale;
  316. if (cl->use_shadow) {
  317. cl->shadows_next_ptr = lights_with_shadow;
  318. if (lights_with_shadow == nullptr) {
  319. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  320. } else {
  321. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  322. }
  323. lights_with_shadow = cl;
  324. cl->radius_cache = cl->rect_cache.size.length();
  325. }
  326. }
  327. }
  328. }
  329. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  330. RendererCanvasRender::Light *cl = F;
  331. if (cl->enabled) {
  332. cl->filter_next_ptr = directional_lights;
  333. directional_lights = cl;
  334. cl->xform_cache = xf * cl->xform;
  335. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  336. if (cl->use_shadow) {
  337. cl->shadows_next_ptr = directional_lights_with_shadow;
  338. directional_lights_with_shadow = cl;
  339. }
  340. directional_light_count++;
  341. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  342. break;
  343. }
  344. }
  345. }
  346. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  347. }
  348. if (lights_with_shadow) {
  349. //update shadows if any
  350. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  351. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  352. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  353. //make list of occluders
  354. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  355. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  356. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  357. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  358. if (!F->enabled) {
  359. continue;
  360. }
  361. F->xform_cache = xf * F->xform;
  362. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  363. F->next = occluders;
  364. occluders = F;
  365. }
  366. }
  367. }
  368. //update the light shadowmaps with them
  369. RendererCanvasRender::Light *light = lights_with_shadow;
  370. while (light) {
  371. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  372. 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);
  373. light = light->shadows_next_ptr;
  374. }
  375. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  376. }
  377. if (directional_lights_with_shadow) {
  378. //update shadows if any
  379. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  380. while (light) {
  381. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  382. float cull_distance = light->directional_distance;
  383. Vector2 light_dir_sign;
  384. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  385. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  386. Vector2 points[6];
  387. int point_count = 0;
  388. for (int j = 0; j < 4; j++) {
  389. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  390. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  391. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  392. if (sign_cmp == light_dir_sign) {
  393. //both point in same direction, plot offsetted
  394. points[point_count++] = point + light_dir * cull_distance;
  395. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  396. int next_j = (j + 1) % 4;
  397. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  398. //one point in the same direction, plot segment
  399. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  400. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  401. points[point_count++] = point;
  402. }
  403. points[point_count++] = point + light_dir * cull_distance;
  404. } else {
  405. points[point_count++] = point + light_dir * cull_distance;
  406. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  407. points[point_count++] = point;
  408. }
  409. }
  410. } else {
  411. //plot normally
  412. points[point_count++] = point;
  413. }
  414. }
  415. Vector2 xf_points[6];
  416. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  417. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  418. // Make list of occluders.
  419. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  420. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  421. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  422. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  423. if (!F->enabled) {
  424. continue;
  425. }
  426. F->xform_cache = xf * F->xform;
  427. Transform2D localizer = F->xform_cache.affine_inverse();
  428. for (int j = 0; j < point_count; j++) {
  429. xf_points[j] = localizer.xform(points[j]);
  430. }
  431. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  432. F->next = occluders;
  433. occluders = F;
  434. }
  435. }
  436. }
  437. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  438. light = light->shadows_next_ptr;
  439. }
  440. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  441. }
  442. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  443. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  444. // Clear now otherwise we copy over garbage from the render target.
  445. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  446. if (!can_draw_3d) {
  447. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  448. } else {
  449. _draw_3d(p_viewport);
  450. }
  451. scenario_draw_canvas_bg = false;
  452. }
  453. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  454. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  455. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  456. RendererCanvasRender::Light *canvas_lights = nullptr;
  457. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  458. RendererCanvasRender::Light *ptr = lights;
  459. while (ptr) {
  460. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  461. ptr->next_ptr = canvas_lights;
  462. canvas_lights = ptr;
  463. }
  464. ptr = ptr->filter_next_ptr;
  465. }
  466. ptr = directional_lights;
  467. while (ptr) {
  468. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  469. ptr->next_ptr = canvas_directional_lights;
  470. canvas_directional_lights = ptr;
  471. }
  472. ptr = ptr->filter_next_ptr;
  473. }
  474. RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask);
  475. if (RSG::canvas->was_sdf_used()) {
  476. p_viewport->sdf_active = true;
  477. }
  478. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  479. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  480. // Clear now otherwise we copy over garbage from the render target.
  481. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  482. if (!can_draw_3d) {
  483. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  484. } else {
  485. _draw_3d(p_viewport);
  486. }
  487. scenario_draw_canvas_bg = false;
  488. }
  489. }
  490. if (scenario_draw_canvas_bg) {
  491. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  492. // Clear now otherwise we copy over garbage from the render target.
  493. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  494. if (!can_draw_3d) {
  495. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  496. } else {
  497. _draw_3d(p_viewport);
  498. }
  499. }
  500. }
  501. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  502. //was never cleared in the end, force clear it
  503. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  504. }
  505. if (p_viewport->measure_render_time) {
  506. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  507. RSG::utilities->capture_timestamp(rt_id);
  508. timestamp_vp_map[rt_id] = p_viewport->self;
  509. }
  510. }
  511. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  512. timestamp_vp_map.clear();
  513. // get our xr interface in case we need it
  514. Ref<XRInterface> xr_interface;
  515. XRServer *xr_server = XRServer::get_singleton();
  516. if (xr_server != nullptr) {
  517. // let our XR server know we're about to render our frames so we can get our frame timing
  518. xr_server->pre_render();
  519. // retrieve the interface responsible for rendering
  520. xr_interface = xr_server->get_primary_interface();
  521. }
  522. if (Engine::get_singleton()->is_editor_hint()) {
  523. set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  524. }
  525. if (sorted_active_viewports_dirty) {
  526. sorted_active_viewports = _sort_active_viewports();
  527. sorted_active_viewports_dirty = false;
  528. }
  529. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  530. //draw viewports
  531. RENDER_TIMESTAMP("> Render Viewports");
  532. //determine what is visible
  533. draw_viewports_pass++;
  534. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  535. Viewport *vp = sorted_active_viewports[i];
  536. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  537. continue;
  538. }
  539. if (!vp->render_target.is_valid()) {
  540. continue;
  541. }
  542. //ERR_CONTINUE(!vp->render_target.is_valid());
  543. bool visible = vp->viewport_to_screen_rect != Rect2();
  544. if (vp->use_xr) {
  545. if (xr_interface.is_valid()) {
  546. // Ignore update mode we have to commit frames to our XR interface
  547. visible = true;
  548. // Override our size, make sure it matches our required size and is created as a stereo target
  549. Size2 xr_size = xr_interface->get_render_target_size();
  550. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  551. } else {
  552. // don't render anything
  553. visible = false;
  554. vp->size = Size2();
  555. }
  556. } else {
  557. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  558. visible = true;
  559. }
  560. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  561. visible = true;
  562. }
  563. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  564. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  565. if (parent && parent->last_pass == draw_viewports_pass) {
  566. visible = true;
  567. }
  568. }
  569. }
  570. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  571. if (visible) {
  572. vp->last_pass = draw_viewports_pass;
  573. }
  574. }
  575. int vertices_drawn = 0;
  576. int objects_drawn = 0;
  577. int draw_calls_used = 0;
  578. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  579. Viewport *vp = sorted_active_viewports[i];
  580. if (vp->last_pass != draw_viewports_pass) {
  581. continue; //should not draw
  582. }
  583. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  584. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  585. if (vp->use_xr && xr_interface.is_valid()) {
  586. // Inform XR interface we're about to render its viewport,
  587. // if this returns false we don't render.
  588. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  589. // rendering frames.
  590. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  591. RSG::texture_storage->render_target_set_override(vp->render_target,
  592. xr_interface->get_color_texture(),
  593. xr_interface->get_depth_texture(),
  594. xr_interface->get_velocity_texture());
  595. // render...
  596. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  597. // and draw viewport
  598. _draw_viewport(vp);
  599. // commit our eyes
  600. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  601. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  602. if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3" || OS::get_singleton()->get_current_rendering_driver_name() == "opengl3_angle") {
  603. if (blits.size() > 0) {
  604. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  605. }
  606. RSG::rasterizer->end_frame(true);
  607. } else if (blits.size() > 0) {
  608. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  609. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  610. }
  611. for (int b = 0; b < blits.size(); b++) {
  612. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  613. }
  614. }
  615. }
  616. }
  617. } else {
  618. RSG::texture_storage->render_target_set_override(vp->render_target, RID(), RID(), RID());
  619. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  620. // render standard mono camera
  621. _draw_viewport(vp);
  622. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  623. //copy to screen if set as such
  624. BlitToScreen blit;
  625. blit.render_target = vp->render_target;
  626. if (vp->viewport_to_screen_rect != Rect2()) {
  627. blit.dst_rect = vp->viewport_to_screen_rect;
  628. } else {
  629. blit.dst_rect.position = Vector2();
  630. blit.dst_rect.size = vp->size;
  631. }
  632. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  633. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  634. }
  635. if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3" || OS::get_singleton()->get_current_rendering_driver_name() == "opengl3_angle") {
  636. Vector<BlitToScreen> blit_to_screen_vec;
  637. blit_to_screen_vec.push_back(blit);
  638. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
  639. RSG::rasterizer->end_frame(true);
  640. } else {
  641. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  642. }
  643. }
  644. }
  645. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  646. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  647. }
  648. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  649. 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];
  650. 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];
  651. 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];
  652. }
  653. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  654. total_objects_drawn = objects_drawn;
  655. total_vertices_drawn = vertices_drawn;
  656. total_draw_calls_used = draw_calls_used;
  657. RENDER_TIMESTAMP("< Render Viewports");
  658. if (p_swap_buffers) {
  659. //this needs to be called to make screen swapping more efficient
  660. RSG::rasterizer->prepare_for_blitting_render_targets();
  661. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  662. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  663. }
  664. }
  665. }
  666. RID RendererViewport::viewport_allocate() {
  667. return viewport_owner.allocate_rid();
  668. }
  669. void RendererViewport::viewport_initialize(RID p_rid) {
  670. viewport_owner.initialize_rid(p_rid);
  671. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  672. viewport->self = p_rid;
  673. viewport->render_target = RSG::texture_storage->render_target_create();
  674. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  675. viewport->viewport_render_direct_to_screen = false;
  676. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  677. }
  678. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  679. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  680. ERR_FAIL_NULL(viewport);
  681. if (viewport->use_xr == p_use_xr) {
  682. return;
  683. }
  684. viewport->use_xr = p_use_xr;
  685. // Re-configure the 3D render buffers when disabling XR. They'll get
  686. // re-configured when enabling XR in draw_viewports().
  687. if (!p_use_xr) {
  688. viewport->view_count = 1;
  689. _configure_3d_render_buffers(viewport);
  690. }
  691. }
  692. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  693. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  694. ERR_FAIL_NULL(viewport);
  695. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR2 is only available when using the Forward+ renderer.");
  696. if (viewport->scaling_3d_mode == p_mode) {
  697. return;
  698. }
  699. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  700. viewport->scaling_3d_mode = p_mode;
  701. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  702. if (motion_vectors_before != motion_vectors_after) {
  703. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  704. }
  705. _configure_3d_render_buffers(viewport);
  706. }
  707. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  708. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  709. ERR_FAIL_NULL(viewport);
  710. viewport->fsr_sharpness = p_sharpness;
  711. if (viewport->render_buffers.is_valid()) {
  712. viewport->render_buffers->set_fsr_sharpness(p_sharpness);
  713. }
  714. }
  715. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  716. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  717. ERR_FAIL_NULL(viewport);
  718. viewport->texture_mipmap_bias = p_mipmap_bias;
  719. if (viewport->render_buffers.is_valid()) {
  720. viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias);
  721. }
  722. }
  723. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  724. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  725. ERR_FAIL_NULL(viewport);
  726. // Clamp to reasonable values that are actually useful.
  727. // Values above 2.0 don't serve a practical purpose since the viewport
  728. // isn't displayed with mipmaps.
  729. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  730. return;
  731. }
  732. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  733. _configure_3d_render_buffers(viewport);
  734. }
  735. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  736. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  737. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  738. ERR_FAIL_NULL(viewport);
  739. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  740. _viewport_set_size(viewport, p_width, p_height, 1);
  741. }
  742. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  743. Size2i new_size(p_width, p_height);
  744. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  745. p_viewport->size = new_size;
  746. p_viewport->view_count = p_view_count;
  747. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  748. _configure_3d_render_buffers(p_viewport);
  749. p_viewport->occlusion_buffer_dirty = true;
  750. }
  751. }
  752. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  753. return p_viewport->use_taa || p_viewport->scaling_3d_mode == RenderingServer::VIEWPORT_SCALING_3D_MODE_FSR2;
  754. }
  755. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  756. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  757. ERR_FAIL_NULL(viewport);
  758. if (p_active) {
  759. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  760. viewport->occlusion_buffer_dirty = true;
  761. active_viewports.push_back(viewport);
  762. } else {
  763. active_viewports.erase(viewport);
  764. }
  765. sorted_active_viewports_dirty = true;
  766. }
  767. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  768. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  769. ERR_FAIL_NULL(viewport);
  770. viewport->parent = p_parent_viewport;
  771. }
  772. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  773. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  774. ERR_FAIL_NULL(viewport);
  775. viewport->clear_mode = p_clear_mode;
  776. }
  777. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  778. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  779. ERR_FAIL_NULL(viewport);
  780. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  781. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  782. // instead of rendering to fbo and copying to system_fbo after
  783. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  784. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  785. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  786. }
  787. viewport->viewport_to_screen_rect = p_rect;
  788. viewport->viewport_to_screen = p_screen;
  789. } else {
  790. // if render_direct_to_screen was used, reset size and position
  791. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  792. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  793. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  794. }
  795. viewport->viewport_to_screen_rect = Rect2();
  796. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  797. }
  798. }
  799. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  800. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  801. ERR_FAIL_NULL(viewport);
  802. if (p_enable == viewport->viewport_render_direct_to_screen) {
  803. return;
  804. }
  805. // if disabled, reset render_target size and position
  806. if (!p_enable) {
  807. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  808. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  809. }
  810. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  811. viewport->viewport_render_direct_to_screen = p_enable;
  812. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  813. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  814. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);
  815. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  816. }
  817. }
  818. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  819. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  820. ERR_FAIL_NULL(viewport);
  821. viewport->update_mode = p_mode;
  822. }
  823. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  824. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  825. ERR_FAIL_NULL_V(viewport, RID());
  826. return viewport->render_target;
  827. }
  828. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  829. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  830. ERR_FAIL_NULL_V(viewport, RID());
  831. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  832. }
  833. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  834. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  835. ERR_FAIL_NULL_V(viewport, RID());
  836. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  837. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  838. }
  839. return RID();
  840. }
  841. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  842. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  843. ERR_FAIL_NULL(viewport);
  844. uint64_t frame = RSG::rasterizer->get_frame_number();
  845. if (viewport->prev_camera_data_frame != frame) {
  846. viewport->prev_camera_data = *p_camera_data;
  847. viewport->prev_camera_data_frame = frame;
  848. }
  849. }
  850. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  851. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  852. ERR_FAIL_NULL_V(viewport, nullptr);
  853. return &viewport->prev_camera_data;
  854. }
  855. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  856. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  857. ERR_FAIL_NULL(viewport);
  858. viewport->disable_2d = p_disable;
  859. }
  860. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  861. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  862. ERR_FAIL_NULL(viewport);
  863. viewport->disable_environment = p_mode;
  864. }
  865. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  866. ERR_FAIL_NULL_V(viewport, false);
  867. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  868. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  869. return viewport_is_environment_disabled(parent);
  870. }
  871. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  872. }
  873. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  874. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  875. ERR_FAIL_NULL(viewport);
  876. viewport->disable_3d = p_disable;
  877. }
  878. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  879. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  880. ERR_FAIL_NULL(viewport);
  881. viewport->camera = p_camera;
  882. }
  883. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  884. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  885. ERR_FAIL_NULL(viewport);
  886. if (viewport->scenario.is_valid()) {
  887. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  888. }
  889. viewport->scenario = p_scenario;
  890. if (viewport->use_occlusion_culling) {
  891. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  892. }
  893. }
  894. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  895. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  896. ERR_FAIL_NULL(viewport);
  897. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  898. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  899. ERR_FAIL_NULL(canvas);
  900. canvas->viewports.insert(p_viewport);
  901. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  902. viewport->canvas_map[p_canvas].layer = 0;
  903. viewport->canvas_map[p_canvas].sublayer = 0;
  904. viewport->canvas_map[p_canvas].canvas = canvas;
  905. }
  906. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  907. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  908. ERR_FAIL_NULL(viewport);
  909. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  910. ERR_FAIL_NULL(canvas);
  911. viewport->canvas_map.erase(p_canvas);
  912. canvas->viewports.erase(p_viewport);
  913. }
  914. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  915. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  916. ERR_FAIL_NULL(viewport);
  917. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  918. viewport->canvas_map[p_canvas].transform = p_offset;
  919. }
  920. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  921. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  922. ERR_FAIL_NULL(viewport);
  923. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  924. viewport->transparent_bg = p_enabled;
  925. }
  926. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  927. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  928. ERR_FAIL_NULL(viewport);
  929. viewport->global_transform = p_transform;
  930. }
  931. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  932. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  933. ERR_FAIL_NULL(viewport);
  934. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  935. viewport->canvas_map[p_canvas].layer = p_layer;
  936. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  937. }
  938. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  939. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  940. ERR_FAIL_NULL(viewport);
  941. viewport->shadow_atlas_size = p_size;
  942. viewport->shadow_atlas_16_bits = p_16_bits;
  943. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  944. }
  945. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  946. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  947. ERR_FAIL_NULL(viewport);
  948. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  949. }
  950. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  951. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  952. ERR_FAIL_NULL(viewport);
  953. if (viewport->msaa_2d == p_msaa) {
  954. return;
  955. }
  956. viewport->msaa_2d = p_msaa;
  957. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  958. }
  959. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  960. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  961. ERR_FAIL_NULL(viewport);
  962. if (viewport->msaa_3d == p_msaa) {
  963. return;
  964. }
  965. viewport->msaa_3d = p_msaa;
  966. _configure_3d_render_buffers(viewport);
  967. }
  968. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  969. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  970. ERR_FAIL_NULL(viewport);
  971. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  972. return;
  973. }
  974. viewport->use_hdr_2d = p_use_hdr_2d;
  975. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  976. }
  977. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  978. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  979. ERR_FAIL_NULL(viewport);
  980. if (viewport->screen_space_aa == p_mode) {
  981. return;
  982. }
  983. viewport->screen_space_aa = p_mode;
  984. _configure_3d_render_buffers(viewport);
  985. }
  986. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  987. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  988. ERR_FAIL_NULL(viewport);
  989. ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
  990. if (viewport->use_taa == p_use_taa) {
  991. return;
  992. }
  993. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  994. viewport->use_taa = p_use_taa;
  995. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  996. if (motion_vectors_before != motion_vectors_after) {
  997. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  998. }
  999. _configure_3d_render_buffers(viewport);
  1000. }
  1001. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1002. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1003. ERR_FAIL_NULL(viewport);
  1004. if (viewport->use_debanding == p_use_debanding) {
  1005. return;
  1006. }
  1007. viewport->use_debanding = p_use_debanding;
  1008. if (viewport->render_buffers.is_valid()) {
  1009. viewport->render_buffers->set_use_debanding(p_use_debanding);
  1010. }
  1011. }
  1012. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1013. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1014. ERR_FAIL_NULL(viewport);
  1015. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1016. return;
  1017. }
  1018. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1019. if (viewport->use_occlusion_culling) {
  1020. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1021. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1022. } else {
  1023. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1024. }
  1025. viewport->occlusion_buffer_dirty = true;
  1026. }
  1027. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1028. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1029. return;
  1030. }
  1031. occlusion_rays_per_thread = p_rays_per_thread;
  1032. for (int i = 0; i < active_viewports.size(); i++) {
  1033. active_viewports[i]->occlusion_buffer_dirty = true;
  1034. }
  1035. }
  1036. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1037. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1038. }
  1039. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1040. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1041. ERR_FAIL_NULL(viewport);
  1042. viewport->mesh_lod_threshold = p_pixels;
  1043. }
  1044. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1045. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1046. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1047. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1048. if (!viewport) {
  1049. return 0; //there should be a lock here..
  1050. }
  1051. return viewport->render_info.info[p_type][p_info];
  1052. }
  1053. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1054. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1055. ERR_FAIL_NULL(viewport);
  1056. viewport->debug_draw = p_draw;
  1057. }
  1058. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1059. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1060. ERR_FAIL_NULL(viewport);
  1061. viewport->measure_render_time = p_enable;
  1062. }
  1063. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1064. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1065. ERR_FAIL_NULL_V(viewport, 0);
  1066. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1067. }
  1068. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1069. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1070. ERR_FAIL_NULL_V(viewport, 0);
  1071. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1072. }
  1073. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1074. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1075. ERR_FAIL_NULL(viewport);
  1076. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1077. }
  1078. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1079. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1080. ERR_FAIL_NULL(viewport);
  1081. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1082. }
  1083. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1084. 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).)");
  1085. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1086. ERR_FAIL_NULL(viewport);
  1087. viewport->texture_filter = p_filter;
  1088. }
  1089. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1090. 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).)");
  1091. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1092. ERR_FAIL_NULL(viewport);
  1093. viewport->texture_repeat = p_repeat;
  1094. }
  1095. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1096. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1097. ERR_FAIL_NULL(viewport);
  1098. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1099. }
  1100. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1101. RID *rids = nullptr;
  1102. uint32_t rid_count = viewport_owner.get_rid_count();
  1103. rids = (RID *)alloca(sizeof(RID *) * rid_count);
  1104. viewport_owner.fill_owned_buffer(rids);
  1105. for (uint32_t i = 0; i < rid_count; i++) {
  1106. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1107. if (viewport->viewport_to_screen == p_id) {
  1108. return rids[i];
  1109. }
  1110. }
  1111. return RID();
  1112. }
  1113. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1114. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1115. ERR_FAIL_NULL(viewport);
  1116. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1117. _configure_3d_render_buffers(viewport);
  1118. }
  1119. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1120. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1121. ERR_FAIL_NULL(viewport);
  1122. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1123. _configure_3d_render_buffers(viewport);
  1124. }
  1125. bool RendererViewport::free(RID p_rid) {
  1126. if (viewport_owner.owns(p_rid)) {
  1127. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1128. RSG::texture_storage->render_target_free(viewport->render_target);
  1129. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1130. if (viewport->render_buffers.is_valid()) {
  1131. viewport->render_buffers.unref();
  1132. }
  1133. while (viewport->canvas_map.begin()) {
  1134. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1135. }
  1136. viewport_set_scenario(p_rid, RID());
  1137. active_viewports.erase(viewport);
  1138. sorted_active_viewports_dirty = true;
  1139. if (viewport->use_occlusion_culling) {
  1140. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1141. }
  1142. if (_viewport_requires_motion_vectors(viewport)) {
  1143. num_viewports_with_motion_vectors--;
  1144. }
  1145. viewport_owner.free(p_rid);
  1146. return true;
  1147. }
  1148. return false;
  1149. }
  1150. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1151. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1152. if (!vp) {
  1153. return;
  1154. }
  1155. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1156. if (!viewport) {
  1157. return;
  1158. }
  1159. if (p_timestamp.begins_with("vp_begin")) {
  1160. viewport->time_cpu_begin = p_cpu_time;
  1161. viewport->time_gpu_begin = p_gpu_time;
  1162. }
  1163. if (p_timestamp.begins_with("vp_end")) {
  1164. viewport->time_cpu_end = p_cpu_time;
  1165. viewport->time_gpu_end = p_gpu_time;
  1166. }
  1167. }
  1168. void RendererViewport::set_default_clear_color(const Color &p_color) {
  1169. RSG::texture_storage->set_default_clear_color(p_color);
  1170. }
  1171. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1172. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1173. ERR_FAIL_NULL(viewport);
  1174. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1175. }
  1176. // Workaround for setting this on thread.
  1177. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1178. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1179. }
  1180. int RendererViewport::get_total_objects_drawn() const {
  1181. return total_objects_drawn;
  1182. }
  1183. int RendererViewport::get_total_primitives_drawn() const {
  1184. return total_vertices_drawn;
  1185. }
  1186. int RendererViewport::get_total_draw_calls_used() const {
  1187. return total_draw_calls_used;
  1188. }
  1189. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1190. return num_viewports_with_motion_vectors;
  1191. }
  1192. RendererViewport::RendererViewport() {
  1193. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1194. }