renderer_viewport.cpp 42 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 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 "renderer_viewport.h"
  31. #include "core/config/project_settings.h"
  32. #include "renderer_canvas_cull.h"
  33. #include "renderer_scene_cull.h"
  34. #include "rendering_server_globals.h"
  35. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::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. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  40. if (p_viewport->snap_2d_transforms_to_pixel) {
  41. c_xform.elements[2] = c_xform.elements[2].floor();
  42. }
  43. xf = xf * c_xform;
  44. scale = p_canvas->parent_scale;
  45. }
  46. Transform2D c_xform = p_canvas_data->transform;
  47. if (p_viewport->snap_2d_transforms_to_pixel) {
  48. c_xform.elements[2] = c_xform.elements[2].floor();
  49. }
  50. xf = xf * c_xform;
  51. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  52. Vector2 pivot = p_vp_size * 0.5;
  53. Transform2D xfpivot;
  54. xfpivot.set_origin(pivot);
  55. Transform2D xfscale;
  56. xfscale.scale(Vector2(scale, scale));
  57. xf = xfpivot.affine_inverse() * xf;
  58. xf = xfscale * xf;
  59. xf = xfpivot * xf;
  60. }
  61. return xf;
  62. }
  63. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  64. if (p_viewport->render_buffers.is_valid()) {
  65. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  66. RSG::scene->free(p_viewport->render_buffers);
  67. p_viewport->render_buffers = RID();
  68. } else {
  69. float scale_3d = p_viewport->scale_3d;
  70. if (Engine::get_singleton()->is_editor_hint()) {
  71. // Ignore the 3D viewport render scaling inside of the editor.
  72. // The Half Resolution 3D editor viewport option should be used instead.
  73. scale_3d = 1.0;
  74. }
  75. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  76. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  77. const int width = CLAMP(p_viewport->size.width * scale_3d, 1, 16384);
  78. const int height = CLAMP(p_viewport->size.height * scale_3d, 1, 16384);
  79. RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, width, height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count());
  80. }
  81. }
  82. }
  83. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  84. RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
  85. Ref<XRInterface> xr_interface;
  86. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  87. xr_interface = XRServer::get_singleton()->get_primary_interface();
  88. }
  89. if (p_viewport->use_occlusion_culling) {
  90. if (p_viewport->occlusion_buffer_dirty) {
  91. float aspect = p_viewport->size.aspect();
  92. int max_size = occlusion_rays_per_thread * RendererThreadPool::singleton->thread_work_pool.get_thread_count();
  93. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  94. 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.
  95. float height = Math::sqrt(max_size / aspect);
  96. Size2i new_size = Size2i(height * aspect, height);
  97. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  98. p_viewport->occlusion_buffer_dirty = false;
  99. }
  100. }
  101. float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width);
  102. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  103. RENDER_TIMESTAMP("<End Rendering 3D Scene");
  104. }
  105. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  106. if (p_viewport->measure_render_time) {
  107. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  108. RSG::storage->capture_timestamp(rt_id);
  109. timestamp_vp_map[rt_id] = p_viewport->self;
  110. }
  111. if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
  112. // This is currently needed for GLES to keep the current window being rendered to up to date
  113. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  114. }
  115. /* Camera should always be BEFORE any other 3D */
  116. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  117. int scenario_canvas_max_layer = 0;
  118. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  119. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  120. p_viewport->render_info.info[i][j] = 0;
  121. }
  122. }
  123. Color bgcolor = RSG::storage->get_default_clear_color();
  124. if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
  125. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  126. if (RSG::scene->is_environment(environment)) {
  127. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  128. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  129. }
  130. }
  131. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  132. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  133. if (p_viewport->transparent_bg) {
  134. bgcolor = Color(0, 0, 0, 0);
  135. }
  136. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  137. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  138. }
  139. }
  140. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  141. //wants to draw 3D but there is no render buffer, create
  142. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  143. _configure_3d_render_buffers(p_viewport);
  144. }
  145. RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  146. if (!scenario_draw_canvas_bg && can_draw_3d) {
  147. _draw_3d(p_viewport);
  148. }
  149. if (!p_viewport->disable_2d) {
  150. int i = 0;
  151. Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  152. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  153. RendererCanvasRender::Light *lights = nullptr;
  154. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  155. RendererCanvasRender::Light *directional_lights = nullptr;
  156. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  157. if (p_viewport->sdf_active) {
  158. //process SDF
  159. Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
  160. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  161. //make list of occluders
  162. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  163. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  164. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  165. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  166. if (!F->get()->enabled) {
  167. continue;
  168. }
  169. F->get()->xform_cache = xf * F->get()->xform;
  170. if (sdf_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  171. F->get()->next = occluders;
  172. occluders = F->get();
  173. }
  174. }
  175. }
  176. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  177. RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  178. p_viewport->sdf_active = false; // if used, gets set active again
  179. } else {
  180. RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  181. }
  182. Rect2 shadow_rect;
  183. int light_count = 0;
  184. int shadow_count = 0;
  185. int directional_light_count = 0;
  186. RENDER_TIMESTAMP("Cull Canvas Lights");
  187. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  188. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  189. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  190. //find lights in canvas
  191. for (Set<RendererCanvasRender::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
  192. RendererCanvasRender::Light *cl = F->get();
  193. if (cl->enabled && cl->texture.is_valid()) {
  194. //not super efficient..
  195. Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
  196. tsize *= cl->scale;
  197. Vector2 offset = tsize / 2.0;
  198. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  199. cl->xform_cache = xf * cl->xform;
  200. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  201. cl->filter_next_ptr = lights;
  202. lights = cl;
  203. // cl->texture_cache = nullptr;
  204. Transform2D scale;
  205. scale.scale(cl->rect_cache.size);
  206. scale.elements[2] = cl->rect_cache.position;
  207. cl->light_shader_xform = cl->xform * scale;
  208. //cl->light_shader_pos = cl->xform_cache[2];
  209. if (cl->use_shadow) {
  210. cl->shadows_next_ptr = lights_with_shadow;
  211. if (lights_with_shadow == nullptr) {
  212. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  213. } else {
  214. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  215. }
  216. lights_with_shadow = cl;
  217. cl->radius_cache = cl->rect_cache.size.length();
  218. }
  219. light_count++;
  220. }
  221. //guess this is not needed, but keeping because it may be
  222. }
  223. }
  224. for (Set<RendererCanvasRender::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
  225. RendererCanvasRender::Light *cl = F->get();
  226. if (cl->enabled) {
  227. cl->filter_next_ptr = directional_lights;
  228. directional_lights = cl;
  229. cl->xform_cache = xf * cl->xform;
  230. cl->xform_cache.elements[2] = Vector2(); //translation is pointless
  231. if (cl->use_shadow) {
  232. cl->shadows_next_ptr = directional_lights_with_shadow;
  233. directional_lights_with_shadow = cl;
  234. }
  235. directional_light_count++;
  236. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  237. break;
  238. }
  239. }
  240. }
  241. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  242. }
  243. if (lights_with_shadow) {
  244. //update shadows if any
  245. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  246. RENDER_TIMESTAMP(">Render 2D Shadows");
  247. RENDER_TIMESTAMP("Cull Occluders");
  248. //make list of occluders
  249. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  250. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  251. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  252. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  253. if (!F->get()->enabled) {
  254. continue;
  255. }
  256. F->get()->xform_cache = xf * F->get()->xform;
  257. if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  258. F->get()->next = occluders;
  259. occluders = F->get();
  260. }
  261. }
  262. }
  263. //update the light shadowmaps with them
  264. RendererCanvasRender::Light *light = lights_with_shadow;
  265. while (light) {
  266. RENDER_TIMESTAMP("Render Shadow");
  267. 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);
  268. light = light->shadows_next_ptr;
  269. }
  270. RENDER_TIMESTAMP("<End rendering 2D Shadows");
  271. }
  272. if (directional_lights_with_shadow) {
  273. //update shadows if any
  274. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  275. while (light) {
  276. Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
  277. float cull_distance = light->directional_distance;
  278. Vector2 light_dir_sign;
  279. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  280. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  281. Vector2 points[6];
  282. int point_count = 0;
  283. for (int j = 0; j < 4; j++) {
  284. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  285. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  286. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  287. if (sign_cmp == light_dir_sign) {
  288. //both point in same direction, plot offsetted
  289. points[point_count++] = point + light_dir * cull_distance;
  290. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  291. int next_j = (j + 1) % 4;
  292. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  293. //one point in the same direction, plot segment
  294. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  295. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  296. points[point_count++] = point;
  297. }
  298. points[point_count++] = point + light_dir * cull_distance;
  299. } else {
  300. points[point_count++] = point + light_dir * cull_distance;
  301. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  302. points[point_count++] = point;
  303. }
  304. }
  305. } else {
  306. //plot normally
  307. points[point_count++] = point;
  308. }
  309. }
  310. Vector2 xf_points[6];
  311. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  312. RENDER_TIMESTAMP(">Render Directional 2D Shadows");
  313. //make list of occluders
  314. int occ_cullded = 0;
  315. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  316. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  317. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  318. for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  319. if (!F->get()->enabled) {
  320. continue;
  321. }
  322. F->get()->xform_cache = xf * F->get()->xform;
  323. Transform2D localizer = F->get()->xform_cache.affine_inverse();
  324. for (int j = 0; j < point_count; j++) {
  325. xf_points[j] = localizer.xform(points[j]);
  326. }
  327. if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  328. F->get()->next = occluders;
  329. occluders = F->get();
  330. occ_cullded++;
  331. }
  332. }
  333. }
  334. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  335. light = light->shadows_next_ptr;
  336. }
  337. RENDER_TIMESTAMP("<Render Directional 2D Shadows");
  338. }
  339. if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
  340. if (!can_draw_3d) {
  341. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  342. } else {
  343. _draw_3d(p_viewport);
  344. }
  345. scenario_draw_canvas_bg = false;
  346. }
  347. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  348. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  349. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  350. RendererCanvasRender::Light *canvas_lights = nullptr;
  351. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  352. RendererCanvasRender::Light *ptr = lights;
  353. while (ptr) {
  354. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  355. ptr->next_ptr = canvas_lights;
  356. canvas_lights = ptr;
  357. }
  358. ptr = ptr->filter_next_ptr;
  359. }
  360. ptr = directional_lights;
  361. while (ptr) {
  362. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  363. ptr->next_ptr = canvas_directional_lights;
  364. canvas_directional_lights = ptr;
  365. }
  366. ptr = ptr->filter_next_ptr;
  367. }
  368. 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);
  369. if (RSG::canvas->was_sdf_used()) {
  370. p_viewport->sdf_active = true;
  371. }
  372. i++;
  373. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  374. if (!can_draw_3d) {
  375. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  376. } else {
  377. _draw_3d(p_viewport);
  378. }
  379. scenario_draw_canvas_bg = false;
  380. }
  381. }
  382. if (scenario_draw_canvas_bg) {
  383. if (!can_draw_3d) {
  384. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  385. } else {
  386. _draw_3d(p_viewport);
  387. }
  388. }
  389. }
  390. if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
  391. //was never cleared in the end, force clear it
  392. RSG::storage->render_target_do_clear_request(p_viewport->render_target);
  393. }
  394. if (p_viewport->measure_render_time) {
  395. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  396. RSG::storage->capture_timestamp(rt_id);
  397. timestamp_vp_map[rt_id] = p_viewport->self;
  398. }
  399. }
  400. void RendererViewport::draw_viewports() {
  401. timestamp_vp_map.clear();
  402. // get our xr interface in case we need it
  403. Ref<XRInterface> xr_interface;
  404. if (XRServer::get_singleton() != nullptr) {
  405. xr_interface = XRServer::get_singleton()->get_primary_interface();
  406. }
  407. if (Engine::get_singleton()->is_editor_hint()) {
  408. set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  409. }
  410. //sort viewports
  411. active_viewports.sort_custom<ViewportSort>();
  412. Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  413. //draw viewports
  414. RENDER_TIMESTAMP(">Render Viewports");
  415. //determine what is visible
  416. draw_viewports_pass++;
  417. for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  418. Viewport *vp = active_viewports[i];
  419. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  420. continue;
  421. }
  422. if (!vp->render_target.is_valid()) {
  423. continue;
  424. }
  425. //ERR_CONTINUE(!vp->render_target.is_valid());
  426. bool visible = vp->viewport_to_screen_rect != Rect2();
  427. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  428. visible = true;
  429. }
  430. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
  431. visible = true;
  432. }
  433. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  434. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  435. if (parent && parent->last_pass == draw_viewports_pass) {
  436. visible = true;
  437. }
  438. }
  439. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  440. if (visible) {
  441. vp->last_pass = draw_viewports_pass;
  442. }
  443. }
  444. int vertices_drawn = 0;
  445. int objects_drawn = 0;
  446. int draw_calls_used = 0;
  447. for (int i = 0; i < active_viewports.size(); i++) {
  448. Viewport *vp = active_viewports[i];
  449. if (vp->last_pass != draw_viewports_pass) {
  450. continue; //should not draw
  451. }
  452. RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
  453. RSG::storage->render_target_set_as_unused(vp->render_target);
  454. if (vp->use_xr && xr_interface.is_valid()) {
  455. // override our size, make sure it matches our required size and is created as a stereo target
  456. vp->size = xr_interface->get_render_target_size();
  457. uint32_t view_count = xr_interface->get_view_count();
  458. RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
  459. // check for an external texture destination (disabled for now, not yet supported)
  460. // RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
  461. RSG::storage->render_target_set_external_texture(vp->render_target, 0);
  462. // render...
  463. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  464. // and draw viewport
  465. _draw_viewport(vp);
  466. // measure
  467. // commit our eyes
  468. Vector<BlitToScreen> blits = xr_interface->commit_views(vp->render_target, vp->viewport_to_screen_rect);
  469. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && blits.size() > 0) {
  470. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  471. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  472. }
  473. for (int b = 0; b < blits.size(); b++) {
  474. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  475. }
  476. }
  477. // and for our frame timing, mark when we've finished committing our eyes
  478. XRServer::get_singleton()->_mark_commit();
  479. } else {
  480. RSG::storage->render_target_set_external_texture(vp->render_target, 0);
  481. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  482. // render standard mono camera
  483. _draw_viewport(vp);
  484. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  485. //copy to screen if set as such
  486. BlitToScreen blit;
  487. blit.render_target = vp->render_target;
  488. if (vp->viewport_to_screen_rect != Rect2()) {
  489. blit.dst_rect = vp->viewport_to_screen_rect;
  490. } else {
  491. blit.dst_rect.position = Vector2();
  492. blit.dst_rect.size = vp->size;
  493. }
  494. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  495. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  496. }
  497. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  498. }
  499. }
  500. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  501. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  502. }
  503. RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
  504. 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];
  505. 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];
  506. 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];
  507. }
  508. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  509. total_objects_drawn = objects_drawn;
  510. total_vertices_drawn = vertices_drawn;
  511. total_draw_calls_used = draw_calls_used;
  512. RENDER_TIMESTAMP("<Render Viewports");
  513. //this needs to be called to make screen swapping more efficient
  514. RSG::rasterizer->prepare_for_blitting_render_targets();
  515. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  516. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  517. }
  518. }
  519. RID RendererViewport::viewport_allocate() {
  520. return viewport_owner.allocate_rid();
  521. }
  522. void RendererViewport::viewport_initialize(RID p_rid) {
  523. viewport_owner.initialize_rid(p_rid);
  524. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  525. viewport->self = p_rid;
  526. viewport->render_target = RSG::storage->render_target_create();
  527. viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
  528. viewport->viewport_render_direct_to_screen = false;
  529. }
  530. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  531. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  532. ERR_FAIL_COND(!viewport);
  533. if (viewport->use_xr == p_use_xr) {
  534. return;
  535. }
  536. viewport->use_xr = p_use_xr;
  537. _configure_3d_render_buffers(viewport);
  538. }
  539. void RendererViewport::viewport_set_scale_3d(RID p_viewport, float p_scale_3d) {
  540. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  541. ERR_FAIL_COND(!viewport);
  542. // Clamp to reasonable values that are actually useful.
  543. // Values above 2.0 don't serve a practical purpose since the viewport
  544. // isn't displayed with mipmaps.
  545. if (viewport->scale_3d == CLAMP(p_scale_3d, 0.1, 2.0)) {
  546. return;
  547. }
  548. viewport->scale_3d = CLAMP(p_scale_3d, 0.1, 2.0);
  549. _configure_3d_render_buffers(viewport);
  550. }
  551. uint32_t RendererViewport::Viewport::get_view_count() {
  552. uint32_t view_count = 1;
  553. if (use_xr && XRServer::get_singleton() != nullptr) {
  554. Ref<XRInterface> xr_interface;
  555. xr_interface = XRServer::get_singleton()->get_primary_interface();
  556. if (xr_interface.is_valid()) {
  557. view_count = xr_interface->get_view_count();
  558. }
  559. }
  560. return view_count;
  561. }
  562. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  563. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  564. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  565. ERR_FAIL_COND(!viewport);
  566. viewport->size = Size2(p_width, p_height);
  567. uint32_t view_count = viewport->get_view_count();
  568. RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
  569. _configure_3d_render_buffers(viewport);
  570. viewport->occlusion_buffer_dirty = true;
  571. }
  572. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  573. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  574. ERR_FAIL_COND(!viewport);
  575. if (p_active) {
  576. ERR_FAIL_COND_MSG(active_viewports.find(viewport) != -1, "Can't make active a Viewport that is already active.");
  577. viewport->occlusion_buffer_dirty = true;
  578. active_viewports.push_back(viewport);
  579. } else {
  580. active_viewports.erase(viewport);
  581. }
  582. }
  583. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  584. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  585. ERR_FAIL_COND(!viewport);
  586. viewport->parent = p_parent_viewport;
  587. }
  588. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  589. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  590. ERR_FAIL_COND(!viewport);
  591. viewport->clear_mode = p_clear_mode;
  592. }
  593. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  594. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  595. ERR_FAIL_COND(!viewport);
  596. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  597. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  598. // instead of rendering to fbo and copying to system_fbo after
  599. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  600. RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
  601. RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  602. }
  603. viewport->viewport_to_screen_rect = p_rect;
  604. viewport->viewport_to_screen = p_screen;
  605. } else {
  606. // if render_direct_to_screen was used, reset size and position
  607. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  608. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  609. RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
  610. }
  611. viewport->viewport_to_screen_rect = Rect2();
  612. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  613. }
  614. }
  615. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  616. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  617. ERR_FAIL_COND(!viewport);
  618. if (p_enable == viewport->viewport_render_direct_to_screen) {
  619. return;
  620. }
  621. // if disabled, reset render_target size and position
  622. if (!p_enable) {
  623. RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
  624. RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
  625. }
  626. RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
  627. viewport->viewport_render_direct_to_screen = p_enable;
  628. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  629. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  630. RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->get_view_count());
  631. RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  632. }
  633. }
  634. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  635. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  636. ERR_FAIL_COND(!viewport);
  637. viewport->update_mode = p_mode;
  638. }
  639. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  640. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  641. ERR_FAIL_COND_V(!viewport, RID());
  642. return RSG::storage->render_target_get_texture(viewport->render_target);
  643. }
  644. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  645. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  646. ERR_FAIL_COND_V(!viewport, RID());
  647. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  648. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  649. }
  650. return RID();
  651. }
  652. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  653. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  654. ERR_FAIL_COND(!viewport);
  655. viewport->disable_2d = p_disable;
  656. }
  657. void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  658. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  659. ERR_FAIL_COND(!viewport);
  660. viewport->disable_environment = p_disable;
  661. }
  662. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  663. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  664. ERR_FAIL_COND(!viewport);
  665. viewport->disable_3d = p_disable;
  666. }
  667. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  668. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  669. ERR_FAIL_COND(!viewport);
  670. viewport->camera = p_camera;
  671. }
  672. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  673. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  674. ERR_FAIL_COND(!viewport);
  675. if (viewport->scenario.is_valid()) {
  676. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  677. }
  678. viewport->scenario = p_scenario;
  679. if (viewport->use_occlusion_culling) {
  680. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  681. }
  682. }
  683. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  684. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  685. ERR_FAIL_COND(!viewport);
  686. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  687. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  688. ERR_FAIL_COND(!canvas);
  689. canvas->viewports.insert(p_viewport);
  690. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  691. viewport->canvas_map[p_canvas].layer = 0;
  692. viewport->canvas_map[p_canvas].sublayer = 0;
  693. viewport->canvas_map[p_canvas].canvas = canvas;
  694. }
  695. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  696. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  697. ERR_FAIL_COND(!viewport);
  698. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  699. ERR_FAIL_COND(!canvas);
  700. viewport->canvas_map.erase(p_canvas);
  701. canvas->viewports.erase(p_viewport);
  702. }
  703. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  704. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  705. ERR_FAIL_COND(!viewport);
  706. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  707. viewport->canvas_map[p_canvas].transform = p_offset;
  708. }
  709. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  710. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  711. ERR_FAIL_COND(!viewport);
  712. RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
  713. viewport->transparent_bg = p_enabled;
  714. }
  715. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  716. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  717. ERR_FAIL_COND(!viewport);
  718. viewport->global_transform = p_transform;
  719. }
  720. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  721. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  722. ERR_FAIL_COND(!viewport);
  723. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  724. viewport->canvas_map[p_canvas].layer = p_layer;
  725. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  726. }
  727. void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  728. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  729. ERR_FAIL_COND(!viewport);
  730. viewport->shadow_atlas_size = p_size;
  731. viewport->shadow_atlas_16_bits = p_16_bits;
  732. RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  733. }
  734. void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  735. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  736. ERR_FAIL_COND(!viewport);
  737. RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  738. }
  739. void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
  740. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  741. ERR_FAIL_COND(!viewport);
  742. if (viewport->msaa == p_msaa) {
  743. return;
  744. }
  745. viewport->msaa = p_msaa;
  746. _configure_3d_render_buffers(viewport);
  747. }
  748. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  749. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  750. ERR_FAIL_COND(!viewport);
  751. if (viewport->screen_space_aa == p_mode) {
  752. return;
  753. }
  754. viewport->screen_space_aa = p_mode;
  755. _configure_3d_render_buffers(viewport);
  756. }
  757. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  758. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  759. ERR_FAIL_COND(!viewport);
  760. if (viewport->use_debanding == p_use_debanding) {
  761. return;
  762. }
  763. viewport->use_debanding = p_use_debanding;
  764. _configure_3d_render_buffers(viewport);
  765. }
  766. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  767. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  768. ERR_FAIL_COND(!viewport);
  769. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  770. return;
  771. }
  772. viewport->use_occlusion_culling = p_use_occlusion_culling;
  773. if (viewport->use_occlusion_culling) {
  774. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  775. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  776. } else {
  777. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  778. }
  779. viewport->occlusion_buffer_dirty = true;
  780. }
  781. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  782. if (occlusion_rays_per_thread == p_rays_per_thread) {
  783. return;
  784. }
  785. occlusion_rays_per_thread = p_rays_per_thread;
  786. for (int i = 0; i < active_viewports.size(); i++) {
  787. active_viewports[i]->occlusion_buffer_dirty = true;
  788. }
  789. }
  790. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  791. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  792. }
  793. void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) {
  794. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  795. ERR_FAIL_COND(!viewport);
  796. viewport->lod_threshold = p_pixels;
  797. }
  798. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  799. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  800. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  801. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  802. if (!viewport) {
  803. return 0; //there should be a lock here..
  804. }
  805. return viewport->render_info.info[p_type][p_info];
  806. }
  807. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  808. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  809. ERR_FAIL_COND(!viewport);
  810. viewport->debug_draw = p_draw;
  811. }
  812. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  813. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  814. ERR_FAIL_COND(!viewport);
  815. viewport->measure_render_time = p_enable;
  816. }
  817. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  818. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  819. ERR_FAIL_COND_V(!viewport, 0);
  820. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  821. }
  822. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  823. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  824. ERR_FAIL_COND_V(!viewport, 0);
  825. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  826. }
  827. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  828. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  829. ERR_FAIL_COND(!viewport);
  830. viewport->snap_2d_transforms_to_pixel = p_enabled;
  831. }
  832. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  833. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  834. ERR_FAIL_COND(!viewport);
  835. viewport->snap_2d_vertices_to_pixel = p_enabled;
  836. }
  837. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  838. 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).)");
  839. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  840. ERR_FAIL_COND(!viewport);
  841. viewport->texture_filter = p_filter;
  842. }
  843. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  844. 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).)");
  845. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  846. ERR_FAIL_COND(!viewport);
  847. viewport->texture_repeat = p_repeat;
  848. }
  849. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  850. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  851. ERR_FAIL_COND(!viewport);
  852. RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  853. }
  854. bool RendererViewport::free(RID p_rid) {
  855. if (viewport_owner.owns(p_rid)) {
  856. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  857. RSG::storage->free(viewport->render_target);
  858. RSG::scene->free(viewport->shadow_atlas);
  859. if (viewport->render_buffers.is_valid()) {
  860. RSG::scene->free(viewport->render_buffers);
  861. }
  862. while (viewport->canvas_map.front()) {
  863. viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
  864. }
  865. viewport_set_scenario(p_rid, RID());
  866. active_viewports.erase(viewport);
  867. if (viewport->use_occlusion_culling) {
  868. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  869. }
  870. viewport_owner.free(p_rid);
  871. return true;
  872. }
  873. return false;
  874. }
  875. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  876. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  877. if (!vp) {
  878. return;
  879. }
  880. Viewport *viewport = viewport_owner.get_or_null(*vp);
  881. if (!viewport) {
  882. return;
  883. }
  884. if (p_timestamp.begins_with("vp_begin")) {
  885. viewport->time_cpu_begin = p_cpu_time;
  886. viewport->time_gpu_begin = p_gpu_time;
  887. }
  888. if (p_timestamp.begins_with("vp_end")) {
  889. viewport->time_cpu_end = p_cpu_time;
  890. viewport->time_gpu_end = p_gpu_time;
  891. }
  892. }
  893. void RendererViewport::set_default_clear_color(const Color &p_color) {
  894. RSG::storage->set_default_clear_color(p_color);
  895. }
  896. // Workaround for setting this on thread.
  897. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  898. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  899. }
  900. int RendererViewport::get_total_objects_drawn() const {
  901. return total_objects_drawn;
  902. }
  903. int RendererViewport::get_total_vertices_drawn() const {
  904. return total_vertices_drawn;
  905. }
  906. int RendererViewport::get_total_draw_calls_used() const {
  907. return total_draw_calls_used;
  908. }
  909. RendererViewport::RendererViewport() {
  910. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  911. }