2
0

visual_server_viewport.cpp 28 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748
  1. /*************************************************************************/
  2. /* visual_server_viewport.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 "visual_server_viewport.h"
  31. #include "core/project_settings.h"
  32. #include "visual_server_canvas.h"
  33. #include "visual_server_globals.h"
  34. #include "visual_server_scene.h"
  35. static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::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. xf = xf * p_viewport->canvas_map[p_canvas->parent].transform;
  40. scale = p_canvas->parent_scale;
  41. }
  42. xf = xf * p_canvas_data->transform;
  43. if (scale != 1.0 && !VSG::canvas->disable_scale) {
  44. Vector2 pivot = p_vp_size * 0.5;
  45. Transform2D xfpivot;
  46. xfpivot.set_origin(pivot);
  47. Transform2D xfscale;
  48. xfscale.scale(Vector2(scale, scale));
  49. xf = xfpivot.affine_inverse() * xf;
  50. xf = xfscale * xf;
  51. xf = xfpivot * xf;
  52. }
  53. return xf;
  54. }
  55. void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
  56. Ref<ARVRInterface> arvr_interface;
  57. if (ARVRServer::get_singleton() != NULL) {
  58. arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
  59. }
  60. if (p_viewport->use_arvr && arvr_interface.is_valid()) {
  61. VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  62. } else {
  63. VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  64. }
  65. }
  66. void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
  67. /* Camera should always be BEFORE any other 3D */
  68. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  69. int scenario_canvas_max_layer = 0;
  70. if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
  71. VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
  72. ERR_FAIL_COND(!scenario);
  73. if (VSG::scene_render->is_environment(scenario->environment)) {
  74. scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;
  75. scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
  76. }
  77. }
  78. bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
  79. if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
  80. VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);
  81. if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  82. p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
  83. }
  84. }
  85. if (!scenario_draw_canvas_bg && can_draw_3d) {
  86. _draw_3d(p_viewport, p_eye);
  87. }
  88. if (!p_viewport->hide_canvas) {
  89. int i = 0;
  90. Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  91. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  92. RasterizerCanvas::Light *lights = NULL;
  93. RasterizerCanvas::Light *lights_with_shadow = NULL;
  94. RasterizerCanvas::Light *lights_with_mask = NULL;
  95. Rect2 shadow_rect;
  96. int light_count = 0;
  97. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  98. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
  99. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  100. //find lights in canvas
  101. for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
  102. RasterizerCanvas::Light *cl = F->get();
  103. if (cl->enabled && cl->texture.is_valid()) {
  104. //not super efficient..
  105. Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture);
  106. tsize *= cl->scale;
  107. Vector2 offset = tsize / 2.0;
  108. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  109. cl->xform_cache = xf * cl->xform;
  110. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  111. cl->filter_next_ptr = lights;
  112. lights = cl;
  113. cl->texture_cache = NULL;
  114. Transform2D scale;
  115. scale.scale(cl->rect_cache.size);
  116. scale.elements[2] = cl->rect_cache.position;
  117. cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
  118. cl->light_shader_pos = cl->xform_cache[2];
  119. if (cl->shadow_buffer.is_valid()) {
  120. cl->shadows_next_ptr = lights_with_shadow;
  121. if (lights_with_shadow == NULL) {
  122. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  123. } else {
  124. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  125. }
  126. lights_with_shadow = cl;
  127. cl->radius_cache = cl->rect_cache.size.length();
  128. }
  129. if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {
  130. cl->mask_next_ptr = lights_with_mask;
  131. lights_with_mask = cl;
  132. }
  133. light_count++;
  134. }
  135. VSG::canvas_render->light_internal_update(cl->light_internal, cl);
  136. }
  137. }
  138. canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
  139. }
  140. if (lights_with_shadow) {
  141. //update shadows if any
  142. RasterizerCanvas::LightOccluderInstance *occluders = NULL;
  143. //make list of occluders
  144. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  145. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
  146. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  147. for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  148. if (!F->get()->enabled)
  149. continue;
  150. F->get()->xform_cache = xf * F->get()->xform;
  151. if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  152. F->get()->next = occluders;
  153. occluders = F->get();
  154. }
  155. }
  156. }
  157. //update the light shadowmaps with them
  158. RasterizerCanvas::Light *light = lights_with_shadow;
  159. while (light) {
  160. 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);
  161. light = light->shadows_next_ptr;
  162. }
  163. //VSG::canvas_render->reset_canvas();
  164. }
  165. VSG::rasterizer->restore_render_target(!scenario_draw_canvas_bg && can_draw_3d);
  166. if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
  167. if (!can_draw_3d) {
  168. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  169. } else {
  170. _draw_3d(p_viewport, p_eye);
  171. }
  172. scenario_draw_canvas_bg = false;
  173. }
  174. for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
  175. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);
  176. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
  177. RasterizerCanvas::Light *canvas_lights = NULL;
  178. RasterizerCanvas::Light *ptr = lights;
  179. while (ptr) {
  180. if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
  181. ptr->next_ptr = canvas_lights;
  182. canvas_lights = ptr;
  183. }
  184. ptr = ptr->filter_next_ptr;
  185. }
  186. VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect);
  187. i++;
  188. if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
  189. if (!can_draw_3d) {
  190. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  191. } else {
  192. _draw_3d(p_viewport, p_eye);
  193. }
  194. scenario_draw_canvas_bg = false;
  195. }
  196. }
  197. if (scenario_draw_canvas_bg) {
  198. if (!can_draw_3d) {
  199. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  200. } else {
  201. _draw_3d(p_viewport, p_eye);
  202. }
  203. }
  204. //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
  205. }
  206. }
  207. void VisualServerViewport::draw_viewports() {
  208. // get our arvr interface in case we need it
  209. Ref<ARVRInterface> arvr_interface;
  210. if (ARVRServer::get_singleton() != NULL) {
  211. arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
  212. // process all our active interfaces
  213. ARVRServer::get_singleton()->_process();
  214. }
  215. if (Engine::get_singleton()->is_editor_hint()) {
  216. clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
  217. }
  218. //sort viewports
  219. active_viewports.sort_custom<ViewportSort>();
  220. //draw viewports
  221. for (int i = 0; i < active_viewports.size(); i++) {
  222. Viewport *vp = active_viewports[i];
  223. if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED)
  224. continue;
  225. ERR_CONTINUE(!vp->render_target.is_valid());
  226. 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));
  227. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  228. if (!visible)
  229. continue;
  230. VSG::storage->render_target_clear_used(vp->render_target);
  231. if (vp->use_arvr && arvr_interface.is_valid()) {
  232. // override our size, make sure it matches our required size
  233. vp->size = arvr_interface->get_render_targetsize();
  234. VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
  235. // render mono or left eye first
  236. ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;
  237. // check for an external texture destination for our left eye/mono
  238. VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono));
  239. // set our render target as current
  240. VSG::rasterizer->set_current_render_target(vp->render_target);
  241. // and draw left eye/mono
  242. _draw_viewport(vp, leftOrMono);
  243. arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
  244. // render right eye
  245. if (leftOrMono == ARVRInterface::EYE_LEFT) {
  246. // check for an external texture destination for our right eye
  247. VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT));
  248. // commit for eye may have changed the render target
  249. VSG::rasterizer->set_current_render_target(vp->render_target);
  250. _draw_viewport(vp, ARVRInterface::EYE_RIGHT);
  251. arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
  252. }
  253. // and for our frame timing, mark when we've finished committing our eyes
  254. ARVRServer::get_singleton()->_mark_commit();
  255. } else {
  256. VSG::storage->render_target_set_external_texture(vp->render_target, 0);
  257. VSG::rasterizer->set_current_render_target(vp->render_target);
  258. VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
  259. VSG::storage->render_info_begin_capture();
  260. // render standard mono camera
  261. _draw_viewport(vp);
  262. VSG::storage->render_info_end_capture();
  263. vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);
  264. vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);
  265. vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
  266. vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
  267. vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
  268. vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
  269. if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) {
  270. //copy to screen if set as such
  271. VSG::rasterizer->set_current_render_target(RID());
  272. VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen);
  273. }
  274. }
  275. if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) {
  276. vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED;
  277. }
  278. VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED);
  279. }
  280. }
  281. RID VisualServerViewport::viewport_create() {
  282. Viewport *viewport = memnew(Viewport);
  283. RID rid = viewport_owner.make_rid(viewport);
  284. viewport->self = rid;
  285. viewport->hide_scenario = false;
  286. viewport->hide_canvas = false;
  287. viewport->render_target = VSG::storage->render_target_create();
  288. viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();
  289. viewport->viewport_render_direct_to_screen = false;
  290. return rid;
  291. }
  292. void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
  293. Viewport *viewport = viewport_owner.getornull(p_viewport);
  294. ERR_FAIL_COND(!viewport);
  295. viewport->use_arvr = p_use_arvr;
  296. }
  297. void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  298. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  299. Viewport *viewport = viewport_owner.getornull(p_viewport);
  300. ERR_FAIL_COND(!viewport);
  301. viewport->size = Size2(p_width, p_height);
  302. VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
  303. }
  304. void VisualServerViewport::viewport_set_active(RID p_viewport, bool p_active) {
  305. Viewport *viewport = viewport_owner.getornull(p_viewport);
  306. ERR_FAIL_COND(!viewport);
  307. if (p_active) {
  308. ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
  309. active_viewports.push_back(viewport);
  310. } else {
  311. active_viewports.erase(viewport);
  312. }
  313. }
  314. void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  315. Viewport *viewport = viewport_owner.getornull(p_viewport);
  316. ERR_FAIL_COND(!viewport);
  317. viewport->parent = p_parent_viewport;
  318. }
  319. void VisualServerViewport::viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode) {
  320. Viewport *viewport = viewport_owner.getornull(p_viewport);
  321. ERR_FAIL_COND(!viewport);
  322. viewport->clear_mode = p_clear_mode;
  323. }
  324. void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, int p_screen) {
  325. Viewport *viewport = viewport_owner.getornull(p_viewport);
  326. ERR_FAIL_COND(!viewport);
  327. // If using GLES2 we can optimize this operation by rendering directly to system_fbo
  328. // instead of rendering to fbo and copying to system_fbo after
  329. if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  330. VSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
  331. VSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  332. }
  333. viewport->viewport_to_screen_rect = p_rect;
  334. viewport->viewport_to_screen = p_screen;
  335. }
  336. void VisualServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  337. Viewport *viewport = viewport_owner.getornull(p_viewport);
  338. ERR_FAIL_COND(!viewport);
  339. if (p_enable == viewport->viewport_render_direct_to_screen)
  340. return;
  341. // if disabled, reset render_target size and position
  342. if (!p_enable) {
  343. VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  344. VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  345. }
  346. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
  347. viewport->viewport_render_direct_to_screen = p_enable;
  348. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  349. if (VSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  350. VSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
  351. VSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  352. }
  353. }
  354. void VisualServerViewport::viewport_detach(RID p_viewport) {
  355. Viewport *viewport = viewport_owner.getornull(p_viewport);
  356. ERR_FAIL_COND(!viewport);
  357. // if render_direct_to_screen was used, reset size and position
  358. if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  359. VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  360. VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  361. }
  362. viewport->viewport_to_screen_rect = Rect2();
  363. viewport->viewport_to_screen = 0;
  364. }
  365. void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode) {
  366. Viewport *viewport = viewport_owner.getornull(p_viewport);
  367. ERR_FAIL_COND(!viewport);
  368. viewport->update_mode = p_mode;
  369. }
  370. void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) {
  371. Viewport *viewport = viewport_owner.getornull(p_viewport);
  372. ERR_FAIL_COND(!viewport);
  373. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable);
  374. }
  375. RID VisualServerViewport::viewport_get_texture(RID p_viewport) const {
  376. const Viewport *viewport = viewport_owner.getornull(p_viewport);
  377. ERR_FAIL_COND_V(!viewport, RID());
  378. return VSG::storage->render_target_get_texture(viewport->render_target);
  379. }
  380. void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
  381. Viewport *viewport = viewport_owner.getornull(p_viewport);
  382. ERR_FAIL_COND(!viewport);
  383. viewport->hide_scenario = p_hide;
  384. }
  385. void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
  386. Viewport *viewport = viewport_owner.getornull(p_viewport);
  387. ERR_FAIL_COND(!viewport);
  388. viewport->hide_canvas = p_hide;
  389. }
  390. void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  391. Viewport *viewport = viewport_owner.getornull(p_viewport);
  392. ERR_FAIL_COND(!viewport);
  393. viewport->disable_environment = p_disable;
  394. }
  395. void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  396. Viewport *viewport = viewport_owner.getornull(p_viewport);
  397. ERR_FAIL_COND(!viewport);
  398. viewport->disable_3d = p_disable;
  399. //VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
  400. //this should be just for disabling rendering of 3D, to actually disable it, set usage
  401. }
  402. void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {
  403. Viewport *viewport = viewport_owner.getornull(p_viewport);
  404. ERR_FAIL_COND(!viewport);
  405. viewport->keep_3d_linear = p_keep_3d_linear;
  406. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);
  407. }
  408. void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  409. Viewport *viewport = viewport_owner.getornull(p_viewport);
  410. ERR_FAIL_COND(!viewport);
  411. viewport->camera = p_camera;
  412. }
  413. void VisualServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  414. Viewport *viewport = viewport_owner.getornull(p_viewport);
  415. ERR_FAIL_COND(!viewport);
  416. viewport->scenario = p_scenario;
  417. }
  418. void VisualServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  419. Viewport *viewport = viewport_owner.getornull(p_viewport);
  420. ERR_FAIL_COND(!viewport);
  421. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  422. VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
  423. ERR_FAIL_COND(!canvas);
  424. canvas->viewports.insert(p_viewport);
  425. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  426. viewport->canvas_map[p_canvas].layer = 0;
  427. viewport->canvas_map[p_canvas].sublayer = 0;
  428. viewport->canvas_map[p_canvas].canvas = canvas;
  429. }
  430. void VisualServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  431. Viewport *viewport = viewport_owner.getornull(p_viewport);
  432. ERR_FAIL_COND(!viewport);
  433. VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
  434. ERR_FAIL_COND(!canvas);
  435. viewport->canvas_map.erase(p_canvas);
  436. canvas->viewports.erase(p_viewport);
  437. }
  438. void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  439. Viewport *viewport = viewport_owner.getornull(p_viewport);
  440. ERR_FAIL_COND(!viewport);
  441. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  442. viewport->canvas_map[p_canvas].transform = p_offset;
  443. }
  444. void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  445. Viewport *viewport = viewport_owner.getornull(p_viewport);
  446. ERR_FAIL_COND(!viewport);
  447. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
  448. viewport->transparent_bg = p_enabled;
  449. }
  450. void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  451. Viewport *viewport = viewport_owner.getornull(p_viewport);
  452. ERR_FAIL_COND(!viewport);
  453. viewport->global_transform = p_transform;
  454. }
  455. void VisualServerViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  456. Viewport *viewport = viewport_owner.getornull(p_viewport);
  457. ERR_FAIL_COND(!viewport);
  458. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  459. viewport->canvas_map[p_canvas].layer = p_layer;
  460. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  461. }
  462. void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
  463. Viewport *viewport = viewport_owner.getornull(p_viewport);
  464. ERR_FAIL_COND(!viewport);
  465. viewport->shadow_atlas_size = p_size;
  466. VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
  467. }
  468. void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  469. Viewport *viewport = viewport_owner.getornull(p_viewport);
  470. ERR_FAIL_COND(!viewport);
  471. VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  472. }
  473. void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) {
  474. Viewport *viewport = viewport_owner.getornull(p_viewport);
  475. ERR_FAIL_COND(!viewport);
  476. VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa);
  477. }
  478. void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) {
  479. Viewport *viewport = viewport_owner.getornull(p_viewport);
  480. ERR_FAIL_COND(!viewport);
  481. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled);
  482. }
  483. void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
  484. Viewport *viewport = viewport_owner.getornull(p_viewport);
  485. ERR_FAIL_COND(!viewport);
  486. switch (p_usage) {
  487. case VS::VIEWPORT_USAGE_2D: {
  488. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
  489. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  490. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  491. viewport->disable_3d_by_usage = true;
  492. } break;
  493. case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
  494. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
  495. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  496. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
  497. viewport->disable_3d_by_usage = true;
  498. } break;
  499. case VS::VIEWPORT_USAGE_3D: {
  500. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
  501. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
  502. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  503. viewport->disable_3d_by_usage = false;
  504. } break;
  505. case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
  506. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
  507. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  508. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  509. viewport->disable_3d_by_usage = false;
  510. } break;
  511. }
  512. }
  513. int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) {
  514. ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1);
  515. Viewport *viewport = viewport_owner.getornull(p_viewport);
  516. if (!viewport)
  517. return 0; //there should be a lock here..
  518. return viewport->render_info[p_info];
  519. }
  520. void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) {
  521. Viewport *viewport = viewport_owner.getornull(p_viewport);
  522. ERR_FAIL_COND(!viewport);
  523. viewport->debug_draw = p_draw;
  524. }
  525. bool VisualServerViewport::free(RID p_rid) {
  526. if (viewport_owner.owns(p_rid)) {
  527. Viewport *viewport = viewport_owner.getornull(p_rid);
  528. VSG::storage->free(viewport->render_target);
  529. VSG::scene_render->free(viewport->shadow_atlas);
  530. while (viewport->canvas_map.front()) {
  531. viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
  532. }
  533. viewport_set_scenario(p_rid, RID());
  534. active_viewports.erase(viewport);
  535. viewport_owner.free(p_rid);
  536. memdelete(viewport);
  537. return true;
  538. }
  539. return false;
  540. }
  541. void VisualServerViewport::set_default_clear_color(const Color &p_color) {
  542. clear_color = p_color;
  543. }
  544. VisualServerViewport::VisualServerViewport() {
  545. }