renderer_viewport.h 9.7 KB

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  1. /*************************************************************************/
  2. /* renderer_viewport.h */
  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. #ifndef VISUALSERVERVIEWPORT_H
  31. #define VISUALSERVERVIEWPORT_H
  32. #include "core/templates/local_vector.h"
  33. #include "core/templates/rid_owner.h"
  34. #include "core/templates/self_list.h"
  35. #include "servers/rendering_server.h"
  36. #include "servers/xr/xr_interface.h"
  37. class RendererViewport {
  38. public:
  39. struct CanvasBase {
  40. };
  41. struct Viewport {
  42. RID self;
  43. RID parent;
  44. bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */
  45. Size2i size;
  46. RID camera;
  47. RID scenario;
  48. RS::ViewportUpdateMode update_mode;
  49. RID render_target;
  50. RID render_target_texture;
  51. RID render_buffers;
  52. RS::ViewportMSAA msaa;
  53. RS::ViewportScreenSpaceAA screen_space_aa;
  54. bool use_debanding;
  55. bool use_occlusion_culling;
  56. bool occlusion_buffer_dirty;
  57. DisplayServer::WindowID viewport_to_screen;
  58. Rect2 viewport_to_screen_rect;
  59. bool viewport_render_direct_to_screen;
  60. bool hide_scenario;
  61. bool hide_canvas;
  62. bool disable_environment;
  63. bool measure_render_time;
  64. bool snap_2d_transforms_to_pixel;
  65. bool snap_2d_vertices_to_pixel;
  66. uint64_t time_cpu_begin;
  67. uint64_t time_cpu_end;
  68. uint64_t time_gpu_begin;
  69. uint64_t time_gpu_end;
  70. RID shadow_atlas;
  71. int shadow_atlas_size;
  72. bool shadow_atlas_16_bits = false;
  73. bool sdf_active;
  74. float lod_threshold = 1.0;
  75. uint64_t last_pass = 0;
  76. int render_info[RS::VIEWPORT_RENDER_INFO_MAX];
  77. RS::ViewportDebugDraw debug_draw;
  78. RS::ViewportClearMode clear_mode;
  79. RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
  80. RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
  81. bool transparent_bg;
  82. struct CanvasKey {
  83. int64_t stacking;
  84. RID canvas;
  85. bool operator<(const CanvasKey &p_canvas) const {
  86. if (stacking == p_canvas.stacking) {
  87. return canvas < p_canvas.canvas;
  88. }
  89. return stacking < p_canvas.stacking;
  90. }
  91. CanvasKey() {
  92. stacking = 0;
  93. }
  94. CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
  95. canvas = p_canvas;
  96. int64_t sign = p_layer < 0 ? -1 : 1;
  97. stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
  98. }
  99. int get_layer() const { return stacking >> 32; }
  100. };
  101. struct CanvasData {
  102. CanvasBase *canvas;
  103. Transform2D transform;
  104. int layer;
  105. int sublayer;
  106. };
  107. Transform2D global_transform;
  108. Map<RID, CanvasData> canvas_map;
  109. Viewport() {
  110. update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
  111. clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
  112. transparent_bg = false;
  113. disable_environment = false;
  114. viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  115. shadow_atlas_size = 0;
  116. measure_render_time = false;
  117. debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  118. msaa = RS::VIEWPORT_MSAA_DISABLED;
  119. screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
  120. use_debanding = false;
  121. use_occlusion_culling = false;
  122. occlusion_buffer_dirty = true;
  123. snap_2d_transforms_to_pixel = false;
  124. snap_2d_vertices_to_pixel = false;
  125. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
  126. render_info[i] = 0;
  127. }
  128. use_xr = false;
  129. sdf_active = false;
  130. time_cpu_begin = 0;
  131. time_cpu_end = 0;
  132. time_gpu_begin = 0;
  133. time_gpu_end = 0;
  134. }
  135. };
  136. HashMap<String, RID> timestamp_vp_map;
  137. uint64_t draw_viewports_pass = 0;
  138. mutable RID_PtrOwner<Viewport, true> viewport_owner;
  139. struct ViewportSort {
  140. _FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
  141. bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
  142. bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
  143. if (left_to_screen == right_to_screen) {
  144. return p_right->parent == p_left->self;
  145. }
  146. return (right_to_screen ? 0 : 1) < (left_to_screen ? 0 : 1);
  147. }
  148. };
  149. Vector<Viewport *> active_viewports;
  150. private:
  151. void _draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye);
  152. void _draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye = XRInterface::EYE_MONO);
  153. int occlusion_rays_per_thread = 512;
  154. void _resize_occlusion_culling_buffer(const Size2i &p_size);
  155. public:
  156. RID viewport_allocate();
  157. void viewport_initialize(RID p_rid);
  158. void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
  159. void viewport_set_size(RID p_viewport, int p_width, int p_height);
  160. void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
  161. void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
  162. void viewport_set_active(RID p_viewport, bool p_active);
  163. void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
  164. void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode);
  165. void viewport_set_vflip(RID p_viewport, bool p_enable);
  166. void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
  167. RID viewport_get_texture(RID p_viewport) const;
  168. RID viewport_get_occluder_debug_texture(RID p_viewport) const;
  169. void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
  170. void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
  171. void viewport_set_disable_environment(RID p_viewport, bool p_disable);
  172. void viewport_attach_camera(RID p_viewport, RID p_camera);
  173. void viewport_set_scenario(RID p_viewport, RID p_scenario);
  174. void viewport_attach_canvas(RID p_viewport, RID p_canvas);
  175. void viewport_remove_canvas(RID p_viewport, RID p_canvas);
  176. void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
  177. void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
  178. void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
  179. void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
  180. void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false);
  181. void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
  182. void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
  183. void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
  184. void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
  185. void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
  186. void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
  187. void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
  188. void viewport_set_lod_threshold(RID p_viewport, float p_pixels);
  189. virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info);
  190. virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
  191. void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
  192. float viewport_get_measured_render_time_cpu(RID p_viewport) const;
  193. float viewport_get_measured_render_time_gpu(RID p_viewport) const;
  194. void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
  195. void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
  196. void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
  197. void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
  198. void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale);
  199. void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
  200. void set_default_clear_color(const Color &p_color);
  201. void draw_viewports();
  202. bool free(RID p_rid);
  203. //workaround for setting this on thread
  204. void call_set_use_vsync(bool p_enable);
  205. RendererViewport();
  206. virtual ~RendererViewport() {}
  207. };
  208. #endif // VISUALSERVERVIEWPORT_H