rendering_server_viewport.cpp 28 KB

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  1. /*************************************************************************/
  2. /* rendering_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 "rendering_server_viewport.h"
  31. #include "core/project_settings.h"
  32. #include "rendering_server_canvas.h"
  33. #include "rendering_server_globals.h"
  34. #include "rendering_server_scene.h"
  35. static Transform2D _canvas_get_transform(RenderingServerViewport::Viewport *p_viewport, RenderingServerCanvas::Canvas *p_canvas, RenderingServerViewport::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 && !RSG::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 RenderingServerViewport::_draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye) {
  56. RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
  57. Ref<XRInterface> xr_interface;
  58. if (XRServer::get_singleton() != nullptr) {
  59. xr_interface = XRServer::get_singleton()->get_primary_interface();
  60. }
  61. if (p_viewport->use_xr && xr_interface.is_valid()) {
  62. RSG::scene->render_camera(p_viewport->render_buffers, xr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  63. } else {
  64. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  65. }
  66. RENDER_TIMESTAMP("<End Rendering 3D Scene");
  67. }
  68. void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye) {
  69. /* Camera should always be BEFORE any other 3D */
  70. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  71. int scenario_canvas_max_layer = 0;
  72. Color bgcolor = RSG::storage->get_default_clear_color();
  73. if (!p_viewport->hide_canvas && !p_viewport->disable_environment && RSG::scene->scenario_owner.owns(p_viewport->scenario)) {
  74. RenderingServerScene::Scenario *scenario = RSG::scene->scenario_owner.getornull(p_viewport->scenario);
  75. ERR_FAIL_COND(!scenario);
  76. if (RSG::scene_render->is_environment(scenario->environment)) {
  77. scenario_draw_canvas_bg = RSG::scene_render->environment_get_background(scenario->environment) == RS::ENV_BG_CANVAS;
  78. scenario_canvas_max_layer = RSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
  79. }
  80. }
  81. bool can_draw_3d = RSG::scene->camera_owner.owns(p_viewport->camera);
  82. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  83. if (p_viewport->transparent_bg) {
  84. bgcolor = Color(0, 0, 0, 0);
  85. }
  86. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  87. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  88. }
  89. }
  90. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  91. //wants to draw 3D but there is no render buffer, create
  92. p_viewport->render_buffers = RSG::scene_render->render_buffers_create();
  93. RSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa);
  94. }
  95. RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  96. if (!scenario_draw_canvas_bg && can_draw_3d) {
  97. _draw_3d(p_viewport, p_eye);
  98. }
  99. if (!p_viewport->hide_canvas) {
  100. int i = 0;
  101. Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  102. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  103. RasterizerCanvas::Light *lights = nullptr;
  104. RasterizerCanvas::Light *lights_with_shadow = nullptr;
  105. RasterizerCanvas::Light *lights_with_mask = nullptr;
  106. Rect2 shadow_rect;
  107. int light_count = 0;
  108. RENDER_TIMESTAMP("Cull Canvas Lights");
  109. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  110. RenderingServerCanvas::Canvas *canvas = static_cast<RenderingServerCanvas::Canvas *>(E->get().canvas);
  111. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  112. //find lights in canvas
  113. for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
  114. RasterizerCanvas::Light *cl = F->get();
  115. if (cl->enabled && cl->texture.is_valid()) {
  116. //not super efficient..
  117. Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
  118. tsize *= cl->scale;
  119. Vector2 offset = tsize / 2.0;
  120. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  121. cl->xform_cache = xf * cl->xform;
  122. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  123. cl->filter_next_ptr = lights;
  124. lights = cl;
  125. // cl->texture_cache = nullptr;
  126. Transform2D scale;
  127. scale.scale(cl->rect_cache.size);
  128. scale.elements[2] = cl->rect_cache.position;
  129. cl->light_shader_xform = cl->xform * scale;
  130. //cl->light_shader_pos = cl->xform_cache[2];
  131. if (cl->use_shadow) {
  132. cl->shadows_next_ptr = lights_with_shadow;
  133. if (lights_with_shadow == nullptr) {
  134. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  135. } else {
  136. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  137. }
  138. lights_with_shadow = cl;
  139. cl->radius_cache = cl->rect_cache.size.length();
  140. }
  141. if (cl->mode == RS::CANVAS_LIGHT_MODE_MASK) {
  142. cl->mask_next_ptr = lights_with_mask;
  143. lights_with_mask = cl;
  144. }
  145. light_count++;
  146. }
  147. //guess this is not needed, but keeping because it may be
  148. //RSG::canvas_render->light_internal_update(cl->light_internal, cl);
  149. }
  150. }
  151. canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
  152. }
  153. if (lights_with_shadow) {
  154. //update shadows if any
  155. RasterizerCanvas::LightOccluderInstance *occluders = nullptr;
  156. RENDER_TIMESTAMP(">Render 2D Shadows");
  157. RENDER_TIMESTAMP("Cull Occluders");
  158. //make list of occluders
  159. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  160. RenderingServerCanvas::Canvas *canvas = static_cast<RenderingServerCanvas::Canvas *>(E->get().canvas);
  161. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  162. for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  163. if (!F->get()->enabled)
  164. continue;
  165. F->get()->xform_cache = xf * F->get()->xform;
  166. if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  167. F->get()->next = occluders;
  168. occluders = F->get();
  169. }
  170. }
  171. }
  172. //update the light shadowmaps with them
  173. RasterizerCanvas::Light *light = lights_with_shadow;
  174. while (light) {
  175. RENDER_TIMESTAMP("Render Shadow");
  176. RSG::canvas_render->light_update_shadow(light->light_internal, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
  177. light = light->shadows_next_ptr;
  178. }
  179. //RSG::canvas_render->reset_canvas();
  180. RENDER_TIMESTAMP("<End rendering 2D Shadows");
  181. }
  182. if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
  183. if (!can_draw_3d) {
  184. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  185. } else {
  186. _draw_3d(p_viewport, p_eye);
  187. }
  188. scenario_draw_canvas_bg = false;
  189. }
  190. for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
  191. RenderingServerCanvas::Canvas *canvas = static_cast<RenderingServerCanvas::Canvas *>(E->get()->canvas);
  192. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
  193. RasterizerCanvas::Light *canvas_lights = nullptr;
  194. RasterizerCanvas::Light *ptr = lights;
  195. while (ptr) {
  196. if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
  197. ptr->next_ptr = canvas_lights;
  198. canvas_lights = ptr;
  199. }
  200. ptr = ptr->filter_next_ptr;
  201. }
  202. RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, lights_with_mask, clip_rect);
  203. i++;
  204. if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
  205. if (!can_draw_3d) {
  206. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  207. } else {
  208. _draw_3d(p_viewport, p_eye);
  209. }
  210. scenario_draw_canvas_bg = false;
  211. }
  212. }
  213. if (scenario_draw_canvas_bg) {
  214. if (!can_draw_3d) {
  215. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  216. } else {
  217. _draw_3d(p_viewport, p_eye);
  218. }
  219. }
  220. //RSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
  221. }
  222. if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
  223. //was never cleared in the end, force clear it
  224. RSG::storage->render_target_do_clear_request(p_viewport->render_target);
  225. }
  226. }
  227. void RenderingServerViewport::draw_viewports() {
  228. // get our xr interface in case we need it
  229. Ref<XRInterface> xr_interface;
  230. if (XRServer::get_singleton() != nullptr) {
  231. xr_interface = XRServer::get_singleton()->get_primary_interface();
  232. // process all our active interfaces
  233. XRServer::get_singleton()->_process();
  234. }
  235. if (Engine::get_singleton()->is_editor_hint()) {
  236. set_default_clear_color(GLOBAL_GET("rendering/environment/default_clear_color"));
  237. }
  238. //sort viewports
  239. active_viewports.sort_custom<ViewportSort>();
  240. Map<DisplayServer::WindowID, Vector<Rasterizer::BlitToScreen>> blit_to_screen_list;
  241. //draw viewports
  242. RENDER_TIMESTAMP(">Render Viewports");
  243. //determine what is visible
  244. draw_viewports_pass++;
  245. for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  246. Viewport *vp = active_viewports[i];
  247. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED)
  248. continue;
  249. if (!vp->render_target.is_valid()) {
  250. continue;
  251. }
  252. //ERR_CONTINUE(!vp->render_target.is_valid());
  253. bool visible = vp->viewport_to_screen_rect != Rect2();
  254. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  255. visible = true;
  256. }
  257. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
  258. visible = true;
  259. }
  260. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  261. Viewport *parent = viewport_owner.getornull(vp->parent);
  262. if (parent && parent->last_pass == draw_viewports_pass) {
  263. visible = true;
  264. }
  265. }
  266. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  267. if (visible) {
  268. vp->last_pass = draw_viewports_pass;
  269. }
  270. }
  271. for (int i = 0; i < active_viewports.size(); i++) {
  272. Viewport *vp = active_viewports[i];
  273. if (vp->last_pass != draw_viewports_pass) {
  274. continue; //should not draw
  275. }
  276. RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
  277. RSG::storage->render_target_set_as_unused(vp->render_target);
  278. #if 0
  279. // TODO fix up this code after we change our commit_for_eye to accept our new render targets
  280. if (vp->use_xr && xr_interface.is_valid()) {
  281. // override our size, make sure it matches our required size
  282. vp->size = xr_interface->get_render_targetsize();
  283. RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
  284. // render mono or left eye first
  285. XRInterface::Eyes leftOrMono = xr_interface->is_stereo() ? XRInterface::EYE_LEFT : XRInterface::EYE_MONO;
  286. // check for an external texture destination for our left eye/mono
  287. // TODO investigate how we're going to make external textures work
  288. RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
  289. // set our render target as current
  290. RSG::rasterizer->set_current_render_target(vp->render_target);
  291. // and draw left eye/mono
  292. _draw_viewport(vp, leftOrMono);
  293. xr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
  294. // render right eye
  295. if (leftOrMono == XRInterface::EYE_LEFT) {
  296. // check for an external texture destination for our right eye
  297. RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(XRInterface::EYE_RIGHT));
  298. // commit for eye may have changed the render target
  299. RSG::rasterizer->set_current_render_target(vp->render_target);
  300. _draw_viewport(vp, XRInterface::EYE_RIGHT);
  301. xr_interface->commit_for_eye(XRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
  302. }
  303. // and for our frame timing, mark when we've finished committing our eyes
  304. XRServer::get_singleton()->_mark_commit();
  305. } else {
  306. #endif
  307. {
  308. RSG::storage->render_target_set_external_texture(vp->render_target, 0);
  309. RSG::scene_render->set_debug_draw_mode(vp->debug_draw);
  310. RSG::storage->render_info_begin_capture();
  311. // render standard mono camera
  312. _draw_viewport(vp);
  313. RSG::storage->render_info_end_capture();
  314. vp->render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_OBJECTS_IN_FRAME);
  315. vp->render_info[RS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_VERTICES_IN_FRAME);
  316. vp->render_info[RS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_MATERIAL_CHANGES_IN_FRAME);
  317. vp->render_info[RS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SHADER_CHANGES_IN_FRAME);
  318. vp->render_info[RS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SURFACE_CHANGES_IN_FRAME);
  319. vp->render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_DRAW_CALLS_IN_FRAME);
  320. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  321. //copy to screen if set as such
  322. Rasterizer::BlitToScreen blit;
  323. blit.render_target = vp->render_target;
  324. if (vp->viewport_to_screen_rect != Rect2()) {
  325. blit.rect = vp->viewport_to_screen_rect;
  326. } else {
  327. blit.rect.position = Vector2();
  328. blit.rect.size = vp->size;
  329. }
  330. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  331. blit_to_screen_list[vp->viewport_to_screen] = Vector<Rasterizer::BlitToScreen>();
  332. }
  333. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  334. }
  335. }
  336. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  337. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  338. }
  339. RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
  340. }
  341. RSG::scene_render->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  342. RENDER_TIMESTAMP("<Render Viewports");
  343. //this needs to be called to make screen swapping more efficient
  344. RSG::rasterizer->prepare_for_blitting_render_targets();
  345. for (Map<int, Vector<Rasterizer::BlitToScreen>>::Element *E = blit_to_screen_list.front(); E; E = E->next()) {
  346. RSG::rasterizer->blit_render_targets_to_screen(E->key(), E->get().ptr(), E->get().size());
  347. }
  348. }
  349. RID RenderingServerViewport::viewport_create() {
  350. Viewport *viewport = memnew(Viewport);
  351. RID rid = viewport_owner.make_rid(viewport);
  352. viewport->self = rid;
  353. viewport->hide_scenario = false;
  354. viewport->hide_canvas = false;
  355. viewport->render_target = RSG::storage->render_target_create();
  356. viewport->shadow_atlas = RSG::scene_render->shadow_atlas_create();
  357. viewport->viewport_render_direct_to_screen = false;
  358. return rid;
  359. }
  360. void RenderingServerViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  361. Viewport *viewport = viewport_owner.getornull(p_viewport);
  362. ERR_FAIL_COND(!viewport);
  363. viewport->use_xr = p_use_xr;
  364. }
  365. void RenderingServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  366. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  367. Viewport *viewport = viewport_owner.getornull(p_viewport);
  368. ERR_FAIL_COND(!viewport);
  369. viewport->size = Size2(p_width, p_height);
  370. RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
  371. if (viewport->render_buffers.is_valid()) {
  372. if (p_width == 0 || p_height == 0) {
  373. RSG::scene_render->free(viewport->render_buffers);
  374. viewport->render_buffers = RID();
  375. } else {
  376. RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa);
  377. }
  378. }
  379. }
  380. void RenderingServerViewport::viewport_set_active(RID p_viewport, bool p_active) {
  381. Viewport *viewport = viewport_owner.getornull(p_viewport);
  382. ERR_FAIL_COND(!viewport);
  383. if (p_active) {
  384. ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
  385. active_viewports.push_back(viewport);
  386. } else {
  387. active_viewports.erase(viewport);
  388. }
  389. }
  390. void RenderingServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  391. Viewport *viewport = viewport_owner.getornull(p_viewport);
  392. ERR_FAIL_COND(!viewport);
  393. viewport->parent = p_parent_viewport;
  394. }
  395. void RenderingServerViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  396. Viewport *viewport = viewport_owner.getornull(p_viewport);
  397. ERR_FAIL_COND(!viewport);
  398. viewport->clear_mode = p_clear_mode;
  399. }
  400. void RenderingServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  401. Viewport *viewport = viewport_owner.getornull(p_viewport);
  402. ERR_FAIL_COND(!viewport);
  403. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  404. // If using GLES2 we can optimize this operation by rendering directly to system_fbo
  405. // instead of rendering to fbo and copying to system_fbo after
  406. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  407. RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
  408. RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  409. }
  410. viewport->viewport_to_screen_rect = p_rect;
  411. viewport->viewport_to_screen = p_screen;
  412. } else {
  413. // if render_direct_to_screen was used, reset size and position
  414. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  415. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  416. RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  417. }
  418. viewport->viewport_to_screen_rect = Rect2();
  419. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  420. }
  421. }
  422. void RenderingServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  423. Viewport *viewport = viewport_owner.getornull(p_viewport);
  424. ERR_FAIL_COND(!viewport);
  425. if (p_enable == viewport->viewport_render_direct_to_screen)
  426. return;
  427. // if disabled, reset render_target size and position
  428. if (!p_enable) {
  429. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  430. RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  431. }
  432. RSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
  433. viewport->viewport_render_direct_to_screen = p_enable;
  434. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  435. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  436. RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
  437. RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  438. }
  439. }
  440. void RenderingServerViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  441. Viewport *viewport = viewport_owner.getornull(p_viewport);
  442. ERR_FAIL_COND(!viewport);
  443. viewport->update_mode = p_mode;
  444. }
  445. RID RenderingServerViewport::viewport_get_texture(RID p_viewport) const {
  446. const Viewport *viewport = viewport_owner.getornull(p_viewport);
  447. ERR_FAIL_COND_V(!viewport, RID());
  448. return RSG::storage->render_target_get_texture(viewport->render_target);
  449. }
  450. void RenderingServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
  451. Viewport *viewport = viewport_owner.getornull(p_viewport);
  452. ERR_FAIL_COND(!viewport);
  453. viewport->hide_scenario = p_hide;
  454. }
  455. void RenderingServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
  456. Viewport *viewport = viewport_owner.getornull(p_viewport);
  457. ERR_FAIL_COND(!viewport);
  458. viewport->hide_canvas = p_hide;
  459. }
  460. void RenderingServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  461. Viewport *viewport = viewport_owner.getornull(p_viewport);
  462. ERR_FAIL_COND(!viewport);
  463. viewport->disable_environment = p_disable;
  464. }
  465. void RenderingServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  466. Viewport *viewport = viewport_owner.getornull(p_viewport);
  467. ERR_FAIL_COND(!viewport);
  468. viewport->camera = p_camera;
  469. }
  470. void RenderingServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  471. Viewport *viewport = viewport_owner.getornull(p_viewport);
  472. ERR_FAIL_COND(!viewport);
  473. viewport->scenario = p_scenario;
  474. }
  475. void RenderingServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  476. Viewport *viewport = viewport_owner.getornull(p_viewport);
  477. ERR_FAIL_COND(!viewport);
  478. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  479. RenderingServerCanvas::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
  480. ERR_FAIL_COND(!canvas);
  481. canvas->viewports.insert(p_viewport);
  482. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  483. viewport->canvas_map[p_canvas].layer = 0;
  484. viewport->canvas_map[p_canvas].sublayer = 0;
  485. viewport->canvas_map[p_canvas].canvas = canvas;
  486. }
  487. void RenderingServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  488. Viewport *viewport = viewport_owner.getornull(p_viewport);
  489. ERR_FAIL_COND(!viewport);
  490. RenderingServerCanvas::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
  491. ERR_FAIL_COND(!canvas);
  492. viewport->canvas_map.erase(p_canvas);
  493. canvas->viewports.erase(p_viewport);
  494. }
  495. void RenderingServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  496. Viewport *viewport = viewport_owner.getornull(p_viewport);
  497. ERR_FAIL_COND(!viewport);
  498. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  499. viewport->canvas_map[p_canvas].transform = p_offset;
  500. }
  501. void RenderingServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  502. Viewport *viewport = viewport_owner.getornull(p_viewport);
  503. ERR_FAIL_COND(!viewport);
  504. RSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
  505. viewport->transparent_bg = p_enabled;
  506. }
  507. void RenderingServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  508. Viewport *viewport = viewport_owner.getornull(p_viewport);
  509. ERR_FAIL_COND(!viewport);
  510. viewport->global_transform = p_transform;
  511. }
  512. void RenderingServerViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  513. Viewport *viewport = viewport_owner.getornull(p_viewport);
  514. ERR_FAIL_COND(!viewport);
  515. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  516. viewport->canvas_map[p_canvas].layer = p_layer;
  517. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  518. }
  519. void RenderingServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
  520. Viewport *viewport = viewport_owner.getornull(p_viewport);
  521. ERR_FAIL_COND(!viewport);
  522. viewport->shadow_atlas_size = p_size;
  523. RSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
  524. }
  525. void RenderingServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  526. Viewport *viewport = viewport_owner.getornull(p_viewport);
  527. ERR_FAIL_COND(!viewport);
  528. RSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  529. }
  530. void RenderingServerViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
  531. Viewport *viewport = viewport_owner.getornull(p_viewport);
  532. ERR_FAIL_COND(!viewport);
  533. if (viewport->msaa == p_msaa) {
  534. return;
  535. }
  536. viewport->msaa = p_msaa;
  537. if (viewport->render_buffers.is_valid()) {
  538. RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa);
  539. }
  540. }
  541. int RenderingServerViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info) {
  542. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  543. Viewport *viewport = viewport_owner.getornull(p_viewport);
  544. if (!viewport)
  545. return 0; //there should be a lock here..
  546. return viewport->render_info[p_info];
  547. }
  548. void RenderingServerViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  549. Viewport *viewport = viewport_owner.getornull(p_viewport);
  550. ERR_FAIL_COND(!viewport);
  551. viewport->debug_draw = p_draw;
  552. }
  553. bool RenderingServerViewport::free(RID p_rid) {
  554. if (viewport_owner.owns(p_rid)) {
  555. Viewport *viewport = viewport_owner.getornull(p_rid);
  556. RSG::storage->free(viewport->render_target);
  557. RSG::scene_render->free(viewport->shadow_atlas);
  558. if (viewport->render_buffers.is_valid()) {
  559. RSG::scene_render->free(viewport->render_buffers);
  560. }
  561. while (viewport->canvas_map.front()) {
  562. viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
  563. }
  564. viewport_set_scenario(p_rid, RID());
  565. active_viewports.erase(viewport);
  566. viewport_owner.free(p_rid);
  567. memdelete(viewport);
  568. return true;
  569. }
  570. return false;
  571. }
  572. void RenderingServerViewport::set_default_clear_color(const Color &p_color) {
  573. RSG::storage->set_default_clear_color(p_color);
  574. }
  575. RenderingServerViewport::RenderingServerViewport() {
  576. }