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renderer_viewport.cpp 41 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::_draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye) {
  64. RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
  65. Ref<XRInterface> xr_interface;
  66. if (XRServer::get_singleton() != nullptr) {
  67. xr_interface = XRServer::get_singleton()->get_primary_interface();
  68. }
  69. if (p_viewport->use_occlusion_culling) {
  70. if (p_viewport->occlusion_buffer_dirty) {
  71. float aspect = p_viewport->size.aspect();
  72. int max_size = occlusion_rays_per_thread * RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  73. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  74. 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.
  75. float height = Math::sqrt(max_size / aspect);
  76. Size2i new_size = Size2i(height * aspect, height);
  77. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  78. p_viewport->occlusion_buffer_dirty = false;
  79. }
  80. }
  81. float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
  82. if (p_viewport->use_xr && xr_interface.is_valid()) {
  83. RSG::scene->render_camera(p_viewport->render_buffers, xr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
  84. } else {
  85. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas);
  86. }
  87. RENDER_TIMESTAMP("<End Rendering 3D Scene");
  88. }
  89. void RendererViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye) {
  90. if (p_viewport->measure_render_time) {
  91. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  92. RSG::storage->capture_timestamp(rt_id);
  93. timestamp_vp_map[rt_id] = p_viewport->self;
  94. }
  95. /* Camera should always be BEFORE any other 3D */
  96. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  97. int scenario_canvas_max_layer = 0;
  98. Color bgcolor = RSG::storage->get_default_clear_color();
  99. if (!p_viewport->hide_canvas && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
  100. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  101. if (RSG::scene->is_environment(environment)) {
  102. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  103. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  104. }
  105. }
  106. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera);
  107. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  108. if (p_viewport->transparent_bg) {
  109. bgcolor = Color(0, 0, 0, 0);
  110. }
  111. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  112. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  113. }
  114. }
  115. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  116. //wants to draw 3D but there is no render buffer, create
  117. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  118. RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding);
  119. }
  120. RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  121. if (!scenario_draw_canvas_bg && can_draw_3d) {
  122. _draw_3d(p_viewport, p_eye);
  123. }
  124. if (!p_viewport->hide_canvas) {
  125. int i = 0;
  126. Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  127. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  128. RendererCanvasRender::Light *lights = nullptr;
  129. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  130. RendererCanvasRender::Light *directional_lights = nullptr;
  131. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  132. if (p_viewport->sdf_active) {
  133. //process SDF
  134. Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
  135. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  136. //make list of occluders
  137. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  138. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
  139. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  140. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  141. if (!F->get()->enabled) {
  142. continue;
  143. }
  144. F->get()->xform_cache = xf * F->get()->xform;
  145. if (sdf_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  146. F->get()->next = occluders;
  147. occluders = F->get();
  148. }
  149. }
  150. }
  151. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  152. p_viewport->sdf_active = false; // if used, gets set active again
  153. }
  154. Rect2 shadow_rect;
  155. int light_count = 0;
  156. int shadow_count = 0;
  157. int directional_light_count = 0;
  158. RENDER_TIMESTAMP("Cull Canvas Lights");
  159. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  160. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
  161. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  162. //find lights in canvas
  163. for (Set<RendererCanvasRender::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
  164. RendererCanvasRender::Light *cl = F->get();
  165. if (cl->enabled && cl->texture.is_valid()) {
  166. //not super efficient..
  167. Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
  168. tsize *= cl->scale;
  169. Vector2 offset = tsize / 2.0;
  170. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  171. cl->xform_cache = xf * cl->xform;
  172. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  173. cl->filter_next_ptr = lights;
  174. lights = cl;
  175. // cl->texture_cache = nullptr;
  176. Transform2D scale;
  177. scale.scale(cl->rect_cache.size);
  178. scale.elements[2] = cl->rect_cache.position;
  179. cl->light_shader_xform = cl->xform * scale;
  180. //cl->light_shader_pos = cl->xform_cache[2];
  181. if (cl->use_shadow) {
  182. cl->shadows_next_ptr = lights_with_shadow;
  183. if (lights_with_shadow == nullptr) {
  184. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  185. } else {
  186. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  187. }
  188. lights_with_shadow = cl;
  189. cl->radius_cache = cl->rect_cache.size.length();
  190. }
  191. light_count++;
  192. }
  193. //guess this is not needed, but keeping because it may be
  194. }
  195. }
  196. for (Set<RendererCanvasRender::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
  197. RendererCanvasRender::Light *cl = F->get();
  198. if (cl->enabled) {
  199. cl->filter_next_ptr = directional_lights;
  200. directional_lights = cl;
  201. cl->xform_cache = xf * cl->xform;
  202. cl->xform_cache.elements[2] = Vector2(); //translation is pointless
  203. if (cl->use_shadow) {
  204. cl->shadows_next_ptr = directional_lights_with_shadow;
  205. directional_lights_with_shadow = cl;
  206. }
  207. directional_light_count++;
  208. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  209. break;
  210. }
  211. }
  212. }
  213. canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
  214. }
  215. if (lights_with_shadow) {
  216. //update shadows if any
  217. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  218. RENDER_TIMESTAMP(">Render 2D Shadows");
  219. RENDER_TIMESTAMP("Cull Occluders");
  220. //make list of occluders
  221. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  222. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
  223. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  224. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  225. if (!F->get()->enabled) {
  226. continue;
  227. }
  228. F->get()->xform_cache = xf * F->get()->xform;
  229. if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  230. F->get()->next = occluders;
  231. occluders = F->get();
  232. }
  233. }
  234. }
  235. //update the light shadowmaps with them
  236. RendererCanvasRender::Light *light = lights_with_shadow;
  237. while (light) {
  238. RENDER_TIMESTAMP("Render Shadow");
  239. 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);
  240. light = light->shadows_next_ptr;
  241. }
  242. RENDER_TIMESTAMP("<End rendering 2D Shadows");
  243. }
  244. if (directional_lights_with_shadow) {
  245. //update shadows if any
  246. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  247. while (light) {
  248. Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
  249. float cull_distance = light->directional_distance;
  250. Vector2 light_dir_sign;
  251. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  252. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  253. Vector2 points[6];
  254. int point_count = 0;
  255. for (int j = 0; j < 4; j++) {
  256. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  257. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  258. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  259. if (sign_cmp == light_dir_sign) {
  260. //both point in same direction, plot offseted
  261. points[point_count++] = point + light_dir * cull_distance;
  262. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  263. int next_j = (j + 1) % 4;
  264. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  265. //one point in the same direction, plot segment
  266. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  267. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  268. points[point_count++] = point;
  269. }
  270. points[point_count++] = point + light_dir * cull_distance;
  271. } else {
  272. points[point_count++] = point + light_dir * cull_distance;
  273. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  274. points[point_count++] = point;
  275. }
  276. }
  277. } else {
  278. //plot normally
  279. points[point_count++] = point;
  280. }
  281. }
  282. Vector2 xf_points[6];
  283. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  284. RENDER_TIMESTAMP(">Render Directional 2D Shadows");
  285. //make list of occluders
  286. int occ_cullded = 0;
  287. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  288. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
  289. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  290. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  291. if (!F->get()->enabled) {
  292. continue;
  293. }
  294. F->get()->xform_cache = xf * F->get()->xform;
  295. Transform2D localizer = F->get()->xform_cache.affine_inverse();
  296. for (int j = 0; j < point_count; j++) {
  297. xf_points[j] = localizer.xform(points[j]);
  298. }
  299. if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  300. F->get()->next = occluders;
  301. occluders = F->get();
  302. occ_cullded++;
  303. }
  304. }
  305. }
  306. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  307. light = light->shadows_next_ptr;
  308. }
  309. RENDER_TIMESTAMP("<Render Directional 2D Shadows");
  310. }
  311. if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
  312. if (!can_draw_3d) {
  313. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  314. } else {
  315. _draw_3d(p_viewport, p_eye);
  316. }
  317. scenario_draw_canvas_bg = false;
  318. }
  319. for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
  320. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get()->canvas);
  321. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
  322. RendererCanvasRender::Light *canvas_lights = nullptr;
  323. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  324. RendererCanvasRender::Light *ptr = lights;
  325. while (ptr) {
  326. if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
  327. ptr->next_ptr = canvas_lights;
  328. canvas_lights = ptr;
  329. }
  330. ptr = ptr->filter_next_ptr;
  331. }
  332. ptr = directional_lights;
  333. while (ptr) {
  334. if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
  335. ptr->next_ptr = canvas_directional_lights;
  336. canvas_directional_lights = ptr;
  337. }
  338. ptr = ptr->filter_next_ptr;
  339. }
  340. 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);
  341. if (RSG::canvas->was_sdf_used()) {
  342. p_viewport->sdf_active = true;
  343. }
  344. i++;
  345. if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
  346. if (!can_draw_3d) {
  347. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  348. } else {
  349. _draw_3d(p_viewport, p_eye);
  350. }
  351. scenario_draw_canvas_bg = false;
  352. }
  353. }
  354. if (scenario_draw_canvas_bg) {
  355. if (!can_draw_3d) {
  356. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  357. } else {
  358. _draw_3d(p_viewport, p_eye);
  359. }
  360. }
  361. }
  362. if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
  363. //was never cleared in the end, force clear it
  364. RSG::storage->render_target_do_clear_request(p_viewport->render_target);
  365. }
  366. if (p_viewport->measure_render_time) {
  367. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  368. RSG::storage->capture_timestamp(rt_id);
  369. timestamp_vp_map[rt_id] = p_viewport->self;
  370. }
  371. }
  372. void RendererViewport::draw_viewports() {
  373. timestamp_vp_map.clear();
  374. // get our xr interface in case we need it
  375. Ref<XRInterface> xr_interface;
  376. if (XRServer::get_singleton() != nullptr) {
  377. xr_interface = XRServer::get_singleton()->get_primary_interface();
  378. // process all our active interfaces
  379. XRServer::get_singleton()->_process();
  380. }
  381. if (Engine::get_singleton()->is_editor_hint()) {
  382. set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  383. }
  384. //sort viewports
  385. active_viewports.sort_custom<ViewportSort>();
  386. Map<DisplayServer::WindowID, Vector<RendererCompositor::BlitToScreen>> blit_to_screen_list;
  387. //draw viewports
  388. RENDER_TIMESTAMP(">Render Viewports");
  389. //determine what is visible
  390. draw_viewports_pass++;
  391. for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  392. Viewport *vp = active_viewports[i];
  393. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  394. continue;
  395. }
  396. if (!vp->render_target.is_valid()) {
  397. continue;
  398. }
  399. //ERR_CONTINUE(!vp->render_target.is_valid());
  400. bool visible = vp->viewport_to_screen_rect != Rect2();
  401. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  402. visible = true;
  403. }
  404. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
  405. visible = true;
  406. }
  407. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  408. Viewport *parent = viewport_owner.getornull(vp->parent);
  409. if (parent && parent->last_pass == draw_viewports_pass) {
  410. visible = true;
  411. }
  412. }
  413. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  414. if (visible) {
  415. vp->last_pass = draw_viewports_pass;
  416. }
  417. }
  418. for (int i = 0; i < active_viewports.size(); i++) {
  419. Viewport *vp = active_viewports[i];
  420. if (vp->last_pass != draw_viewports_pass) {
  421. continue; //should not draw
  422. }
  423. RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
  424. RSG::storage->render_target_set_as_unused(vp->render_target);
  425. #if 0
  426. // TODO fix up this code after we change our commit_for_eye to accept our new render targets
  427. if (vp->use_xr && xr_interface.is_valid()) {
  428. // override our size, make sure it matches our required size
  429. vp->size = xr_interface->get_render_targetsize();
  430. RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
  431. // render mono or left eye first
  432. XRInterface::Eyes leftOrMono = xr_interface->is_stereo() ? XRInterface::EYE_LEFT : XRInterface::EYE_MONO;
  433. // check for an external texture destination for our left eye/mono
  434. // TODO investigate how we're going to make external textures work
  435. RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
  436. // set our render target as current
  437. RSG::rasterizer->set_current_render_target(vp->render_target);
  438. // and draw left eye/mono
  439. _draw_viewport(vp, leftOrMono);
  440. xr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
  441. // render right eye
  442. if (leftOrMono == XRInterface::EYE_LEFT) {
  443. // check for an external texture destination for our right eye
  444. RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(XRInterface::EYE_RIGHT));
  445. // commit for eye may have changed the render target
  446. RSG::rasterizer->set_current_render_target(vp->render_target);
  447. _draw_viewport(vp, XRInterface::EYE_RIGHT);
  448. xr_interface->commit_for_eye(XRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
  449. }
  450. // and for our frame timing, mark when we've finished committing our eyes
  451. XRServer::get_singleton()->_mark_commit();
  452. } else {
  453. #endif
  454. {
  455. RSG::storage->render_target_set_external_texture(vp->render_target, 0);
  456. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  457. RSG::storage->render_info_begin_capture();
  458. // render standard mono camera
  459. _draw_viewport(vp);
  460. RSG::storage->render_info_end_capture();
  461. vp->render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_OBJECTS_IN_FRAME);
  462. vp->render_info[RS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_VERTICES_IN_FRAME);
  463. vp->render_info[RS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_MATERIAL_CHANGES_IN_FRAME);
  464. vp->render_info[RS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SHADER_CHANGES_IN_FRAME);
  465. vp->render_info[RS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SURFACE_CHANGES_IN_FRAME);
  466. vp->render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_DRAW_CALLS_IN_FRAME);
  467. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  468. //copy to screen if set as such
  469. RendererCompositor::BlitToScreen blit;
  470. blit.render_target = vp->render_target;
  471. if (vp->viewport_to_screen_rect != Rect2()) {
  472. blit.rect = vp->viewport_to_screen_rect;
  473. } else {
  474. blit.rect.position = Vector2();
  475. blit.rect.size = vp->size;
  476. }
  477. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  478. blit_to_screen_list[vp->viewport_to_screen] = Vector<RendererCompositor::BlitToScreen>();
  479. }
  480. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  481. }
  482. }
  483. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  484. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  485. }
  486. RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
  487. }
  488. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  489. RENDER_TIMESTAMP("<Render Viewports");
  490. //this needs to be called to make screen swapping more efficient
  491. RSG::rasterizer->prepare_for_blitting_render_targets();
  492. for (Map<int, Vector<RendererCompositor::BlitToScreen>>::Element *E = blit_to_screen_list.front(); E; E = E->next()) {
  493. RSG::rasterizer->blit_render_targets_to_screen(E->key(), E->get().ptr(), E->get().size());
  494. }
  495. }
  496. RID RendererViewport::viewport_allocate() {
  497. return viewport_owner.allocate_rid();
  498. }
  499. void RendererViewport::viewport_initialize(RID p_rid) {
  500. Viewport *viewport = memnew(Viewport);
  501. viewport->self = p_rid;
  502. viewport->hide_scenario = false;
  503. viewport->hide_canvas = false;
  504. viewport->render_target = RSG::storage->render_target_create();
  505. viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
  506. viewport->viewport_render_direct_to_screen = false;
  507. viewport_owner.initialize_rid(p_rid, viewport);
  508. }
  509. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  510. Viewport *viewport = viewport_owner.getornull(p_viewport);
  511. ERR_FAIL_COND(!viewport);
  512. viewport->use_xr = p_use_xr;
  513. }
  514. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  515. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  516. Viewport *viewport = viewport_owner.getornull(p_viewport);
  517. ERR_FAIL_COND(!viewport);
  518. viewport->size = Size2(p_width, p_height);
  519. RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
  520. if (viewport->render_buffers.is_valid()) {
  521. if (p_width == 0 || p_height == 0) {
  522. RSG::scene->free(viewport->render_buffers);
  523. viewport->render_buffers = RID();
  524. } else {
  525. RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, viewport->use_debanding);
  526. }
  527. }
  528. viewport->occlusion_buffer_dirty = true;
  529. }
  530. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  531. Viewport *viewport = viewport_owner.getornull(p_viewport);
  532. ERR_FAIL_COND(!viewport);
  533. if (p_active) {
  534. ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
  535. viewport->occlusion_buffer_dirty = true;
  536. active_viewports.push_back(viewport);
  537. } else {
  538. active_viewports.erase(viewport);
  539. }
  540. }
  541. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  542. Viewport *viewport = viewport_owner.getornull(p_viewport);
  543. ERR_FAIL_COND(!viewport);
  544. viewport->parent = p_parent_viewport;
  545. }
  546. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  547. Viewport *viewport = viewport_owner.getornull(p_viewport);
  548. ERR_FAIL_COND(!viewport);
  549. viewport->clear_mode = p_clear_mode;
  550. }
  551. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  552. Viewport *viewport = viewport_owner.getornull(p_viewport);
  553. ERR_FAIL_COND(!viewport);
  554. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  555. // If using GLES2 we can optimize this operation by rendering directly to system_fbo
  556. // instead of rendering to fbo and copying to system_fbo after
  557. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  558. RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
  559. RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  560. }
  561. viewport->viewport_to_screen_rect = p_rect;
  562. viewport->viewport_to_screen = p_screen;
  563. } else {
  564. // if render_direct_to_screen was used, reset size and position
  565. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  566. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  567. RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  568. }
  569. viewport->viewport_to_screen_rect = Rect2();
  570. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  571. }
  572. }
  573. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  574. Viewport *viewport = viewport_owner.getornull(p_viewport);
  575. ERR_FAIL_COND(!viewport);
  576. if (p_enable == viewport->viewport_render_direct_to_screen) {
  577. return;
  578. }
  579. // if disabled, reset render_target size and position
  580. if (!p_enable) {
  581. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  582. RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  583. }
  584. RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
  585. viewport->viewport_render_direct_to_screen = p_enable;
  586. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  587. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  588. RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
  589. RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  590. }
  591. }
  592. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  593. Viewport *viewport = viewport_owner.getornull(p_viewport);
  594. ERR_FAIL_COND(!viewport);
  595. viewport->update_mode = p_mode;
  596. }
  597. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  598. const Viewport *viewport = viewport_owner.getornull(p_viewport);
  599. ERR_FAIL_COND_V(!viewport, RID());
  600. return RSG::storage->render_target_get_texture(viewport->render_target);
  601. }
  602. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  603. const Viewport *viewport = viewport_owner.getornull(p_viewport);
  604. ERR_FAIL_COND_V(!viewport, RID());
  605. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  606. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  607. }
  608. return RID();
  609. }
  610. void RendererViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
  611. Viewport *viewport = viewport_owner.getornull(p_viewport);
  612. ERR_FAIL_COND(!viewport);
  613. viewport->hide_scenario = p_hide;
  614. }
  615. void RendererViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
  616. Viewport *viewport = viewport_owner.getornull(p_viewport);
  617. ERR_FAIL_COND(!viewport);
  618. viewport->hide_canvas = p_hide;
  619. }
  620. void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  621. Viewport *viewport = viewport_owner.getornull(p_viewport);
  622. ERR_FAIL_COND(!viewport);
  623. viewport->disable_environment = p_disable;
  624. }
  625. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  626. Viewport *viewport = viewport_owner.getornull(p_viewport);
  627. ERR_FAIL_COND(!viewport);
  628. viewport->camera = p_camera;
  629. }
  630. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  631. Viewport *viewport = viewport_owner.getornull(p_viewport);
  632. ERR_FAIL_COND(!viewport);
  633. viewport->scenario = p_scenario;
  634. if (viewport->use_occlusion_culling) {
  635. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  636. }
  637. }
  638. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  639. Viewport *viewport = viewport_owner.getornull(p_viewport);
  640. ERR_FAIL_COND(!viewport);
  641. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  642. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
  643. ERR_FAIL_COND(!canvas);
  644. canvas->viewports.insert(p_viewport);
  645. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  646. viewport->canvas_map[p_canvas].layer = 0;
  647. viewport->canvas_map[p_canvas].sublayer = 0;
  648. viewport->canvas_map[p_canvas].canvas = canvas;
  649. }
  650. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  651. Viewport *viewport = viewport_owner.getornull(p_viewport);
  652. ERR_FAIL_COND(!viewport);
  653. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
  654. ERR_FAIL_COND(!canvas);
  655. viewport->canvas_map.erase(p_canvas);
  656. canvas->viewports.erase(p_viewport);
  657. }
  658. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  659. Viewport *viewport = viewport_owner.getornull(p_viewport);
  660. ERR_FAIL_COND(!viewport);
  661. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  662. viewport->canvas_map[p_canvas].transform = p_offset;
  663. }
  664. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  665. Viewport *viewport = viewport_owner.getornull(p_viewport);
  666. ERR_FAIL_COND(!viewport);
  667. RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
  668. viewport->transparent_bg = p_enabled;
  669. }
  670. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  671. Viewport *viewport = viewport_owner.getornull(p_viewport);
  672. ERR_FAIL_COND(!viewport);
  673. viewport->global_transform = p_transform;
  674. }
  675. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  676. Viewport *viewport = viewport_owner.getornull(p_viewport);
  677. ERR_FAIL_COND(!viewport);
  678. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  679. viewport->canvas_map[p_canvas].layer = p_layer;
  680. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  681. }
  682. void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  683. Viewport *viewport = viewport_owner.getornull(p_viewport);
  684. ERR_FAIL_COND(!viewport);
  685. viewport->shadow_atlas_size = p_size;
  686. viewport->shadow_atlas_16_bits = p_16_bits;
  687. RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  688. }
  689. void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  690. Viewport *viewport = viewport_owner.getornull(p_viewport);
  691. ERR_FAIL_COND(!viewport);
  692. RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  693. }
  694. void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
  695. Viewport *viewport = viewport_owner.getornull(p_viewport);
  696. ERR_FAIL_COND(!viewport);
  697. if (viewport->msaa == p_msaa) {
  698. return;
  699. }
  700. viewport->msaa = p_msaa;
  701. if (viewport->render_buffers.is_valid()) {
  702. RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa, viewport->use_debanding);
  703. }
  704. }
  705. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  706. Viewport *viewport = viewport_owner.getornull(p_viewport);
  707. ERR_FAIL_COND(!viewport);
  708. if (viewport->screen_space_aa == p_mode) {
  709. return;
  710. }
  711. viewport->screen_space_aa = p_mode;
  712. if (viewport->render_buffers.is_valid()) {
  713. RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode, viewport->use_debanding);
  714. }
  715. }
  716. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  717. Viewport *viewport = viewport_owner.getornull(p_viewport);
  718. ERR_FAIL_COND(!viewport);
  719. if (viewport->use_debanding == p_use_debanding) {
  720. return;
  721. }
  722. viewport->use_debanding = p_use_debanding;
  723. if (viewport->render_buffers.is_valid()) {
  724. RSG::scene->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa, p_use_debanding);
  725. }
  726. }
  727. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  728. Viewport *viewport = viewport_owner.getornull(p_viewport);
  729. ERR_FAIL_COND(!viewport);
  730. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  731. return;
  732. }
  733. viewport->use_occlusion_culling = p_use_occlusion_culling;
  734. if (viewport->use_occlusion_culling) {
  735. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  736. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  737. } else {
  738. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  739. }
  740. viewport->occlusion_buffer_dirty = true;
  741. }
  742. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  743. if (occlusion_rays_per_thread == p_rays_per_thread) {
  744. return;
  745. }
  746. occlusion_rays_per_thread = p_rays_per_thread;
  747. for (int i = 0; i < active_viewports.size(); i++) {
  748. active_viewports[i]->occlusion_buffer_dirty = true;
  749. }
  750. }
  751. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  752. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  753. }
  754. void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) {
  755. Viewport *viewport = viewport_owner.getornull(p_viewport);
  756. ERR_FAIL_COND(!viewport);
  757. viewport->lod_threshold = p_pixels;
  758. }
  759. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info) {
  760. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  761. Viewport *viewport = viewport_owner.getornull(p_viewport);
  762. if (!viewport) {
  763. return 0; //there should be a lock here..
  764. }
  765. return viewport->render_info[p_info];
  766. }
  767. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  768. Viewport *viewport = viewport_owner.getornull(p_viewport);
  769. ERR_FAIL_COND(!viewport);
  770. viewport->debug_draw = p_draw;
  771. }
  772. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  773. Viewport *viewport = viewport_owner.getornull(p_viewport);
  774. ERR_FAIL_COND(!viewport);
  775. viewport->measure_render_time = p_enable;
  776. }
  777. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  778. Viewport *viewport = viewport_owner.getornull(p_viewport);
  779. ERR_FAIL_COND_V(!viewport, 0);
  780. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  781. }
  782. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  783. Viewport *viewport = viewport_owner.getornull(p_viewport);
  784. ERR_FAIL_COND_V(!viewport, 0);
  785. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  786. }
  787. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  788. Viewport *viewport = viewport_owner.getornull(p_viewport);
  789. ERR_FAIL_COND(!viewport);
  790. viewport->snap_2d_transforms_to_pixel = p_enabled;
  791. }
  792. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  793. Viewport *viewport = viewport_owner.getornull(p_viewport);
  794. ERR_FAIL_COND(!viewport);
  795. viewport->snap_2d_vertices_to_pixel = p_enabled;
  796. }
  797. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  798. 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).)");
  799. Viewport *viewport = viewport_owner.getornull(p_viewport);
  800. ERR_FAIL_COND(!viewport);
  801. viewport->texture_filter = p_filter;
  802. }
  803. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  804. 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).)");
  805. Viewport *viewport = viewport_owner.getornull(p_viewport);
  806. ERR_FAIL_COND(!viewport);
  807. viewport->texture_repeat = p_repeat;
  808. }
  809. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  810. Viewport *viewport = viewport_owner.getornull(p_viewport);
  811. ERR_FAIL_COND(!viewport);
  812. RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  813. }
  814. bool RendererViewport::free(RID p_rid) {
  815. if (viewport_owner.owns(p_rid)) {
  816. Viewport *viewport = viewport_owner.getornull(p_rid);
  817. RSG::storage->free(viewport->render_target);
  818. RSG::scene->free(viewport->shadow_atlas);
  819. if (viewport->render_buffers.is_valid()) {
  820. RSG::scene->free(viewport->render_buffers);
  821. }
  822. while (viewport->canvas_map.front()) {
  823. viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
  824. }
  825. viewport_set_scenario(p_rid, RID());
  826. active_viewports.erase(viewport);
  827. if (viewport->use_occlusion_culling) {
  828. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  829. }
  830. viewport_owner.free(p_rid);
  831. memdelete(viewport);
  832. return true;
  833. }
  834. return false;
  835. }
  836. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  837. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  838. if (!vp) {
  839. return;
  840. }
  841. Viewport *viewport = viewport_owner.getornull(*vp);
  842. if (!viewport) {
  843. return;
  844. }
  845. if (p_timestamp.begins_with("vp_begin")) {
  846. viewport->time_cpu_begin = p_cpu_time;
  847. viewport->time_gpu_begin = p_gpu_time;
  848. }
  849. if (p_timestamp.begins_with("vp_end")) {
  850. viewport->time_cpu_end = p_cpu_time;
  851. viewport->time_gpu_end = p_gpu_time;
  852. }
  853. }
  854. void RendererViewport::set_default_clear_color(const Color &p_color) {
  855. RSG::storage->set_default_clear_color(p_color);
  856. }
  857. //workaround for setting this on thread
  858. void RendererViewport::call_set_use_vsync(bool p_enable) {
  859. DisplayServer::get_singleton()->_set_use_vsync(p_enable);
  860. }
  861. RendererViewport::RendererViewport() {
  862. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  863. }