renderer_viewport.cpp 55 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 "core/object/worker_thread_pool.h"
  33. #include "renderer_canvas_cull.h"
  34. #include "renderer_scene_cull.h"
  35. #include "rendering_server_globals.h"
  36. #include "storage/texture_storage.h"
  37. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  38. Transform2D xf = p_viewport->global_transform;
  39. float scale = 1.0;
  40. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  41. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  42. if (p_viewport->snap_2d_transforms_to_pixel) {
  43. c_xform.columns[2] = c_xform.columns[2].floor();
  44. }
  45. xf = xf * c_xform;
  46. scale = p_canvas->parent_scale;
  47. }
  48. Transform2D c_xform = p_canvas_data->transform;
  49. if (p_viewport->snap_2d_transforms_to_pixel) {
  50. c_xform.columns[2] = c_xform.columns[2].floor();
  51. }
  52. xf = xf * c_xform;
  53. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  54. Vector2 pivot = p_vp_size * 0.5;
  55. Transform2D xfpivot;
  56. xfpivot.set_origin(pivot);
  57. Transform2D xfscale;
  58. xfscale.scale(Vector2(scale, scale));
  59. xf = xfpivot.affine_inverse() * xf;
  60. xf = xfscale * xf;
  61. xf = xfpivot * xf;
  62. }
  63. return xf;
  64. }
  65. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  66. // We need to sort the viewports in a "topological order", children first and
  67. // parents last. We also need to keep sibling viewports in the original order
  68. // from top to bottom.
  69. Vector<Viewport *> result;
  70. List<Viewport *> nodes;
  71. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  72. Viewport *viewport = active_viewports[i];
  73. if (viewport->parent.is_valid()) {
  74. continue;
  75. }
  76. nodes.push_back(viewport);
  77. result.insert(0, viewport);
  78. }
  79. while (!nodes.is_empty()) {
  80. const Viewport *node = nodes[0];
  81. nodes.pop_front();
  82. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  83. Viewport *child = active_viewports[i];
  84. if (child->parent != node->self) {
  85. continue;
  86. }
  87. if (!nodes.find(child)) {
  88. nodes.push_back(child);
  89. result.insert(0, child);
  90. }
  91. }
  92. }
  93. return result;
  94. }
  95. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  96. if (p_viewport->render_buffers.is_valid()) {
  97. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  98. p_viewport->render_buffers.unref();
  99. } else {
  100. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  101. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  102. bool scaling_3d_is_fsr = (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) || (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2);
  103. bool use_taa = p_viewport->use_taa;
  104. if (scaling_3d_is_fsr && (scaling_3d_scale > 1.0)) {
  105. // FSR is not designed for downsampling.
  106. // Fall back to bilinear scaling.
  107. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  108. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  109. }
  110. bool upscaler_available = p_viewport->fsr_enabled;
  111. if (scaling_3d_is_fsr && !upscaler_available) {
  112. // FSR is not actually available.
  113. // Fall back to bilinear scaling.
  114. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  115. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  116. }
  117. if (use_taa && scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  118. // FSR2 can't be used with TAA.
  119. // Turn it off and prefer using FSR2.
  120. WARN_PRINT_ONCE("FSR 2 is not compatible with TAA. Disabling TAA internally.");
  121. use_taa = false;
  122. }
  123. int width;
  124. int height;
  125. int render_width;
  126. int render_height;
  127. switch (scaling_3d_mode) {
  128. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  129. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  130. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  131. width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
  132. height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
  133. render_width = width;
  134. render_height = height;
  135. break;
  136. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  137. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  138. width = p_viewport->size.width;
  139. height = p_viewport->size.height;
  140. render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
  141. render_height = MAX(height * scaling_3d_scale, 1.0);
  142. break;
  143. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  144. width = p_viewport->size.width;
  145. height = p_viewport->size.height;
  146. render_width = width;
  147. render_height = height;
  148. break;
  149. default:
  150. // This is an unknown mode.
  151. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  152. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  153. scaling_3d_scale = 1.0;
  154. width = p_viewport->size.width;
  155. height = p_viewport->size.height;
  156. render_width = width;
  157. render_height = height;
  158. break;
  159. }
  160. uint32_t jitter_phase_count = 0;
  161. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  162. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  163. jitter_phase_count = uint32_t(8.0f * pow(float(width) / render_width, 2.0f));
  164. } else if (use_taa) {
  165. // Default jitter count for TAA.
  166. jitter_phase_count = 16;
  167. }
  168. p_viewport->internal_size = Size2(render_width, render_height);
  169. p_viewport->jitter_phase_count = jitter_phase_count;
  170. // At resolution scales lower than 1.0, use negative texture mipmap bias
  171. // to compensate for the loss of sharpness.
  172. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  173. RenderSceneBuffersConfiguration rb_config;
  174. rb_config.set_render_target(p_viewport->render_target);
  175. rb_config.set_internal_size(Size2i(render_width, render_height));
  176. rb_config.set_target_size(Size2(width, height));
  177. rb_config.set_view_count(p_viewport->view_count);
  178. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  179. rb_config.set_msaa_3d(p_viewport->msaa_3d);
  180. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  181. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  182. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  183. rb_config.set_use_taa(use_taa);
  184. rb_config.set_use_debanding(p_viewport->use_debanding);
  185. p_viewport->render_buffers->configure(&rb_config);
  186. }
  187. }
  188. }
  189. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  190. RENDER_TIMESTAMP("> Render 3D Scene");
  191. Ref<XRInterface> xr_interface;
  192. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  193. xr_interface = XRServer::get_singleton()->get_primary_interface();
  194. }
  195. if (p_viewport->use_occlusion_culling) {
  196. if (p_viewport->occlusion_buffer_dirty) {
  197. float aspect = p_viewport->size.aspect();
  198. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  199. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  200. 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.
  201. float height = Math::sqrt(max_size / aspect);
  202. Size2i new_size = Size2i(height * aspect, height);
  203. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  204. p_viewport->occlusion_buffer_dirty = false;
  205. }
  206. }
  207. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  208. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  209. RENDER_TIMESTAMP("< Render 3D Scene");
  210. }
  211. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  212. if (p_viewport->measure_render_time) {
  213. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  214. RSG::utilities->capture_timestamp(rt_id);
  215. timestamp_vp_map[rt_id] = p_viewport->self;
  216. }
  217. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  218. // This is currently needed for GLES to keep the current window being rendered to up to date
  219. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  220. }
  221. /* Camera should always be BEFORE any other 3D */
  222. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  223. int scenario_canvas_max_layer = 0;
  224. bool force_clear_render_target = false;
  225. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  226. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  227. p_viewport->render_info.info[i][j] = 0;
  228. }
  229. }
  230. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  231. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  232. if (RSG::scene->is_environment(environment)) {
  233. if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport)) {
  234. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  235. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  236. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  237. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  238. force_clear_render_target = true;
  239. }
  240. }
  241. }
  242. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  243. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  244. //wants to draw 3D but there is no render buffer, create
  245. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  246. _configure_3d_render_buffers(p_viewport);
  247. }
  248. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  249. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  250. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  251. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  252. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  253. }
  254. }
  255. if (!scenario_draw_canvas_bg && can_draw_3d) {
  256. if (force_clear_render_target) {
  257. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  258. }
  259. _draw_3d(p_viewport);
  260. }
  261. if (!p_viewport->disable_2d) {
  262. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  263. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  264. RendererCanvasRender::Light *lights = nullptr;
  265. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  266. RendererCanvasRender::Light *directional_lights = nullptr;
  267. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  268. if (p_viewport->sdf_active) {
  269. // Process SDF.
  270. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  271. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  272. // Make list of occluders.
  273. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  274. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  275. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  276. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  277. if (!F->enabled) {
  278. continue;
  279. }
  280. F->xform_cache = xf * F->xform;
  281. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  282. F->next = occluders;
  283. occluders = F;
  284. }
  285. }
  286. }
  287. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  288. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  289. p_viewport->sdf_active = false; // If used, gets set active again.
  290. } else {
  291. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  292. }
  293. Rect2 shadow_rect;
  294. int shadow_count = 0;
  295. int directional_light_count = 0;
  296. RENDER_TIMESTAMP("Cull 2D Lights");
  297. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  298. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  299. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  300. // Find lights in canvas.
  301. for (RendererCanvasRender::Light *F : canvas->lights) {
  302. RendererCanvasRender::Light *cl = F;
  303. if (cl->enabled && cl->texture.is_valid()) {
  304. //not super efficient..
  305. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  306. tsize *= cl->scale;
  307. Vector2 offset = tsize / 2.0;
  308. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  309. cl->xform_cache = xf * cl->xform;
  310. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  311. cl->filter_next_ptr = lights;
  312. lights = cl;
  313. Transform2D scale;
  314. scale.scale(cl->rect_cache.size);
  315. scale.columns[2] = cl->rect_cache.position;
  316. cl->light_shader_xform = xf * cl->xform * scale;
  317. if (cl->use_shadow) {
  318. cl->shadows_next_ptr = lights_with_shadow;
  319. if (lights_with_shadow == nullptr) {
  320. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  321. } else {
  322. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  323. }
  324. lights_with_shadow = cl;
  325. cl->radius_cache = cl->rect_cache.size.length();
  326. }
  327. }
  328. }
  329. }
  330. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  331. RendererCanvasRender::Light *cl = F;
  332. if (cl->enabled) {
  333. cl->filter_next_ptr = directional_lights;
  334. directional_lights = cl;
  335. cl->xform_cache = xf * cl->xform;
  336. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  337. if (cl->use_shadow) {
  338. cl->shadows_next_ptr = directional_lights_with_shadow;
  339. directional_lights_with_shadow = cl;
  340. }
  341. directional_light_count++;
  342. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  343. break;
  344. }
  345. }
  346. }
  347. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  348. }
  349. if (lights_with_shadow) {
  350. //update shadows if any
  351. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  352. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  353. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  354. //make list of occluders
  355. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  356. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  357. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  358. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  359. if (!F->enabled) {
  360. continue;
  361. }
  362. F->xform_cache = xf * F->xform;
  363. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  364. F->next = occluders;
  365. occluders = F;
  366. }
  367. }
  368. }
  369. //update the light shadowmaps with them
  370. RendererCanvasRender::Light *light = lights_with_shadow;
  371. while (light) {
  372. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  373. 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);
  374. light = light->shadows_next_ptr;
  375. }
  376. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  377. }
  378. if (directional_lights_with_shadow) {
  379. //update shadows if any
  380. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  381. while (light) {
  382. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  383. float cull_distance = light->directional_distance;
  384. Vector2 light_dir_sign;
  385. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  386. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  387. Vector2 points[6];
  388. int point_count = 0;
  389. for (int j = 0; j < 4; j++) {
  390. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  391. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  392. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  393. if (sign_cmp == light_dir_sign) {
  394. //both point in same direction, plot offsetted
  395. points[point_count++] = point + light_dir * cull_distance;
  396. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  397. int next_j = (j + 1) % 4;
  398. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  399. //one point in the same direction, plot segment
  400. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  401. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  402. points[point_count++] = point;
  403. }
  404. points[point_count++] = point + light_dir * cull_distance;
  405. } else {
  406. points[point_count++] = point + light_dir * cull_distance;
  407. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  408. points[point_count++] = point;
  409. }
  410. }
  411. } else {
  412. //plot normally
  413. points[point_count++] = point;
  414. }
  415. }
  416. Vector2 xf_points[6];
  417. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  418. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  419. // Make list of occluders.
  420. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  421. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  422. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  423. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  424. if (!F->enabled) {
  425. continue;
  426. }
  427. F->xform_cache = xf * F->xform;
  428. Transform2D localizer = F->xform_cache.affine_inverse();
  429. for (int j = 0; j < point_count; j++) {
  430. xf_points[j] = localizer.xform(points[j]);
  431. }
  432. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  433. F->next = occluders;
  434. occluders = F;
  435. }
  436. }
  437. }
  438. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  439. light = light->shadows_next_ptr;
  440. }
  441. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  442. }
  443. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  444. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  445. // Clear now otherwise we copy over garbage from the render target.
  446. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  447. if (!can_draw_3d) {
  448. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  449. } else {
  450. _draw_3d(p_viewport);
  451. }
  452. scenario_draw_canvas_bg = false;
  453. }
  454. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  455. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  456. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  457. RendererCanvasRender::Light *canvas_lights = nullptr;
  458. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  459. RendererCanvasRender::Light *ptr = lights;
  460. while (ptr) {
  461. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  462. ptr->next_ptr = canvas_lights;
  463. canvas_lights = ptr;
  464. }
  465. ptr = ptr->filter_next_ptr;
  466. }
  467. ptr = directional_lights;
  468. while (ptr) {
  469. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  470. ptr->next_ptr = canvas_directional_lights;
  471. canvas_directional_lights = ptr;
  472. }
  473. ptr = ptr->filter_next_ptr;
  474. }
  475. 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);
  476. if (RSG::canvas->was_sdf_used()) {
  477. p_viewport->sdf_active = true;
  478. }
  479. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  480. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  481. // Clear now otherwise we copy over garbage from the render target.
  482. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  483. if (!can_draw_3d) {
  484. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  485. } else {
  486. _draw_3d(p_viewport);
  487. }
  488. scenario_draw_canvas_bg = false;
  489. }
  490. }
  491. if (scenario_draw_canvas_bg) {
  492. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  493. // Clear now otherwise we copy over garbage from the render target.
  494. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  495. if (!can_draw_3d) {
  496. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  497. } else {
  498. _draw_3d(p_viewport);
  499. }
  500. }
  501. }
  502. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  503. //was never cleared in the end, force clear it
  504. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  505. }
  506. if (p_viewport->measure_render_time) {
  507. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  508. RSG::utilities->capture_timestamp(rt_id);
  509. timestamp_vp_map[rt_id] = p_viewport->self;
  510. }
  511. }
  512. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  513. timestamp_vp_map.clear();
  514. // get our xr interface in case we need it
  515. Ref<XRInterface> xr_interface;
  516. XRServer *xr_server = XRServer::get_singleton();
  517. if (xr_server != nullptr) {
  518. // let our XR server know we're about to render our frames so we can get our frame timing
  519. xr_server->pre_render();
  520. // retrieve the interface responsible for rendering
  521. xr_interface = xr_server->get_primary_interface();
  522. }
  523. if (Engine::get_singleton()->is_editor_hint()) {
  524. set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  525. }
  526. if (sorted_active_viewports_dirty) {
  527. sorted_active_viewports = _sort_active_viewports();
  528. sorted_active_viewports_dirty = false;
  529. }
  530. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  531. //draw viewports
  532. RENDER_TIMESTAMP("> Render Viewports");
  533. //determine what is visible
  534. draw_viewports_pass++;
  535. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  536. Viewport *vp = sorted_active_viewports[i];
  537. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  538. continue;
  539. }
  540. if (!vp->render_target.is_valid()) {
  541. continue;
  542. }
  543. //ERR_CONTINUE(!vp->render_target.is_valid());
  544. bool visible = vp->viewport_to_screen_rect != Rect2();
  545. if (vp->use_xr) {
  546. if (xr_interface.is_valid()) {
  547. // Ignore update mode we have to commit frames to our XR interface
  548. visible = true;
  549. // Override our size, make sure it matches our required size and is created as a stereo target
  550. Size2 xr_size = xr_interface->get_render_target_size();
  551. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  552. } else {
  553. // don't render anything
  554. visible = false;
  555. vp->size = Size2();
  556. }
  557. } else {
  558. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  559. visible = true;
  560. }
  561. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  562. visible = true;
  563. }
  564. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  565. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  566. if (parent && parent->last_pass == draw_viewports_pass) {
  567. visible = true;
  568. }
  569. }
  570. }
  571. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  572. if (visible) {
  573. vp->last_pass = draw_viewports_pass;
  574. }
  575. }
  576. int vertices_drawn = 0;
  577. int objects_drawn = 0;
  578. int draw_calls_used = 0;
  579. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  580. Viewport *vp = sorted_active_viewports[i];
  581. if (vp->last_pass != draw_viewports_pass) {
  582. continue; //should not draw
  583. }
  584. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  585. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  586. if (vp->use_xr && xr_interface.is_valid()) {
  587. // Inform XR interface we're about to render its viewport,
  588. // if this returns false we don't render.
  589. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  590. // rendering frames.
  591. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  592. RSG::texture_storage->render_target_set_override(vp->render_target,
  593. xr_interface->get_color_texture(),
  594. xr_interface->get_depth_texture(),
  595. xr_interface->get_velocity_texture());
  596. // render...
  597. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  598. // and draw viewport
  599. _draw_viewport(vp);
  600. // commit our eyes
  601. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  602. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  603. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  604. if (blits.size() > 0) {
  605. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  606. }
  607. RSG::rasterizer->end_frame(true);
  608. } else if (blits.size() > 0) {
  609. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  610. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  611. }
  612. for (int b = 0; b < blits.size(); b++) {
  613. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  614. }
  615. }
  616. }
  617. }
  618. } else {
  619. RSG::texture_storage->render_target_set_override(vp->render_target, RID(), RID(), RID());
  620. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  621. // render standard mono camera
  622. _draw_viewport(vp);
  623. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  624. //copy to screen if set as such
  625. BlitToScreen blit;
  626. blit.render_target = vp->render_target;
  627. if (vp->viewport_to_screen_rect != Rect2()) {
  628. blit.dst_rect = vp->viewport_to_screen_rect;
  629. } else {
  630. blit.dst_rect.position = Vector2();
  631. blit.dst_rect.size = vp->size;
  632. }
  633. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  634. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  635. }
  636. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  637. Vector<BlitToScreen> blit_to_screen_vec;
  638. blit_to_screen_vec.push_back(blit);
  639. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
  640. RSG::rasterizer->end_frame(true);
  641. } else {
  642. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  643. }
  644. }
  645. }
  646. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  647. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  648. }
  649. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  650. 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];
  651. 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];
  652. 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];
  653. }
  654. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  655. total_objects_drawn = objects_drawn;
  656. total_vertices_drawn = vertices_drawn;
  657. total_draw_calls_used = draw_calls_used;
  658. RENDER_TIMESTAMP("< Render Viewports");
  659. if (p_swap_buffers) {
  660. //this needs to be called to make screen swapping more efficient
  661. RSG::rasterizer->prepare_for_blitting_render_targets();
  662. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  663. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  664. }
  665. }
  666. }
  667. RID RendererViewport::viewport_allocate() {
  668. return viewport_owner.allocate_rid();
  669. }
  670. void RendererViewport::viewport_initialize(RID p_rid) {
  671. viewport_owner.initialize_rid(p_rid);
  672. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  673. viewport->self = p_rid;
  674. viewport->render_target = RSG::texture_storage->render_target_create();
  675. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  676. viewport->viewport_render_direct_to_screen = false;
  677. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  678. }
  679. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  680. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  681. ERR_FAIL_NULL(viewport);
  682. if (viewport->use_xr == p_use_xr) {
  683. return;
  684. }
  685. viewport->use_xr = p_use_xr;
  686. // Re-configure the 3D render buffers when disabling XR. They'll get
  687. // re-configured when enabling XR in draw_viewports().
  688. if (!p_use_xr) {
  689. viewport->view_count = 1;
  690. _configure_3d_render_buffers(viewport);
  691. }
  692. }
  693. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  694. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  695. ERR_FAIL_NULL(viewport);
  696. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR2 is only available when using the Forward+ renderer.");
  697. if (viewport->scaling_3d_mode == p_mode) {
  698. return;
  699. }
  700. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  701. viewport->scaling_3d_mode = p_mode;
  702. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  703. if (motion_vectors_before != motion_vectors_after) {
  704. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  705. }
  706. _configure_3d_render_buffers(viewport);
  707. }
  708. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  709. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  710. ERR_FAIL_NULL(viewport);
  711. viewport->fsr_sharpness = p_sharpness;
  712. if (viewport->render_buffers.is_valid()) {
  713. viewport->render_buffers->set_fsr_sharpness(p_sharpness);
  714. }
  715. }
  716. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  717. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  718. ERR_FAIL_NULL(viewport);
  719. viewport->texture_mipmap_bias = p_mipmap_bias;
  720. if (viewport->render_buffers.is_valid()) {
  721. viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias);
  722. }
  723. }
  724. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  725. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  726. ERR_FAIL_NULL(viewport);
  727. // Clamp to reasonable values that are actually useful.
  728. // Values above 2.0 don't serve a practical purpose since the viewport
  729. // isn't displayed with mipmaps.
  730. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  731. return;
  732. }
  733. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  734. _configure_3d_render_buffers(viewport);
  735. }
  736. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  737. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  738. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  739. ERR_FAIL_NULL(viewport);
  740. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  741. _viewport_set_size(viewport, p_width, p_height, 1);
  742. }
  743. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  744. Size2i new_size(p_width, p_height);
  745. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  746. p_viewport->size = new_size;
  747. p_viewport->view_count = p_view_count;
  748. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  749. _configure_3d_render_buffers(p_viewport);
  750. p_viewport->occlusion_buffer_dirty = true;
  751. }
  752. }
  753. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  754. return p_viewport->use_taa || p_viewport->scaling_3d_mode == RenderingServer::VIEWPORT_SCALING_3D_MODE_FSR2;
  755. }
  756. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  757. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  758. ERR_FAIL_NULL(viewport);
  759. if (p_active) {
  760. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  761. viewport->occlusion_buffer_dirty = true;
  762. active_viewports.push_back(viewport);
  763. } else {
  764. active_viewports.erase(viewport);
  765. }
  766. sorted_active_viewports_dirty = true;
  767. }
  768. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  769. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  770. ERR_FAIL_NULL(viewport);
  771. viewport->parent = p_parent_viewport;
  772. }
  773. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  774. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  775. ERR_FAIL_NULL(viewport);
  776. viewport->clear_mode = p_clear_mode;
  777. }
  778. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  779. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  780. ERR_FAIL_NULL(viewport);
  781. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  782. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  783. // instead of rendering to fbo and copying to system_fbo after
  784. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  785. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  786. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  787. }
  788. viewport->viewport_to_screen_rect = p_rect;
  789. viewport->viewport_to_screen = p_screen;
  790. } else {
  791. // if render_direct_to_screen was used, reset size and position
  792. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  793. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  794. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  795. }
  796. viewport->viewport_to_screen_rect = Rect2();
  797. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  798. }
  799. }
  800. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  801. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  802. ERR_FAIL_NULL(viewport);
  803. if (p_enable == viewport->viewport_render_direct_to_screen) {
  804. return;
  805. }
  806. // if disabled, reset render_target size and position
  807. if (!p_enable) {
  808. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  809. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  810. }
  811. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  812. viewport->viewport_render_direct_to_screen = p_enable;
  813. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  814. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  815. 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);
  816. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  817. }
  818. }
  819. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  820. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  821. ERR_FAIL_NULL(viewport);
  822. viewport->update_mode = p_mode;
  823. }
  824. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  825. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  826. ERR_FAIL_NULL_V(viewport, RID());
  827. return viewport->render_target;
  828. }
  829. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  830. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  831. ERR_FAIL_NULL_V(viewport, RID());
  832. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  833. }
  834. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  835. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  836. ERR_FAIL_NULL_V(viewport, RID());
  837. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  838. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  839. }
  840. return RID();
  841. }
  842. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  843. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  844. ERR_FAIL_NULL(viewport);
  845. uint64_t frame = RSG::rasterizer->get_frame_number();
  846. if (viewport->prev_camera_data_frame != frame) {
  847. viewport->prev_camera_data = *p_camera_data;
  848. viewport->prev_camera_data_frame = frame;
  849. }
  850. }
  851. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  852. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  853. ERR_FAIL_NULL_V(viewport, nullptr);
  854. return &viewport->prev_camera_data;
  855. }
  856. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  857. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  858. ERR_FAIL_NULL(viewport);
  859. viewport->disable_2d = p_disable;
  860. }
  861. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  862. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  863. ERR_FAIL_NULL(viewport);
  864. viewport->disable_environment = p_mode;
  865. }
  866. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  867. ERR_FAIL_NULL_V(viewport, false);
  868. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  869. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  870. return viewport_is_environment_disabled(parent);
  871. }
  872. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  873. }
  874. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  875. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  876. ERR_FAIL_NULL(viewport);
  877. viewport->disable_3d = p_disable;
  878. }
  879. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  880. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  881. ERR_FAIL_NULL(viewport);
  882. viewport->camera = p_camera;
  883. }
  884. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  885. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  886. ERR_FAIL_NULL(viewport);
  887. if (viewport->scenario.is_valid()) {
  888. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  889. }
  890. viewport->scenario = p_scenario;
  891. if (viewport->use_occlusion_culling) {
  892. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  893. }
  894. }
  895. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  896. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  897. ERR_FAIL_NULL(viewport);
  898. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  899. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  900. ERR_FAIL_NULL(canvas);
  901. canvas->viewports.insert(p_viewport);
  902. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  903. viewport->canvas_map[p_canvas].layer = 0;
  904. viewport->canvas_map[p_canvas].sublayer = 0;
  905. viewport->canvas_map[p_canvas].canvas = canvas;
  906. }
  907. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  908. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  909. ERR_FAIL_NULL(viewport);
  910. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  911. ERR_FAIL_NULL(canvas);
  912. viewport->canvas_map.erase(p_canvas);
  913. canvas->viewports.erase(p_viewport);
  914. }
  915. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  916. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  917. ERR_FAIL_NULL(viewport);
  918. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  919. viewport->canvas_map[p_canvas].transform = p_offset;
  920. }
  921. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  922. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  923. ERR_FAIL_NULL(viewport);
  924. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  925. viewport->transparent_bg = p_enabled;
  926. }
  927. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  928. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  929. ERR_FAIL_NULL(viewport);
  930. viewport->global_transform = p_transform;
  931. }
  932. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  933. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  934. ERR_FAIL_NULL(viewport);
  935. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  936. viewport->canvas_map[p_canvas].layer = p_layer;
  937. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  938. }
  939. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  940. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  941. ERR_FAIL_NULL(viewport);
  942. viewport->shadow_atlas_size = p_size;
  943. viewport->shadow_atlas_16_bits = p_16_bits;
  944. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  945. }
  946. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  947. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  948. ERR_FAIL_NULL(viewport);
  949. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  950. }
  951. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  952. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  953. ERR_FAIL_NULL(viewport);
  954. if (viewport->msaa_2d == p_msaa) {
  955. return;
  956. }
  957. viewport->msaa_2d = p_msaa;
  958. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  959. }
  960. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  961. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  962. ERR_FAIL_NULL(viewport);
  963. if (viewport->msaa_3d == p_msaa) {
  964. return;
  965. }
  966. viewport->msaa_3d = p_msaa;
  967. _configure_3d_render_buffers(viewport);
  968. }
  969. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  970. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  971. ERR_FAIL_NULL(viewport);
  972. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  973. return;
  974. }
  975. viewport->use_hdr_2d = p_use_hdr_2d;
  976. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  977. }
  978. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  979. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  980. ERR_FAIL_NULL(viewport);
  981. if (viewport->screen_space_aa == p_mode) {
  982. return;
  983. }
  984. viewport->screen_space_aa = p_mode;
  985. _configure_3d_render_buffers(viewport);
  986. }
  987. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  988. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  989. ERR_FAIL_NULL(viewport);
  990. ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
  991. if (viewport->use_taa == p_use_taa) {
  992. return;
  993. }
  994. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  995. viewport->use_taa = p_use_taa;
  996. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  997. if (motion_vectors_before != motion_vectors_after) {
  998. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  999. }
  1000. _configure_3d_render_buffers(viewport);
  1001. }
  1002. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1003. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1004. ERR_FAIL_NULL(viewport);
  1005. if (viewport->use_debanding == p_use_debanding) {
  1006. return;
  1007. }
  1008. viewport->use_debanding = p_use_debanding;
  1009. if (viewport->render_buffers.is_valid()) {
  1010. viewport->render_buffers->set_use_debanding(p_use_debanding);
  1011. }
  1012. }
  1013. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1014. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1015. ERR_FAIL_NULL(viewport);
  1016. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1017. return;
  1018. }
  1019. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1020. if (viewport->use_occlusion_culling) {
  1021. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1022. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1023. } else {
  1024. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1025. }
  1026. viewport->occlusion_buffer_dirty = true;
  1027. }
  1028. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1029. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1030. return;
  1031. }
  1032. occlusion_rays_per_thread = p_rays_per_thread;
  1033. for (int i = 0; i < active_viewports.size(); i++) {
  1034. active_viewports[i]->occlusion_buffer_dirty = true;
  1035. }
  1036. }
  1037. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1038. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1039. }
  1040. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1041. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1042. ERR_FAIL_NULL(viewport);
  1043. viewport->mesh_lod_threshold = p_pixels;
  1044. }
  1045. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1046. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1047. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1048. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1049. if (!viewport) {
  1050. return 0; //there should be a lock here..
  1051. }
  1052. return viewport->render_info.info[p_type][p_info];
  1053. }
  1054. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1055. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1056. ERR_FAIL_NULL(viewport);
  1057. viewport->debug_draw = p_draw;
  1058. }
  1059. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1060. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1061. ERR_FAIL_NULL(viewport);
  1062. viewport->measure_render_time = p_enable;
  1063. }
  1064. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1065. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1066. ERR_FAIL_NULL_V(viewport, 0);
  1067. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1068. }
  1069. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1070. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1071. ERR_FAIL_NULL_V(viewport, 0);
  1072. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1073. }
  1074. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1075. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1076. ERR_FAIL_NULL(viewport);
  1077. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1078. }
  1079. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1080. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1081. ERR_FAIL_NULL(viewport);
  1082. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1083. }
  1084. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1085. 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).)");
  1086. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1087. ERR_FAIL_NULL(viewport);
  1088. viewport->texture_filter = p_filter;
  1089. }
  1090. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1091. 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).)");
  1092. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1093. ERR_FAIL_NULL(viewport);
  1094. viewport->texture_repeat = p_repeat;
  1095. }
  1096. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1097. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1098. ERR_FAIL_NULL(viewport);
  1099. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1100. }
  1101. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1102. RID *rids = nullptr;
  1103. uint32_t rid_count = viewport_owner.get_rid_count();
  1104. rids = (RID *)alloca(sizeof(RID *) * rid_count);
  1105. viewport_owner.fill_owned_buffer(rids);
  1106. for (uint32_t i = 0; i < rid_count; i++) {
  1107. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1108. if (viewport->viewport_to_screen == p_id) {
  1109. return rids[i];
  1110. }
  1111. }
  1112. return RID();
  1113. }
  1114. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1115. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1116. ERR_FAIL_NULL(viewport);
  1117. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1118. _configure_3d_render_buffers(viewport);
  1119. }
  1120. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1121. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1122. ERR_FAIL_NULL(viewport);
  1123. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1124. _configure_3d_render_buffers(viewport);
  1125. }
  1126. bool RendererViewport::free(RID p_rid) {
  1127. if (viewport_owner.owns(p_rid)) {
  1128. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1129. RSG::texture_storage->render_target_free(viewport->render_target);
  1130. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1131. if (viewport->render_buffers.is_valid()) {
  1132. viewport->render_buffers.unref();
  1133. }
  1134. while (viewport->canvas_map.begin()) {
  1135. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1136. }
  1137. viewport_set_scenario(p_rid, RID());
  1138. active_viewports.erase(viewport);
  1139. sorted_active_viewports_dirty = true;
  1140. if (viewport->use_occlusion_culling) {
  1141. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1142. }
  1143. if (_viewport_requires_motion_vectors(viewport)) {
  1144. num_viewports_with_motion_vectors--;
  1145. }
  1146. viewport_owner.free(p_rid);
  1147. return true;
  1148. }
  1149. return false;
  1150. }
  1151. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1152. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1153. if (!vp) {
  1154. return;
  1155. }
  1156. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1157. if (!viewport) {
  1158. return;
  1159. }
  1160. if (p_timestamp.begins_with("vp_begin")) {
  1161. viewport->time_cpu_begin = p_cpu_time;
  1162. viewport->time_gpu_begin = p_gpu_time;
  1163. }
  1164. if (p_timestamp.begins_with("vp_end")) {
  1165. viewport->time_cpu_end = p_cpu_time;
  1166. viewport->time_gpu_end = p_gpu_time;
  1167. }
  1168. }
  1169. void RendererViewport::set_default_clear_color(const Color &p_color) {
  1170. RSG::texture_storage->set_default_clear_color(p_color);
  1171. }
  1172. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1173. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1174. ERR_FAIL_NULL(viewport);
  1175. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1176. }
  1177. // Workaround for setting this on thread.
  1178. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1179. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1180. }
  1181. int RendererViewport::get_total_objects_drawn() const {
  1182. return total_objects_drawn;
  1183. }
  1184. int RendererViewport::get_total_primitives_drawn() const {
  1185. return total_vertices_drawn;
  1186. }
  1187. int RendererViewport::get_total_draw_calls_used() const {
  1188. return total_draw_calls_used;
  1189. }
  1190. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1191. return num_viewports_with_motion_vectors;
  1192. }
  1193. RendererViewport::RendererViewport() {
  1194. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1195. }