visual_server_viewport.cpp 28 KB

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  1. /*************************************************************************/
  2. /* visual_server_viewport.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_server_viewport.h"
  31. #include "core/project_settings.h"
  32. #include "visual_server_canvas.h"
  33. #include "visual_server_globals.h"
  34. #include "visual_server_scene.h"
  35. static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  36. Transform2D xf = p_viewport->global_transform;
  37. float scale = 1.0;
  38. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  39. xf = xf * p_viewport->canvas_map[p_canvas->parent].transform;
  40. scale = p_canvas->parent_scale;
  41. }
  42. xf = xf * p_canvas_data->transform;
  43. if (scale != 1.0 && !VSG::canvas->disable_scale) {
  44. Vector2 pivot = p_vp_size * 0.5;
  45. Transform2D xfpivot;
  46. xfpivot.set_origin(pivot);
  47. Transform2D xfscale;
  48. xfscale.scale(Vector2(scale, scale));
  49. xf = xfpivot.affine_inverse() * xf;
  50. xf = xfscale * xf;
  51. xf = xfpivot * xf;
  52. }
  53. return xf;
  54. }
  55. void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
  56. Ref<ARVRInterface> arvr_interface;
  57. if (ARVRServer::get_singleton() != NULL) {
  58. arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
  59. }
  60. if (p_viewport->use_arvr && arvr_interface.is_valid()) {
  61. VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  62. } else {
  63. VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  64. }
  65. }
  66. void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
  67. /* Camera should always be BEFORE any other 3D */
  68. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  69. int scenario_canvas_max_layer = 0;
  70. if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
  71. VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
  72. ERR_FAIL_COND(!scenario);
  73. if (VSG::scene_render->is_environment(scenario->environment)) {
  74. scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;
  75. scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
  76. }
  77. }
  78. bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
  79. if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
  80. VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);
  81. if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  82. p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
  83. }
  84. }
  85. if (!scenario_draw_canvas_bg && can_draw_3d) {
  86. _draw_3d(p_viewport, p_eye);
  87. }
  88. if (!p_viewport->hide_canvas) {
  89. Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  90. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  91. RasterizerCanvas::Light *lights = NULL;
  92. RasterizerCanvas::Light *lights_with_shadow = NULL;
  93. RasterizerCanvas::Light *lights_with_mask = NULL;
  94. Rect2 shadow_rect;
  95. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  96. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
  97. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  98. //find lights in canvas
  99. for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
  100. RasterizerCanvas::Light *cl = F->get();
  101. if (cl->enabled && cl->texture.is_valid()) {
  102. //not super efficient..
  103. Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture);
  104. tsize *= cl->scale;
  105. Vector2 offset = tsize / 2.0;
  106. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  107. cl->xform_cache = xf * cl->xform;
  108. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  109. cl->filter_next_ptr = lights;
  110. lights = cl;
  111. cl->texture_cache = NULL;
  112. Transform2D scale;
  113. scale.scale(cl->rect_cache.size);
  114. scale.elements[2] = cl->rect_cache.position;
  115. cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
  116. cl->light_shader_pos = cl->xform_cache[2];
  117. if (cl->shadow_buffer.is_valid()) {
  118. cl->shadows_next_ptr = lights_with_shadow;
  119. if (lights_with_shadow == NULL) {
  120. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  121. } else {
  122. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  123. }
  124. lights_with_shadow = cl;
  125. cl->radius_cache = cl->rect_cache.size.length();
  126. }
  127. if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {
  128. cl->mask_next_ptr = lights_with_mask;
  129. lights_with_mask = cl;
  130. }
  131. }
  132. VSG::canvas_render->light_internal_update(cl->light_internal, cl);
  133. }
  134. }
  135. canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
  136. }
  137. if (lights_with_shadow) {
  138. //update shadows if any
  139. RasterizerCanvas::LightOccluderInstance *occluders = NULL;
  140. //make list of occluders
  141. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  142. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
  143. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
  144. for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  145. if (!F->get()->enabled)
  146. continue;
  147. F->get()->xform_cache = xf * F->get()->xform;
  148. if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  149. F->get()->next = occluders;
  150. occluders = F->get();
  151. }
  152. }
  153. }
  154. //update the light shadowmaps with them
  155. RasterizerCanvas::Light *light = lights_with_shadow;
  156. while (light) {
  157. VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);
  158. light = light->shadows_next_ptr;
  159. }
  160. //VSG::canvas_render->reset_canvas();
  161. }
  162. VSG::rasterizer->restore_render_target(!scenario_draw_canvas_bg && can_draw_3d);
  163. if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
  164. if (!can_draw_3d) {
  165. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  166. } else {
  167. _draw_3d(p_viewport, p_eye);
  168. }
  169. scenario_draw_canvas_bg = false;
  170. }
  171. for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
  172. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);
  173. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
  174. RasterizerCanvas::Light *canvas_lights = NULL;
  175. RasterizerCanvas::Light *ptr = lights;
  176. int canvas_layer_id = E->get()->layer;
  177. while (ptr) {
  178. if (canvas_layer_id >= ptr->layer_min && canvas_layer_id <= ptr->layer_max) {
  179. ptr->next_ptr = canvas_lights;
  180. canvas_lights = ptr;
  181. }
  182. ptr = ptr->filter_next_ptr;
  183. }
  184. VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect, canvas_layer_id);
  185. if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
  186. if (!can_draw_3d) {
  187. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  188. } else {
  189. _draw_3d(p_viewport, p_eye);
  190. }
  191. scenario_draw_canvas_bg = false;
  192. }
  193. }
  194. if (scenario_draw_canvas_bg) {
  195. if (!can_draw_3d) {
  196. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  197. } else {
  198. _draw_3d(p_viewport, p_eye);
  199. }
  200. }
  201. //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
  202. }
  203. }
  204. void VisualServerViewport::draw_viewports() {
  205. // get our arvr interface in case we need it
  206. Ref<ARVRInterface> arvr_interface;
  207. if (ARVRServer::get_singleton() != NULL) {
  208. arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
  209. // process all our active interfaces
  210. ARVRServer::get_singleton()->_process();
  211. }
  212. if (Engine::get_singleton()->is_editor_hint()) {
  213. clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
  214. }
  215. //sort viewports
  216. active_viewports.sort_custom<ViewportSort>();
  217. //draw viewports
  218. for (int i = 0; i < active_viewports.size(); i++) {
  219. Viewport *vp = active_viewports[i];
  220. if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED)
  221. continue;
  222. ERR_CONTINUE(!vp->render_target.is_valid());
  223. bool visible = vp->viewport_to_screen_rect != Rect2() || vp->update_mode == VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == VS::VIEWPORT_UPDATE_ONCE || (vp->update_mode == VS::VIEWPORT_UPDATE_WHEN_VISIBLE && VSG::storage->render_target_was_used(vp->render_target));
  224. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  225. if (!visible)
  226. continue;
  227. VSG::storage->render_target_clear_used(vp->render_target);
  228. if (vp->use_arvr && arvr_interface.is_valid()) {
  229. // override our size, make sure it matches our required size
  230. vp->size = arvr_interface->get_render_targetsize();
  231. VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
  232. // render mono or left eye first
  233. ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;
  234. // check for an external texture destination for our left eye/mono
  235. VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono));
  236. // set our render target as current
  237. VSG::rasterizer->set_current_render_target(vp->render_target);
  238. // and draw left eye/mono
  239. _draw_viewport(vp, leftOrMono);
  240. arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
  241. // render right eye
  242. if (leftOrMono == ARVRInterface::EYE_LEFT) {
  243. // check for an external texture destination for our right eye
  244. VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT));
  245. // commit for eye may have changed the render target
  246. VSG::rasterizer->set_current_render_target(vp->render_target);
  247. _draw_viewport(vp, ARVRInterface::EYE_RIGHT);
  248. arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
  249. }
  250. // and for our frame timing, mark when we've finished committing our eyes
  251. ARVRServer::get_singleton()->_mark_commit();
  252. } else {
  253. VSG::storage->render_target_set_external_texture(vp->render_target, 0);
  254. VSG::rasterizer->set_current_render_target(vp->render_target);
  255. VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
  256. VSG::storage->render_info_begin_capture();
  257. // render standard mono camera
  258. _draw_viewport(vp);
  259. VSG::storage->render_info_end_capture();
  260. vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);
  261. vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);
  262. vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
  263. vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
  264. vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
  265. vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
  266. vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_ITEMS_IN_FRAME);
  267. vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_DRAW_CALLS_IN_FRAME);
  268. if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) {
  269. //copy to screen if set as such
  270. VSG::rasterizer->set_current_render_target(RID());
  271. VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen);
  272. }
  273. }
  274. if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) {
  275. vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED;
  276. }
  277. VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED);
  278. }
  279. }
  280. RID VisualServerViewport::viewport_create() {
  281. Viewport *viewport = memnew(Viewport);
  282. RID rid = viewport_owner.make_rid(viewport);
  283. viewport->self = rid;
  284. viewport->hide_scenario = false;
  285. viewport->hide_canvas = false;
  286. viewport->render_target = VSG::storage->render_target_create();
  287. viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();
  288. viewport->viewport_render_direct_to_screen = false;
  289. return rid;
  290. }
  291. void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
  292. Viewport *viewport = viewport_owner.getornull(p_viewport);
  293. ERR_FAIL_COND(!viewport);
  294. viewport->use_arvr = p_use_arvr;
  295. }
  296. void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  297. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  298. Viewport *viewport = viewport_owner.getornull(p_viewport);
  299. ERR_FAIL_COND(!viewport);
  300. viewport->size = Size2(p_width, p_height);
  301. VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
  302. }
  303. void VisualServerViewport::viewport_set_active(RID p_viewport, bool p_active) {
  304. Viewport *viewport = viewport_owner.getornull(p_viewport);
  305. ERR_FAIL_COND(!viewport);
  306. if (p_active) {
  307. ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
  308. active_viewports.push_back(viewport);
  309. } else {
  310. active_viewports.erase(viewport);
  311. }
  312. }
  313. void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  314. Viewport *viewport = viewport_owner.getornull(p_viewport);
  315. ERR_FAIL_COND(!viewport);
  316. viewport->parent = p_parent_viewport;
  317. }
  318. void VisualServerViewport::viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode) {
  319. Viewport *viewport = viewport_owner.getornull(p_viewport);
  320. ERR_FAIL_COND(!viewport);
  321. viewport->clear_mode = p_clear_mode;
  322. }
  323. void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, int p_screen) {
  324. Viewport *viewport = viewport_owner.getornull(p_viewport);
  325. ERR_FAIL_COND(!viewport);
  326. // If using GLES2 we can optimize this operation by rendering directly to system_fbo
  327. // instead of rendering to fbo and copying to system_fbo after
  328. if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  329. VSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
  330. VSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  331. }
  332. viewport->viewport_to_screen_rect = p_rect;
  333. viewport->viewport_to_screen = p_screen;
  334. }
  335. void VisualServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  336. Viewport *viewport = viewport_owner.getornull(p_viewport);
  337. ERR_FAIL_COND(!viewport);
  338. if (p_enable == viewport->viewport_render_direct_to_screen)
  339. return;
  340. // if disabled, reset render_target size and position
  341. if (!p_enable) {
  342. VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  343. VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  344. }
  345. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
  346. viewport->viewport_render_direct_to_screen = p_enable;
  347. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  348. if (VSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  349. VSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
  350. VSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  351. }
  352. }
  353. void VisualServerViewport::viewport_detach(RID p_viewport) {
  354. Viewport *viewport = viewport_owner.getornull(p_viewport);
  355. ERR_FAIL_COND(!viewport);
  356. // if render_direct_to_screen was used, reset size and position
  357. if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  358. VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  359. VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
  360. }
  361. viewport->viewport_to_screen_rect = Rect2();
  362. viewport->viewport_to_screen = 0;
  363. }
  364. void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode) {
  365. Viewport *viewport = viewport_owner.getornull(p_viewport);
  366. ERR_FAIL_COND(!viewport);
  367. viewport->update_mode = p_mode;
  368. }
  369. void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) {
  370. Viewport *viewport = viewport_owner.getornull(p_viewport);
  371. ERR_FAIL_COND(!viewport);
  372. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable);
  373. }
  374. RID VisualServerViewport::viewport_get_texture(RID p_viewport) const {
  375. const Viewport *viewport = viewport_owner.getornull(p_viewport);
  376. ERR_FAIL_COND_V(!viewport, RID());
  377. return VSG::storage->render_target_get_texture(viewport->render_target);
  378. }
  379. void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
  380. Viewport *viewport = viewport_owner.getornull(p_viewport);
  381. ERR_FAIL_COND(!viewport);
  382. viewport->hide_scenario = p_hide;
  383. }
  384. void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
  385. Viewport *viewport = viewport_owner.getornull(p_viewport);
  386. ERR_FAIL_COND(!viewport);
  387. viewport->hide_canvas = p_hide;
  388. }
  389. void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  390. Viewport *viewport = viewport_owner.getornull(p_viewport);
  391. ERR_FAIL_COND(!viewport);
  392. viewport->disable_environment = p_disable;
  393. }
  394. void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  395. Viewport *viewport = viewport_owner.getornull(p_viewport);
  396. ERR_FAIL_COND(!viewport);
  397. viewport->disable_3d = p_disable;
  398. //VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
  399. //this should be just for disabling rendering of 3D, to actually disable it, set usage
  400. }
  401. void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {
  402. Viewport *viewport = viewport_owner.getornull(p_viewport);
  403. ERR_FAIL_COND(!viewport);
  404. viewport->keep_3d_linear = p_keep_3d_linear;
  405. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);
  406. }
  407. void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  408. Viewport *viewport = viewport_owner.getornull(p_viewport);
  409. ERR_FAIL_COND(!viewport);
  410. viewport->camera = p_camera;
  411. }
  412. void VisualServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  413. Viewport *viewport = viewport_owner.getornull(p_viewport);
  414. ERR_FAIL_COND(!viewport);
  415. viewport->scenario = p_scenario;
  416. }
  417. void VisualServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  418. Viewport *viewport = viewport_owner.getornull(p_viewport);
  419. ERR_FAIL_COND(!viewport);
  420. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  421. VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
  422. ERR_FAIL_COND(!canvas);
  423. canvas->viewports.insert(p_viewport);
  424. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  425. viewport->canvas_map[p_canvas].layer = 0;
  426. viewport->canvas_map[p_canvas].sublayer = 0;
  427. viewport->canvas_map[p_canvas].canvas = canvas;
  428. }
  429. void VisualServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  430. Viewport *viewport = viewport_owner.getornull(p_viewport);
  431. ERR_FAIL_COND(!viewport);
  432. VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
  433. ERR_FAIL_COND(!canvas);
  434. viewport->canvas_map.erase(p_canvas);
  435. canvas->viewports.erase(p_viewport);
  436. }
  437. void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  438. Viewport *viewport = viewport_owner.getornull(p_viewport);
  439. ERR_FAIL_COND(!viewport);
  440. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  441. viewport->canvas_map[p_canvas].transform = p_offset;
  442. }
  443. void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  444. Viewport *viewport = viewport_owner.getornull(p_viewport);
  445. ERR_FAIL_COND(!viewport);
  446. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
  447. viewport->transparent_bg = p_enabled;
  448. }
  449. void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  450. Viewport *viewport = viewport_owner.getornull(p_viewport);
  451. ERR_FAIL_COND(!viewport);
  452. viewport->global_transform = p_transform;
  453. }
  454. void VisualServerViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  455. Viewport *viewport = viewport_owner.getornull(p_viewport);
  456. ERR_FAIL_COND(!viewport);
  457. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  458. viewport->canvas_map[p_canvas].layer = p_layer;
  459. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  460. }
  461. void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
  462. Viewport *viewport = viewport_owner.getornull(p_viewport);
  463. ERR_FAIL_COND(!viewport);
  464. viewport->shadow_atlas_size = p_size;
  465. VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
  466. }
  467. void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  468. Viewport *viewport = viewport_owner.getornull(p_viewport);
  469. ERR_FAIL_COND(!viewport);
  470. VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  471. }
  472. void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) {
  473. Viewport *viewport = viewport_owner.getornull(p_viewport);
  474. ERR_FAIL_COND(!viewport);
  475. VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa);
  476. }
  477. void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) {
  478. Viewport *viewport = viewport_owner.getornull(p_viewport);
  479. ERR_FAIL_COND(!viewport);
  480. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled);
  481. }
  482. void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
  483. Viewport *viewport = viewport_owner.getornull(p_viewport);
  484. ERR_FAIL_COND(!viewport);
  485. switch (p_usage) {
  486. case VS::VIEWPORT_USAGE_2D: {
  487. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
  488. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  489. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  490. viewport->disable_3d_by_usage = true;
  491. } break;
  492. case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
  493. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
  494. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  495. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
  496. viewport->disable_3d_by_usage = true;
  497. } break;
  498. case VS::VIEWPORT_USAGE_3D: {
  499. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
  500. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
  501. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  502. viewport->disable_3d_by_usage = false;
  503. } break;
  504. case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
  505. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
  506. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  507. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  508. viewport->disable_3d_by_usage = false;
  509. } break;
  510. }
  511. }
  512. int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) {
  513. ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1);
  514. Viewport *viewport = viewport_owner.getornull(p_viewport);
  515. if (!viewport)
  516. return 0; //there should be a lock here..
  517. return viewport->render_info[p_info];
  518. }
  519. void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) {
  520. Viewport *viewport = viewport_owner.getornull(p_viewport);
  521. ERR_FAIL_COND(!viewport);
  522. viewport->debug_draw = p_draw;
  523. }
  524. bool VisualServerViewport::free(RID p_rid) {
  525. if (viewport_owner.owns(p_rid)) {
  526. Viewport *viewport = viewport_owner.getornull(p_rid);
  527. VSG::storage->free(viewport->render_target);
  528. VSG::scene_render->free(viewport->shadow_atlas);
  529. while (viewport->canvas_map.front()) {
  530. viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
  531. }
  532. viewport_set_scenario(p_rid, RID());
  533. active_viewports.erase(viewport);
  534. viewport_owner.free(p_rid);
  535. memdelete(viewport);
  536. return true;
  537. }
  538. return false;
  539. }
  540. void VisualServerViewport::set_default_clear_color(const Color &p_color) {
  541. clear_color = p_color;
  542. }
  543. VisualServerViewport::VisualServerViewport() {
  544. }