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