visual_server_viewport.cpp 24 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) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 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 "project_settings.h"
  32. #include "visual_server_canvas.h"
  33. #include "visual_server_global.h"
  34. #include "visual_server_scene.h"
  35. void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
  36. /* Camera should always be BEFORE any other 3D */
  37. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  38. int scenario_canvas_max_layer = 0;
  39. if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
  40. VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
  41. if (VSG::scene_render->is_environment(scenario->environment)) {
  42. scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;
  43. scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
  44. }
  45. }
  46. bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
  47. if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
  48. VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);
  49. if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  50. p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
  51. }
  52. }
  53. if (!scenario_draw_canvas_bg && can_draw_3d) {
  54. Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
  55. if (p_viewport->use_arvr && arvr_interface.is_valid()) {
  56. VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  57. } else {
  58. VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  59. }
  60. }
  61. if (!p_viewport->hide_canvas) {
  62. int i = 0;
  63. Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  64. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  65. RasterizerCanvas::Light *lights = NULL;
  66. RasterizerCanvas::Light *lights_with_shadow = NULL;
  67. RasterizerCanvas::Light *lights_with_mask = NULL;
  68. Rect2 shadow_rect;
  69. int light_count = 0;
  70. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  71. Transform2D xf = p_viewport->global_transform * E->get().transform;
  72. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
  73. //find lights in canvas
  74. for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
  75. RasterizerCanvas::Light *cl = F->get();
  76. if (cl->enabled && cl->texture.is_valid()) {
  77. //not super efficient..
  78. Size2 tsize(VSG::storage->texture_get_width(cl->texture), VSG::storage->texture_get_height(cl->texture));
  79. tsize *= cl->scale;
  80. Vector2 offset = tsize / 2.0;
  81. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  82. cl->xform_cache = xf * cl->xform;
  83. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  84. cl->filter_next_ptr = lights;
  85. lights = cl;
  86. cl->texture_cache = NULL;
  87. Transform2D scale;
  88. scale.scale(cl->rect_cache.size);
  89. scale.elements[2] = cl->rect_cache.position;
  90. cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
  91. cl->light_shader_pos = cl->xform_cache[2];
  92. if (cl->shadow_buffer.is_valid()) {
  93. cl->shadows_next_ptr = lights_with_shadow;
  94. if (lights_with_shadow == NULL) {
  95. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  96. } else {
  97. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  98. }
  99. lights_with_shadow = cl;
  100. cl->radius_cache = cl->rect_cache.size.length();
  101. }
  102. if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {
  103. cl->mask_next_ptr = lights_with_mask;
  104. lights_with_mask = cl;
  105. }
  106. light_count++;
  107. }
  108. VSG::canvas_render->light_internal_update(cl->light_internal, cl);
  109. }
  110. }
  111. //print_line("lights: "+itos(light_count));
  112. canvas_map[Viewport::CanvasKey(E->key(), E->get().layer)] = &E->get();
  113. }
  114. if (lights_with_shadow) {
  115. //update shadows if any
  116. RasterizerCanvas::LightOccluderInstance *occluders = NULL;
  117. //make list of occluders
  118. for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
  119. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
  120. Transform2D xf = p_viewport->global_transform * E->get().transform;
  121. for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
  122. if (!F->get()->enabled)
  123. continue;
  124. F->get()->xform_cache = xf * F->get()->xform;
  125. if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
  126. F->get()->next = occluders;
  127. occluders = F->get();
  128. }
  129. }
  130. }
  131. //update the light shadowmaps with them
  132. RasterizerCanvas::Light *light = lights_with_shadow;
  133. while (light) {
  134. VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);
  135. light = light->shadows_next_ptr;
  136. }
  137. //VSG::canvas_render->reset_canvas();
  138. }
  139. VSG::rasterizer->restore_render_target();
  140. if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer > scenario_canvas_max_layer) {
  141. if (can_draw_3d) {
  142. VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  143. } else {
  144. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  145. }
  146. scenario_draw_canvas_bg = false;
  147. }
  148. for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
  149. VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);
  150. //print_line("canvas "+itos(i)+" size: "+itos(I->get()->canvas->child_items.size()));
  151. //print_line("GT "+p_viewport->global_transform+". CT: "+E->get()->transform);
  152. Transform2D xform = p_viewport->global_transform * E->get()->transform;
  153. RasterizerCanvas::Light *canvas_lights = NULL;
  154. RasterizerCanvas::Light *ptr = lights;
  155. while (ptr) {
  156. if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
  157. ptr->next_ptr = canvas_lights;
  158. canvas_lights = ptr;
  159. }
  160. ptr = ptr->filter_next_ptr;
  161. }
  162. VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect);
  163. i++;
  164. if (scenario_draw_canvas_bg && E->key().layer >= scenario_canvas_max_layer) {
  165. if (can_draw_3d) {
  166. VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  167. } else {
  168. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  169. }
  170. scenario_draw_canvas_bg = false;
  171. }
  172. }
  173. if (scenario_draw_canvas_bg) {
  174. if (can_draw_3d) {
  175. VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
  176. } else {
  177. VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
  178. }
  179. scenario_draw_canvas_bg = false;
  180. }
  181. //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
  182. }
  183. }
  184. void VisualServerViewport::draw_viewports() {
  185. // get our arvr interface in case we need it
  186. Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
  187. // process all our active interfaces
  188. ARVRServer::get_singleton()->_process();
  189. clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
  190. //sort viewports
  191. active_viewports.sort_custom<ViewportSort>();
  192. //draw viewports
  193. for (int i = 0; i < active_viewports.size(); i++) {
  194. Viewport *vp = active_viewports[i];
  195. if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED)
  196. continue;
  197. ERR_CONTINUE(!vp->render_target.is_valid());
  198. 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));
  199. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  200. if (!visible)
  201. continue;
  202. VSG::storage->render_target_clear_used(vp->render_target);
  203. if (vp->use_arvr && arvr_interface.is_valid()) {
  204. // override our size, make sure it matches our required size
  205. Size2 size = arvr_interface->get_render_targetsize();
  206. VSG::storage->render_target_set_size(vp->render_target, size.x, size.y);
  207. // render mono or left eye first
  208. ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;
  209. VSG::rasterizer->set_current_render_target(vp->render_target);
  210. _draw_viewport(vp, leftOrMono);
  211. arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
  212. // render right eye
  213. if (leftOrMono == ARVRInterface::EYE_LEFT) {
  214. // commit for eye may have changed the render target
  215. VSG::rasterizer->set_current_render_target(vp->render_target);
  216. _draw_viewport(vp, ARVRInterface::EYE_RIGHT);
  217. arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
  218. }
  219. // and for our frame timing, mark when we've finished commiting our eyes
  220. ARVRServer::get_singleton()->_mark_commit();
  221. } else {
  222. VSG::rasterizer->set_current_render_target(vp->render_target);
  223. VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
  224. VSG::storage->render_info_begin_capture();
  225. // render standard mono camera
  226. _draw_viewport(vp);
  227. VSG::storage->render_info_end_capture();
  228. vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);
  229. vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);
  230. vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
  231. vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
  232. vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
  233. vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
  234. if (vp->viewport_to_screen_rect != Rect2()) {
  235. //copy to screen if set as such
  236. VSG::rasterizer->set_current_render_target(RID());
  237. VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen);
  238. }
  239. }
  240. if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) {
  241. vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED;
  242. }
  243. VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED);
  244. }
  245. }
  246. RID VisualServerViewport::viewport_create() {
  247. Viewport *viewport = memnew(Viewport);
  248. RID rid = viewport_owner.make_rid(viewport);
  249. viewport->self = rid;
  250. viewport->hide_scenario = false;
  251. viewport->hide_canvas = false;
  252. viewport->render_target = VSG::storage->render_target_create();
  253. viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();
  254. return rid;
  255. }
  256. void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
  257. Viewport *viewport = viewport_owner.getornull(p_viewport);
  258. ERR_FAIL_COND(!viewport);
  259. viewport->use_arvr = p_use_arvr;
  260. }
  261. void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  262. ERR_FAIL_COND(p_width < 0 && p_height < 0);
  263. Viewport *viewport = viewport_owner.getornull(p_viewport);
  264. ERR_FAIL_COND(!viewport);
  265. viewport->size = Size2(p_width, p_height);
  266. VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
  267. }
  268. void VisualServerViewport::viewport_set_active(RID p_viewport, bool p_active) {
  269. Viewport *viewport = viewport_owner.getornull(p_viewport);
  270. ERR_FAIL_COND(!viewport);
  271. if (p_active) {
  272. ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
  273. active_viewports.push_back(viewport);
  274. } else {
  275. active_viewports.erase(viewport);
  276. }
  277. }
  278. void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  279. Viewport *viewport = viewport_owner.getornull(p_viewport);
  280. ERR_FAIL_COND(!viewport);
  281. viewport->parent = p_parent_viewport;
  282. }
  283. void VisualServerViewport::viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode) {
  284. Viewport *viewport = viewport_owner.getornull(p_viewport);
  285. ERR_FAIL_COND(!viewport);
  286. viewport->clear_mode = p_clear_mode;
  287. }
  288. void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, int p_screen) {
  289. Viewport *viewport = viewport_owner.getornull(p_viewport);
  290. ERR_FAIL_COND(!viewport);
  291. viewport->viewport_to_screen_rect = p_rect;
  292. viewport->viewport_to_screen = p_screen;
  293. }
  294. void VisualServerViewport::viewport_detach(RID p_viewport) {
  295. Viewport *viewport = viewport_owner.getornull(p_viewport);
  296. ERR_FAIL_COND(!viewport);
  297. viewport->viewport_to_screen_rect = Rect2();
  298. viewport->viewport_to_screen = 0;
  299. }
  300. void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode) {
  301. Viewport *viewport = viewport_owner.getornull(p_viewport);
  302. ERR_FAIL_COND(!viewport);
  303. viewport->update_mode = p_mode;
  304. }
  305. void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) {
  306. Viewport *viewport = viewport_owner.getornull(p_viewport);
  307. ERR_FAIL_COND(!viewport);
  308. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable);
  309. }
  310. RID VisualServerViewport::viewport_get_texture(RID p_viewport) const {
  311. const Viewport *viewport = viewport_owner.getornull(p_viewport);
  312. ERR_FAIL_COND_V(!viewport, RID());
  313. return VSG::storage->render_target_get_texture(viewport->render_target);
  314. }
  315. void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
  316. Viewport *viewport = viewport_owner.getornull(p_viewport);
  317. ERR_FAIL_COND(!viewport);
  318. viewport->hide_scenario = p_hide;
  319. }
  320. void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
  321. Viewport *viewport = viewport_owner.getornull(p_viewport);
  322. ERR_FAIL_COND(!viewport);
  323. viewport->hide_canvas = p_hide;
  324. }
  325. void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
  326. Viewport *viewport = viewport_owner.getornull(p_viewport);
  327. ERR_FAIL_COND(!viewport);
  328. viewport->disable_environment = p_disable;
  329. }
  330. void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  331. Viewport *viewport = viewport_owner.getornull(p_viewport);
  332. ERR_FAIL_COND(!viewport);
  333. viewport->disable_3d = p_disable;
  334. //VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
  335. //this should be just for disabling rendering of 3D, to actually disable it, set usage
  336. }
  337. void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  338. Viewport *viewport = viewport_owner.getornull(p_viewport);
  339. ERR_FAIL_COND(!viewport);
  340. viewport->camera = p_camera;
  341. }
  342. void VisualServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  343. Viewport *viewport = viewport_owner.getornull(p_viewport);
  344. ERR_FAIL_COND(!viewport);
  345. viewport->scenario = p_scenario;
  346. }
  347. void VisualServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  348. Viewport *viewport = viewport_owner.getornull(p_viewport);
  349. ERR_FAIL_COND(!viewport);
  350. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  351. VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
  352. ERR_FAIL_COND(!canvas);
  353. canvas->viewports.insert(p_viewport);
  354. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  355. viewport->canvas_map[p_canvas].layer = 0;
  356. viewport->canvas_map[p_canvas].canvas = canvas;
  357. }
  358. void VisualServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  359. Viewport *viewport = viewport_owner.getornull(p_viewport);
  360. ERR_FAIL_COND(!viewport);
  361. VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
  362. ERR_FAIL_COND(!canvas);
  363. viewport->canvas_map.erase(p_canvas);
  364. canvas->viewports.erase(p_viewport);
  365. }
  366. void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  367. Viewport *viewport = viewport_owner.getornull(p_viewport);
  368. ERR_FAIL_COND(!viewport);
  369. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  370. viewport->canvas_map[p_canvas].transform = p_offset;
  371. }
  372. void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  373. Viewport *viewport = viewport_owner.getornull(p_viewport);
  374. ERR_FAIL_COND(!viewport);
  375. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
  376. viewport->transparent_bg = p_enabled;
  377. }
  378. void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  379. Viewport *viewport = viewport_owner.getornull(p_viewport);
  380. ERR_FAIL_COND(!viewport);
  381. viewport->global_transform = p_transform;
  382. }
  383. void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer) {
  384. Viewport *viewport = viewport_owner.getornull(p_viewport);
  385. ERR_FAIL_COND(!viewport);
  386. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  387. viewport->canvas_map[p_canvas].layer = p_layer;
  388. }
  389. void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
  390. Viewport *viewport = viewport_owner.getornull(p_viewport);
  391. ERR_FAIL_COND(!viewport);
  392. viewport->shadow_atlas_size = p_size;
  393. VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
  394. }
  395. void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  396. Viewport *viewport = viewport_owner.getornull(p_viewport);
  397. ERR_FAIL_COND(!viewport);
  398. VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  399. }
  400. void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) {
  401. Viewport *viewport = viewport_owner.getornull(p_viewport);
  402. ERR_FAIL_COND(!viewport);
  403. VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa);
  404. }
  405. void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) {
  406. Viewport *viewport = viewport_owner.getornull(p_viewport);
  407. ERR_FAIL_COND(!viewport);
  408. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled);
  409. }
  410. void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
  411. Viewport *viewport = viewport_owner.getornull(p_viewport);
  412. ERR_FAIL_COND(!viewport);
  413. switch (p_usage) {
  414. case VS::VIEWPORT_USAGE_2D: {
  415. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
  416. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  417. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  418. viewport->disable_3d_by_usage = true;
  419. } break;
  420. case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
  421. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
  422. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  423. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
  424. viewport->disable_3d_by_usage = true;
  425. } break;
  426. case VS::VIEWPORT_USAGE_3D: {
  427. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
  428. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
  429. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  430. viewport->disable_3d_by_usage = false;
  431. } break;
  432. case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
  433. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
  434. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
  435. VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
  436. viewport->disable_3d_by_usage = false;
  437. } break;
  438. }
  439. }
  440. int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) {
  441. ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1);
  442. Viewport *viewport = viewport_owner.getornull(p_viewport);
  443. if (!viewport)
  444. return 0; //there should be a lock here..
  445. return viewport->render_info[p_info];
  446. }
  447. void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) {
  448. Viewport *viewport = viewport_owner.getornull(p_viewport);
  449. ERR_FAIL_COND(!viewport);
  450. viewport->debug_draw = p_draw;
  451. }
  452. bool VisualServerViewport::free(RID p_rid) {
  453. if (viewport_owner.owns(p_rid)) {
  454. Viewport *viewport = viewport_owner.getornull(p_rid);
  455. VSG::storage->free(viewport->render_target);
  456. VSG::scene_render->free(viewport->shadow_atlas);
  457. while (viewport->canvas_map.front()) {
  458. viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
  459. }
  460. viewport_set_scenario(p_rid, RID());
  461. active_viewports.erase(viewport);
  462. viewport_owner.free(p_rid);
  463. memdelete(viewport);
  464. return true;
  465. }
  466. return false;
  467. }
  468. VisualServerViewport::VisualServerViewport() {
  469. }