| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748 | /*************************************************************************//*  visual_server_viewport.cpp                                           *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#include "visual_server_viewport.h"#include "core/project_settings.h"#include "visual_server_canvas.h"#include "visual_server_globals.h"#include "visual_server_scene.h"static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {	Transform2D xf = p_viewport->global_transform;	float scale = 1.0;	if (p_viewport->canvas_map.has(p_canvas->parent)) {		xf = xf * p_viewport->canvas_map[p_canvas->parent].transform;		scale = p_canvas->parent_scale;	}	xf = xf * p_canvas_data->transform;	if (scale != 1.0 && !VSG::canvas->disable_scale) {		Vector2 pivot = p_vp_size * 0.5;		Transform2D xfpivot;		xfpivot.set_origin(pivot);		Transform2D xfscale;		xfscale.scale(Vector2(scale, scale));		xf = xfpivot.affine_inverse() * xf;		xf = xfscale * xf;		xf = xfpivot * xf;	}	return xf;}void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {	Ref<ARVRInterface> arvr_interface;	if (ARVRServer::get_singleton() != NULL) {		arvr_interface = ARVRServer::get_singleton()->get_primary_interface();	}	if (p_viewport->use_arvr && arvr_interface.is_valid()) {		VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);	} else {		VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);	}}void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {	/* Camera should always be BEFORE any other 3D */	bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front	int scenario_canvas_max_layer = 0;	if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {		VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);		ERR_FAIL_COND(!scenario);		if (VSG::scene_render->is_environment(scenario->environment)) {			scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;			scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);		}	}	bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);	if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {		VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);		if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {			p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;		}	}	if (!scenario_draw_canvas_bg && can_draw_3d) {		_draw_3d(p_viewport, p_eye);	}	if (!p_viewport->hide_canvas) {		int i = 0;		Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;		Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);		RasterizerCanvas::Light *lights = NULL;		RasterizerCanvas::Light *lights_with_shadow = NULL;		RasterizerCanvas::Light *lights_with_mask = NULL;		Rect2 shadow_rect;		int light_count = 0;		for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);			Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);			//find lights in canvas			for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {				RasterizerCanvas::Light *cl = F->get();				if (cl->enabled && cl->texture.is_valid()) {					//not super efficient..					Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture);					tsize *= cl->scale;					Vector2 offset = tsize / 2.0;					cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);					cl->xform_cache = xf * cl->xform;					if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {						cl->filter_next_ptr = lights;						lights = cl;						cl->texture_cache = NULL;						Transform2D scale;						scale.scale(cl->rect_cache.size);						scale.elements[2] = cl->rect_cache.position;						cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();						cl->light_shader_pos = cl->xform_cache[2];						if (cl->shadow_buffer.is_valid()) {							cl->shadows_next_ptr = lights_with_shadow;							if (lights_with_shadow == NULL) {								shadow_rect = cl->xform_cache.xform(cl->rect_cache);							} else {								shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));							}							lights_with_shadow = cl;							cl->radius_cache = cl->rect_cache.size.length();						}						if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {							cl->mask_next_ptr = lights_with_mask;							lights_with_mask = cl;						}						light_count++;					}					VSG::canvas_render->light_internal_update(cl->light_internal, cl);				}			}			canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();		}		if (lights_with_shadow) {			//update shadows if any			RasterizerCanvas::LightOccluderInstance *occluders = NULL;			//make list of occluders			for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {				VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);				Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);				for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {					if (!F->get()->enabled)						continue;					F->get()->xform_cache = xf * F->get()->xform;					if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {						F->get()->next = occluders;						occluders = F->get();					}				}			}			//update the light shadowmaps with them			RasterizerCanvas::Light *light = lights_with_shadow;			while (light) {				VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);				light = light->shadows_next_ptr;			}			//VSG::canvas_render->reset_canvas();		}		VSG::rasterizer->restore_render_target(!scenario_draw_canvas_bg && can_draw_3d);		if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {			if (!can_draw_3d) {				VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);			} else {				_draw_3d(p_viewport, p_eye);			}			scenario_draw_canvas_bg = false;		}		for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);			Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);			RasterizerCanvas::Light *canvas_lights = NULL;			RasterizerCanvas::Light *ptr = lights;			while (ptr) {				if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {					ptr->next_ptr = canvas_lights;					canvas_lights = ptr;				}				ptr = ptr->filter_next_ptr;			}			VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect);			i++;			if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {				if (!can_draw_3d) {					VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);				} else {					_draw_3d(p_viewport, p_eye);				}				scenario_draw_canvas_bg = false;			}		}		if (scenario_draw_canvas_bg) {			if (!can_draw_3d) {				VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);			} else {				_draw_3d(p_viewport, p_eye);			}		}		//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);	}}void VisualServerViewport::draw_viewports() {	// get our arvr interface in case we need it	Ref<ARVRInterface> arvr_interface;	if (ARVRServer::get_singleton() != NULL) {		arvr_interface = ARVRServer::get_singleton()->get_primary_interface();		// process all our active interfaces		ARVRServer::get_singleton()->_process();	}	if (Engine::get_singleton()->is_editor_hint()) {		clear_color = GLOBAL_GET("rendering/environment/default_clear_color");	}	//sort viewports	active_viewports.sort_custom<ViewportSort>();	//draw viewports	for (int i = 0; i < active_viewports.size(); i++) {		Viewport *vp = active_viewports[i];		if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED)			continue;		ERR_CONTINUE(!vp->render_target.is_valid());		bool visible = vp->viewport_to_screen_rect != Rect2() || vp->update_mode == VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == VS::VIEWPORT_UPDATE_ONCE || (vp->update_mode == VS::VIEWPORT_UPDATE_WHEN_VISIBLE && VSG::storage->render_target_was_used(vp->render_target));		visible = visible && vp->size.x > 1 && vp->size.y > 1;		if (!visible)			continue;		VSG::storage->render_target_clear_used(vp->render_target);		if (vp->use_arvr && arvr_interface.is_valid()) {			// override our size, make sure it matches our required size			vp->size = arvr_interface->get_render_targetsize();			VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);			// render mono or left eye first			ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;			// check for an external texture destination for our left eye/mono			VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono));			// set our render target as current			VSG::rasterizer->set_current_render_target(vp->render_target);			// and draw left eye/mono			_draw_viewport(vp, leftOrMono);			arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);			// render right eye			if (leftOrMono == ARVRInterface::EYE_LEFT) {				// check for an external texture destination for our right eye				VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT));				// commit for eye may have changed the render target				VSG::rasterizer->set_current_render_target(vp->render_target);				_draw_viewport(vp, ARVRInterface::EYE_RIGHT);				arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);			}			// and for our frame timing, mark when we've finished committing our eyes			ARVRServer::get_singleton()->_mark_commit();		} else {			VSG::storage->render_target_set_external_texture(vp->render_target, 0);			VSG::rasterizer->set_current_render_target(vp->render_target);			VSG::scene_render->set_debug_draw_mode(vp->debug_draw);			VSG::storage->render_info_begin_capture();			// render standard mono camera			_draw_viewport(vp);			VSG::storage->render_info_end_capture();			vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);			vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);			vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);			vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);			vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);			vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);			if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) {				//copy to screen if set as such				VSG::rasterizer->set_current_render_target(RID());				VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen);			}		}		if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) {			vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED;		}		VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED);	}}RID VisualServerViewport::viewport_create() {	Viewport *viewport = memnew(Viewport);	RID rid = viewport_owner.make_rid(viewport);	viewport->self = rid;	viewport->hide_scenario = false;	viewport->hide_canvas = false;	viewport->render_target = VSG::storage->render_target_create();	viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();	viewport->viewport_render_direct_to_screen = false;	return rid;}void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->use_arvr = p_use_arvr;}void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {	ERR_FAIL_COND(p_width < 0 && p_height < 0);	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->size = Size2(p_width, p_height);	VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);}void VisualServerViewport::viewport_set_active(RID p_viewport, bool p_active) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	if (p_active) {		ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active		active_viewports.push_back(viewport);	} else {		active_viewports.erase(viewport);	}}void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->parent = p_parent_viewport;}void VisualServerViewport::viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->clear_mode = p_clear_mode;}void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, int p_screen) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	// If using GLES2 we can optimize this operation by rendering directly to system_fbo	// instead of rendering to fbo and copying to system_fbo after	if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {		VSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);		VSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);	}	viewport->viewport_to_screen_rect = p_rect;	viewport->viewport_to_screen = p_screen;}void VisualServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	if (p_enable == viewport->viewport_render_direct_to_screen)		return;	// if disabled, reset render_target size and position	if (!p_enable) {		VSG::storage->render_target_set_position(viewport->render_target, 0, 0);		VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);	}	VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);	viewport->viewport_render_direct_to_screen = p_enable;	// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation	if (VSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {		VSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);		VSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);	}}void VisualServerViewport::viewport_detach(RID p_viewport) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	// if render_direct_to_screen was used, reset size and position	if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {		VSG::storage->render_target_set_position(viewport->render_target, 0, 0);		VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);	}	viewport->viewport_to_screen_rect = Rect2();	viewport->viewport_to_screen = 0;}void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->update_mode = p_mode;}void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable);}RID VisualServerViewport::viewport_get_texture(RID p_viewport) const {	const Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND_V(!viewport, RID());	return VSG::storage->render_target_get_texture(viewport->render_target);}void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->hide_scenario = p_hide;}void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->hide_canvas = p_hide;}void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->disable_environment = p_disable;}void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->disable_3d = p_disable;	//VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);	//this should be just for disabling rendering of 3D, to actually disable it, set usage}void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->keep_3d_linear = p_keep_3d_linear;	VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);}void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->camera = p_camera;}void VisualServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->scenario = p_scenario;}void VisualServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));	VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);	ERR_FAIL_COND(!canvas);	canvas->viewports.insert(p_viewport);	viewport->canvas_map[p_canvas] = Viewport::CanvasData();	viewport->canvas_map[p_canvas].layer = 0;	viewport->canvas_map[p_canvas].sublayer = 0;	viewport->canvas_map[p_canvas].canvas = canvas;}void VisualServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);	ERR_FAIL_COND(!canvas);	viewport->canvas_map.erase(p_canvas);	canvas->viewports.erase(p_viewport);}void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));	viewport->canvas_map[p_canvas].transform = p_offset;}void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);	viewport->transparent_bg = p_enabled;}void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->global_transform = p_transform;}void VisualServerViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));	viewport->canvas_map[p_canvas].layer = p_layer;	viewport->canvas_map[p_canvas].sublayer = p_sublayer;}void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->shadow_atlas_size = p_size;	VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);}void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);}void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa);}void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled);}void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	switch (p_usage) {		case VS::VIEWPORT_USAGE_2D: {			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);			viewport->disable_3d_by_usage = true;		} break;		case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);			viewport->disable_3d_by_usage = true;		} break;		case VS::VIEWPORT_USAGE_3D: {			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);			viewport->disable_3d_by_usage = false;		} break;		case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);			VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);			viewport->disable_3d_by_usage = false;		} break;	}}int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) {	ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1);	Viewport *viewport = viewport_owner.getornull(p_viewport);	if (!viewport)		return 0; //there should be a lock here..	return viewport->render_info[p_info];}void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) {	Viewport *viewport = viewport_owner.getornull(p_viewport);	ERR_FAIL_COND(!viewport);	viewport->debug_draw = p_draw;}bool VisualServerViewport::free(RID p_rid) {	if (viewport_owner.owns(p_rid)) {		Viewport *viewport = viewport_owner.getornull(p_rid);		VSG::storage->free(viewport->render_target);		VSG::scene_render->free(viewport->shadow_atlas);		while (viewport->canvas_map.front()) {			viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());		}		viewport_set_scenario(p_rid, RID());		active_viewports.erase(viewport);		viewport_owner.free(p_rid);		memdelete(viewport);		return true;	}	return false;}void VisualServerViewport::set_default_clear_color(const Color &p_color) {	clear_color = p_color;}VisualServerViewport::VisualServerViewport() {}
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