renderer_viewport.cpp 63 KB

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  1. /**************************************************************************/
  2. /* renderer_viewport.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_viewport.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/math/transform_interpolator.h"
  33. #include "core/object/worker_thread_pool.h"
  34. #include "renderer_canvas_cull.h"
  35. #include "renderer_scene_cull.h"
  36. #include "rendering_server_globals.h"
  37. #include "storage/texture_storage.h"
  38. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  39. Transform2D xf = p_viewport->global_transform;
  40. Vector2 pixel_snap_offset;
  41. if (p_viewport->snap_2d_transforms_to_pixel) {
  42. // We use `floor(p + 0.5)` to snap canvas items, but `ceil(p - 0.5)`
  43. // to snap viewport transform because the viewport transform is inverse
  44. // to the camera transform. Also, if the viewport size is not divisible
  45. // by 2, the center point is offset by 0.5 px and we need to add 0.5
  46. // before rounding to cancel it out.
  47. pixel_snap_offset.x = (p_viewport->size.width % 2) ? 0.0 : -0.5;
  48. pixel_snap_offset.y = (p_viewport->size.height % 2) ? 0.0 : -0.5;
  49. }
  50. float scale = 1.0;
  51. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  52. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  53. if (p_viewport->snap_2d_transforms_to_pixel) {
  54. c_xform.columns[2] = (c_xform.columns[2] * p_canvas->parent_scale + pixel_snap_offset).ceil() / p_canvas->parent_scale;
  55. }
  56. xf = xf * c_xform;
  57. scale = p_canvas->parent_scale;
  58. }
  59. Transform2D c_xform = p_canvas_data->transform;
  60. if (p_viewport->snap_2d_transforms_to_pixel) {
  61. c_xform.columns[2] = (c_xform.columns[2] + pixel_snap_offset).ceil();
  62. }
  63. xf = xf * c_xform;
  64. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  65. Vector2 pivot = p_vp_size * 0.5;
  66. Transform2D xfpivot;
  67. xfpivot.set_origin(pivot);
  68. Transform2D xfscale;
  69. xfscale.scale(Vector2(scale, scale));
  70. xf = xfpivot.affine_inverse() * xf;
  71. xf = xfscale * xf;
  72. xf = xfpivot * xf;
  73. }
  74. return xf;
  75. }
  76. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  77. // We need to sort the viewports in a "topological order", children first and
  78. // parents last. We also need to keep sibling viewports in the original order
  79. // from top to bottom.
  80. Vector<Viewport *> result;
  81. List<Viewport *> nodes;
  82. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  83. Viewport *viewport = active_viewports[i];
  84. if (viewport->parent.is_valid()) {
  85. continue;
  86. }
  87. nodes.push_back(viewport);
  88. result.insert(0, viewport);
  89. }
  90. while (!nodes.is_empty()) {
  91. const Viewport *node = nodes.front()->get();
  92. nodes.pop_front();
  93. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  94. Viewport *child = active_viewports[i];
  95. if (child->parent != node->self) {
  96. continue;
  97. }
  98. if (!nodes.find(child)) {
  99. nodes.push_back(child);
  100. result.insert(0, child);
  101. }
  102. }
  103. }
  104. return result;
  105. }
  106. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  107. if (p_viewport->render_buffers.is_valid()) {
  108. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  109. p_viewport->render_buffers.unref();
  110. } else {
  111. const float EPSILON = 0.0001;
  112. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  113. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  114. bool upscaler_available = p_viewport->fsr_enabled;
  115. RS::ViewportScaling3DType scaling_type = RS::scaling_3d_mode_type(scaling_3d_mode);
  116. if ((!upscaler_available || (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_SPATIAL)) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
  117. // No 3D scaling for spatial modes? Ignore scaling mode, this just introduces overhead.
  118. // - Mobile can't perform optimal path
  119. // - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
  120. // Scaling = 1.0 on FSR2 and MetalFX temporal has benefits
  121. scaling_3d_scale = 1.0;
  122. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  123. }
  124. // Verify MetalFX upscaling support.
  125. if (
  126. (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_TEMPORAL)) ||
  127. (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL && !RD::get_singleton()->has_feature(RD::SUPPORTS_METALFX_SPATIAL))) {
  128. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  129. WARN_PRINT_ONCE("MetalFX upscaling is not supported in the current renderer. Falling back to bilinear 3D resolution scaling.");
  130. }
  131. RS::ViewportMSAA msaa_3d = p_viewport->msaa_3d;
  132. // If MetalFX Temporal upscaling is supported, verify limits.
  133. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL) {
  134. double min_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MIN_SCALE) / 1000'000.0;
  135. double max_scale = (double)RD::get_singleton()->limit_get(RD::LIMIT_METALFX_TEMPORAL_SCALER_MAX_SCALE) / 1000'000.0;
  136. if ((double)scaling_3d_scale < min_scale || (double)scaling_3d_scale > max_scale) {
  137. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  138. WARN_PRINT_ONCE(vformat("MetalFX temporal upscaling scale is outside limits; scale must be between %f and %f. Falling back to bilinear 3D resolution scaling.", min_scale, max_scale));
  139. }
  140. if (msaa_3d != RS::VIEWPORT_MSAA_DISABLED) {
  141. WARN_PRINT_ONCE("MetalFX temporal upscaling does not support 3D MSAA. Disabling 3D MSAA internally.");
  142. msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
  143. }
  144. }
  145. bool scaling_3d_is_not_bilinear = scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_OFF && scaling_3d_mode != RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  146. bool use_taa = p_viewport->use_taa;
  147. if (scaling_3d_is_not_bilinear && (scaling_3d_scale >= (1.0 + EPSILON))) {
  148. // FSR is not designed for downsampling.
  149. // Fall back to bilinear scaling.
  150. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  151. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  152. }
  153. if (scaling_3d_is_not_bilinear && !upscaler_available) {
  154. // FSR is not actually available.
  155. // Fall back to bilinear scaling.
  156. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  157. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  158. }
  159. if (use_taa && (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL)) {
  160. // FSR2 can't be used with TAA.
  161. // Turn it off and prefer using FSR2.
  162. WARN_PRINT_ONCE("FSR 2 or MetalFX Temporal is not compatible with TAA. Disabling TAA internally.");
  163. use_taa = false;
  164. }
  165. int target_width;
  166. int target_height;
  167. int render_width;
  168. int render_height;
  169. switch (scaling_3d_mode) {
  170. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  171. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  172. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  173. target_width = p_viewport->size.width;
  174. target_height = p_viewport->size.height;
  175. render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
  176. render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
  177. break;
  178. case RS::VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL:
  179. case RS::VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL:
  180. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  181. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  182. target_width = p_viewport->size.width;
  183. target_height = p_viewport->size.height;
  184. render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
  185. render_height = MAX(target_height * scaling_3d_scale, 1.0);
  186. break;
  187. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  188. target_width = p_viewport->size.width;
  189. target_height = p_viewport->size.height;
  190. render_width = target_width;
  191. render_height = target_height;
  192. break;
  193. default:
  194. // This is an unknown mode.
  195. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  196. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  197. scaling_3d_scale = 1.0;
  198. target_width = p_viewport->size.width;
  199. target_height = p_viewport->size.height;
  200. render_width = target_width;
  201. render_height = target_height;
  202. break;
  203. }
  204. uint32_t jitter_phase_count = 0;
  205. if (scaling_type == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL) {
  206. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  207. // Also used for MetalFX Temporal scaling.
  208. jitter_phase_count = uint32_t(8.0f * pow(float(target_width) / render_width, 2.0f));
  209. } else if (use_taa) {
  210. // Default jitter count for TAA.
  211. jitter_phase_count = 16;
  212. }
  213. p_viewport->internal_size = Size2(render_width, render_height);
  214. p_viewport->jitter_phase_count = jitter_phase_count;
  215. // At resolution scales lower than 1.0, use negative texture mipmap bias
  216. // to compensate for the loss of sharpness.
  217. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  218. RenderSceneBuffersConfiguration rb_config;
  219. rb_config.set_render_target(p_viewport->render_target);
  220. rb_config.set_internal_size(Size2i(render_width, render_height));
  221. rb_config.set_target_size(Size2(target_width, target_height));
  222. rb_config.set_view_count(p_viewport->view_count);
  223. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  224. rb_config.set_msaa_3d(msaa_3d);
  225. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  226. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  227. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  228. rb_config.set_anisotropic_filtering_level(p_viewport->anisotropic_filtering_level);
  229. rb_config.set_use_taa(use_taa);
  230. rb_config.set_use_debanding(p_viewport->use_debanding);
  231. p_viewport->render_buffers->configure(&rb_config);
  232. }
  233. }
  234. }
  235. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  236. #ifndef _3D_DISABLED
  237. RENDER_TIMESTAMP("> Render 3D Scene");
  238. Ref<XRInterface> xr_interface;
  239. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  240. xr_interface = XRServer::get_singleton()->get_primary_interface();
  241. }
  242. if (p_viewport->use_occlusion_culling) {
  243. if (p_viewport->occlusion_buffer_dirty) {
  244. float aspect = p_viewport->size.aspect();
  245. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  246. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  247. 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.
  248. float height = Math::sqrt(max_size / aspect);
  249. Size2i new_size = Size2i(height * aspect, height);
  250. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  251. p_viewport->occlusion_buffer_dirty = false;
  252. }
  253. }
  254. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  255. RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, p_viewport->jitter_phase_count, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
  256. RENDER_TIMESTAMP("< Render 3D Scene");
  257. #endif // _3D_DISABLED
  258. }
  259. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  260. if (p_viewport->measure_render_time) {
  261. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  262. RSG::utilities->capture_timestamp(rt_id);
  263. timestamp_vp_map[rt_id] = p_viewport->self;
  264. }
  265. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  266. // This is currently needed for GLES to keep the current window being rendered to up to date
  267. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  268. }
  269. /* Camera should always be BEFORE any other 3D */
  270. bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
  271. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  272. int scenario_canvas_max_layer = 0;
  273. bool force_clear_render_target = false;
  274. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  275. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  276. p_viewport->render_info.info[i][j] = 0;
  277. }
  278. }
  279. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  280. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  281. if (RSG::scene->is_environment(environment)) {
  282. if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
  283. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  284. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  285. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  286. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  287. force_clear_render_target = true;
  288. }
  289. }
  290. }
  291. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  292. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  293. //wants to draw 3D but there is no render buffer, create
  294. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  295. _configure_3d_render_buffers(p_viewport);
  296. }
  297. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  298. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  299. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  300. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  301. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  302. }
  303. }
  304. if (!scenario_draw_canvas_bg && can_draw_3d) {
  305. if (force_clear_render_target) {
  306. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  307. }
  308. _draw_3d(p_viewport);
  309. }
  310. if (can_draw_2d) {
  311. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  312. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  313. RendererCanvasRender::Light *lights = nullptr;
  314. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  315. RendererCanvasRender::Light *directional_lights = nullptr;
  316. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  317. if (p_viewport->sdf_active) {
  318. // Process SDF.
  319. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  320. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  321. // Make list of occluders.
  322. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  323. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  324. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  325. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  326. if (!F->enabled) {
  327. continue;
  328. }
  329. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  330. F->xform_cache = xf * F->xform_curr;
  331. } else {
  332. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  333. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  334. F->xform_cache = xf * F->xform_cache;
  335. }
  336. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  337. F->next = occluders;
  338. occluders = F;
  339. }
  340. }
  341. }
  342. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  343. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  344. p_viewport->sdf_active = false; // If used, gets set active again.
  345. } else {
  346. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  347. }
  348. Rect2 shadow_rect;
  349. int shadow_count = 0;
  350. int directional_light_count = 0;
  351. RENDER_TIMESTAMP("Cull 2D Lights");
  352. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  353. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  354. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  355. // Find lights in canvas.
  356. for (RendererCanvasRender::Light *F : canvas->lights) {
  357. RendererCanvasRender::Light *cl = F;
  358. if (cl->enabled && cl->texture.is_valid()) {
  359. //not super efficient..
  360. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  361. tsize *= cl->scale;
  362. Vector2 offset = tsize / 2.0;
  363. Rect2 local_rect = Rect2(-offset + cl->texture_offset, tsize);
  364. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  365. cl->xform_cache = xf * cl->xform_curr;
  366. } else {
  367. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  368. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  369. cl->xform_cache = xf * cl->xform_cache;
  370. }
  371. cl->rect_cache = cl->xform_cache.xform(local_rect);
  372. if (clip_rect.intersects(cl->rect_cache)) {
  373. cl->filter_next_ptr = lights;
  374. lights = cl;
  375. Transform2D scale;
  376. scale.scale(local_rect.size);
  377. scale.columns[2] = local_rect.position;
  378. cl->light_shader_xform = cl->xform_cache * scale;
  379. if (cl->use_shadow) {
  380. cl->shadows_next_ptr = lights_with_shadow;
  381. if (lights_with_shadow == nullptr) {
  382. shadow_rect = cl->rect_cache;
  383. } else {
  384. shadow_rect = shadow_rect.merge(cl->rect_cache);
  385. }
  386. lights_with_shadow = cl;
  387. cl->radius_cache = local_rect.size.length();
  388. }
  389. }
  390. }
  391. }
  392. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  393. RendererCanvasRender::Light *cl = F;
  394. if (cl->enabled) {
  395. cl->filter_next_ptr = directional_lights;
  396. directional_lights = cl;
  397. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
  398. cl->xform_cache = xf * cl->xform_curr;
  399. } else {
  400. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  401. TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
  402. cl->xform_cache = xf * cl->xform_cache;
  403. }
  404. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  405. if (cl->use_shadow) {
  406. cl->shadows_next_ptr = directional_lights_with_shadow;
  407. directional_lights_with_shadow = cl;
  408. }
  409. directional_light_count++;
  410. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  411. break;
  412. }
  413. }
  414. }
  415. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  416. }
  417. if (lights_with_shadow) {
  418. //update shadows if any
  419. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  420. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  421. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  422. //make list of occluders
  423. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  424. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  425. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  426. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  427. if (!F->enabled) {
  428. continue;
  429. }
  430. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  431. F->xform_cache = xf * F->xform_curr;
  432. } else {
  433. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  434. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  435. F->xform_cache = xf * F->xform_cache;
  436. }
  437. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  438. F->next = occluders;
  439. occluders = F;
  440. }
  441. }
  442. }
  443. //update the light shadowmaps with them
  444. RendererCanvasRender::Light *light = lights_with_shadow;
  445. while (light) {
  446. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  447. 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, light->rect_cache);
  448. light = light->shadows_next_ptr;
  449. }
  450. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  451. }
  452. if (directional_lights_with_shadow) {
  453. //update shadows if any
  454. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  455. while (light) {
  456. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  457. float cull_distance = light->directional_distance;
  458. Vector2 light_dir_sign;
  459. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  460. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  461. Vector2 points[6];
  462. int point_count = 0;
  463. for (int j = 0; j < 4; j++) {
  464. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  465. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  466. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  467. if (sign_cmp == light_dir_sign) {
  468. //both point in same direction, plot offsetted
  469. points[point_count++] = point + light_dir * cull_distance;
  470. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  471. int next_j = (j + 1) % 4;
  472. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  473. //one point in the same direction, plot segment
  474. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  475. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  476. points[point_count++] = point;
  477. }
  478. points[point_count++] = point + light_dir * cull_distance;
  479. } else {
  480. points[point_count++] = point + light_dir * cull_distance;
  481. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  482. points[point_count++] = point;
  483. }
  484. }
  485. } else {
  486. //plot normally
  487. points[point_count++] = point;
  488. }
  489. }
  490. Vector2 xf_points[6];
  491. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  492. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  493. // Make list of occluders.
  494. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  495. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  496. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  497. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  498. if (!F->enabled) {
  499. continue;
  500. }
  501. if (!RSG::canvas->_interpolation_data.interpolation_enabled || !F->interpolated) {
  502. F->xform_cache = xf * F->xform_curr;
  503. } else {
  504. real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
  505. TransformInterpolator::interpolate_transform_2d(F->xform_prev, F->xform_curr, F->xform_cache, f);
  506. F->xform_cache = xf * F->xform_cache;
  507. }
  508. Transform2D localizer = F->xform_cache.affine_inverse();
  509. for (int j = 0; j < point_count; j++) {
  510. xf_points[j] = localizer.xform(points[j]);
  511. }
  512. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  513. F->next = occluders;
  514. occluders = F;
  515. }
  516. }
  517. }
  518. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  519. light = light->shadows_next_ptr;
  520. }
  521. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  522. }
  523. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  524. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  525. // Clear now otherwise we copy over garbage from the render target.
  526. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  527. if (!can_draw_3d) {
  528. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  529. } else {
  530. _draw_3d(p_viewport);
  531. }
  532. scenario_draw_canvas_bg = false;
  533. }
  534. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  535. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  536. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  537. RendererCanvasRender::Light *canvas_lights = nullptr;
  538. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  539. RendererCanvasRender::Light *ptr = lights;
  540. while (ptr) {
  541. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  542. ptr->next_ptr = canvas_lights;
  543. canvas_lights = ptr;
  544. }
  545. ptr = ptr->filter_next_ptr;
  546. }
  547. ptr = directional_lights;
  548. while (ptr) {
  549. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  550. ptr->next_ptr = canvas_directional_lights;
  551. canvas_directional_lights = ptr;
  552. }
  553. ptr = ptr->filter_next_ptr;
  554. }
  555. RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel, p_viewport->canvas_cull_mask, &p_viewport->render_info);
  556. if (RSG::canvas->was_sdf_used()) {
  557. p_viewport->sdf_active = true;
  558. }
  559. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  560. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  561. // Clear now otherwise we copy over garbage from the render target.
  562. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  563. if (!can_draw_3d) {
  564. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  565. } else {
  566. _draw_3d(p_viewport);
  567. }
  568. scenario_draw_canvas_bg = false;
  569. }
  570. }
  571. if (scenario_draw_canvas_bg) {
  572. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  573. // Clear now otherwise we copy over garbage from the render target.
  574. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  575. if (!can_draw_3d) {
  576. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  577. } else {
  578. _draw_3d(p_viewport);
  579. }
  580. }
  581. }
  582. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  583. //was never cleared in the end, force clear it
  584. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  585. }
  586. if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
  587. WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
  588. RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
  589. }
  590. if (p_viewport->measure_render_time) {
  591. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  592. RSG::utilities->capture_timestamp(rt_id);
  593. timestamp_vp_map[rt_id] = p_viewport->self;
  594. }
  595. }
  596. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  597. timestamp_vp_map.clear();
  598. #ifndef _3D_DISABLED
  599. // get our xr interface in case we need it
  600. Ref<XRInterface> xr_interface;
  601. XRServer *xr_server = XRServer::get_singleton();
  602. if (xr_server != nullptr) {
  603. // let our XR server know we're about to render our frames so we can get our frame timing
  604. xr_server->pre_render();
  605. // retrieve the interface responsible for rendering
  606. xr_interface = xr_server->get_primary_interface();
  607. }
  608. #endif // _3D_DISABLED
  609. if (Engine::get_singleton()->is_editor_hint()) {
  610. RSG::texture_storage->set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  611. }
  612. if (sorted_active_viewports_dirty) {
  613. sorted_active_viewports = _sort_active_viewports();
  614. sorted_active_viewports_dirty = false;
  615. }
  616. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  617. //draw viewports
  618. RENDER_TIMESTAMP("> Render Viewports");
  619. //determine what is visible
  620. draw_viewports_pass++;
  621. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  622. Viewport *vp = sorted_active_viewports[i];
  623. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  624. continue;
  625. }
  626. if (!vp->render_target.is_valid()) {
  627. continue;
  628. }
  629. //ERR_CONTINUE(!vp->render_target.is_valid());
  630. bool visible = vp->viewport_to_screen_rect != Rect2();
  631. #ifndef _3D_DISABLED
  632. if (vp->use_xr) {
  633. if (xr_interface.is_valid()) {
  634. // Ignore update mode we have to commit frames to our XR interface
  635. visible = true;
  636. // Override our size, make sure it matches our required size and is created as a stereo target
  637. Size2 xr_size = xr_interface->get_render_target_size();
  638. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  639. } else {
  640. // don't render anything
  641. visible = false;
  642. vp->size = Size2();
  643. }
  644. } else
  645. #endif // _3D_DISABLED
  646. {
  647. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  648. visible = true;
  649. }
  650. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  651. visible = true;
  652. }
  653. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  654. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  655. if (parent && parent->last_pass == draw_viewports_pass) {
  656. visible = true;
  657. }
  658. }
  659. }
  660. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  661. if (visible) {
  662. vp->last_pass = draw_viewports_pass;
  663. }
  664. }
  665. int vertices_drawn = 0;
  666. int objects_drawn = 0;
  667. int draw_calls_used = 0;
  668. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  669. Viewport *vp = sorted_active_viewports[i];
  670. if (vp->last_pass != draw_viewports_pass) {
  671. continue; //should not draw
  672. }
  673. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  674. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  675. #ifndef _3D_DISABLED
  676. if (vp->use_xr && xr_interface.is_valid()) {
  677. // Inform XR interface we're about to render its viewport,
  678. // if this returns false we don't render.
  679. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  680. // rendering frames.
  681. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  682. RSG::texture_storage->render_target_set_override(vp->render_target,
  683. xr_interface->get_color_texture(),
  684. xr_interface->get_depth_texture(),
  685. xr_interface->get_velocity_texture(),
  686. xr_interface->get_velocity_depth_texture());
  687. RSG::texture_storage->render_target_set_velocity_target_size(vp->render_target, xr_interface->get_velocity_target_size());
  688. if (xr_interface->get_velocity_texture().is_valid()) {
  689. viewport_set_force_motion_vectors(vp->self, true);
  690. } else {
  691. viewport_set_force_motion_vectors(vp->self, false);
  692. }
  693. RSG::texture_storage->render_target_set_render_region(vp->render_target, xr_interface->get_render_region());
  694. // render...
  695. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  696. // and draw viewport
  697. _draw_viewport(vp);
  698. // commit our eyes
  699. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  700. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  701. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  702. if (blits.size() > 0) {
  703. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  704. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  705. }
  706. } else if (blits.size() > 0) {
  707. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  708. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  709. }
  710. for (int b = 0; b < blits.size(); b++) {
  711. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  712. }
  713. }
  714. }
  715. }
  716. } else
  717. #endif // _3D_DISABLED
  718. {
  719. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  720. // render standard mono camera
  721. _draw_viewport(vp);
  722. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  723. //copy to screen if set as such
  724. BlitToScreen blit;
  725. blit.render_target = vp->render_target;
  726. if (vp->viewport_to_screen_rect != Rect2()) {
  727. blit.dst_rect = vp->viewport_to_screen_rect;
  728. } else {
  729. blit.dst_rect.position = Vector2();
  730. blit.dst_rect.size = vp->size;
  731. }
  732. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  733. Vector<BlitToScreen> blit_to_screen_vec;
  734. blit_to_screen_vec.push_back(blit);
  735. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
  736. RSG::rasterizer->gl_end_frame(p_swap_buffers);
  737. } else {
  738. Vector<BlitToScreen> *blits = blit_to_screen_list.getptr(vp->viewport_to_screen);
  739. if (blits == nullptr) {
  740. blits = &blit_to_screen_list.insert(vp->viewport_to_screen, Vector<BlitToScreen>())->value;
  741. }
  742. blits->push_back(blit);
  743. }
  744. }
  745. }
  746. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  747. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  748. }
  749. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  750. // 3D render info.
  751. 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];
  752. 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];
  753. 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];
  754. // 2D render info.
  755. objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
  756. vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
  757. draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_CANVAS][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
  758. }
  759. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  760. total_objects_drawn = objects_drawn;
  761. total_vertices_drawn = vertices_drawn;
  762. total_draw_calls_used = draw_calls_used;
  763. RENDER_TIMESTAMP("< Render Viewports");
  764. if (p_swap_buffers && !blit_to_screen_list.is_empty()) {
  765. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  766. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  767. }
  768. }
  769. }
  770. RID RendererViewport::viewport_allocate() {
  771. return viewport_owner.allocate_rid();
  772. }
  773. void RendererViewport::viewport_initialize(RID p_rid) {
  774. viewport_owner.initialize_rid(p_rid);
  775. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  776. viewport->self = p_rid;
  777. viewport->render_target = RSG::texture_storage->render_target_create();
  778. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  779. viewport->viewport_render_direct_to_screen = false;
  780. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  781. }
  782. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  783. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  784. ERR_FAIL_NULL(viewport);
  785. if (viewport->use_xr == p_use_xr) {
  786. return;
  787. }
  788. viewport->use_xr = p_use_xr;
  789. // Re-configure the 3D render buffers when disabling XR. They'll get
  790. // re-configured when enabling XR in draw_viewports().
  791. if (!p_use_xr) {
  792. viewport->view_count = 1;
  793. _configure_3d_render_buffers(viewport);
  794. }
  795. }
  796. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  797. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  798. ERR_FAIL_NULL(viewport);
  799. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR1 is only available when using the Forward+ renderer.");
  800. ERR_FAIL_COND_EDMSG(p_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2 && OS::get_singleton()->get_current_rendering_method() != "forward_plus", "FSR2 is only available when using the Forward+ renderer.");
  801. if (viewport->scaling_3d_mode == p_mode) {
  802. return;
  803. }
  804. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  805. viewport->scaling_3d_mode = p_mode;
  806. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  807. if (motion_vectors_before != motion_vectors_after) {
  808. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  809. }
  810. _configure_3d_render_buffers(viewport);
  811. }
  812. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  813. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  814. ERR_FAIL_NULL(viewport);
  815. viewport->fsr_sharpness = p_sharpness;
  816. _configure_3d_render_buffers(viewport);
  817. }
  818. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  819. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  820. ERR_FAIL_NULL(viewport);
  821. viewport->texture_mipmap_bias = p_mipmap_bias;
  822. _configure_3d_render_buffers(viewport);
  823. }
  824. void RendererViewport::viewport_set_anisotropic_filtering_level(RID p_viewport, RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) {
  825. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  826. ERR_FAIL_NULL(viewport);
  827. viewport->anisotropic_filtering_level = p_anisotropic_filtering_level;
  828. _configure_3d_render_buffers(viewport);
  829. }
  830. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  831. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  832. ERR_FAIL_NULL(viewport);
  833. // Clamp to reasonable values that are actually useful.
  834. // Values above 2.0 don't serve a practical purpose since the viewport
  835. // isn't displayed with mipmaps.
  836. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  837. return;
  838. }
  839. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  840. _configure_3d_render_buffers(viewport);
  841. }
  842. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  843. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  844. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  845. ERR_FAIL_NULL(viewport);
  846. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  847. _viewport_set_size(viewport, p_width, p_height, 1);
  848. }
  849. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  850. Size2i new_size(p_width, p_height);
  851. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  852. p_viewport->size = new_size;
  853. p_viewport->view_count = p_view_count;
  854. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  855. _configure_3d_render_buffers(p_viewport);
  856. p_viewport->occlusion_buffer_dirty = true;
  857. }
  858. }
  859. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  860. return p_viewport->use_taa ||
  861. RS::scaling_3d_mode_type(p_viewport->scaling_3d_mode) == RS::VIEWPORT_SCALING_3D_TYPE_TEMPORAL ||
  862. p_viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS || p_viewport->force_motion_vectors;
  863. }
  864. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  865. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  866. ERR_FAIL_NULL(viewport);
  867. if (p_active) {
  868. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  869. viewport->occlusion_buffer_dirty = true;
  870. active_viewports.push_back(viewport);
  871. } else {
  872. active_viewports.erase(viewport);
  873. }
  874. sorted_active_viewports_dirty = true;
  875. }
  876. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  877. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  878. ERR_FAIL_NULL(viewport);
  879. viewport->parent = p_parent_viewport;
  880. }
  881. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  882. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  883. ERR_FAIL_NULL(viewport);
  884. viewport->clear_mode = p_clear_mode;
  885. }
  886. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  887. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  888. ERR_FAIL_NULL(viewport);
  889. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  890. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  891. // instead of rendering to fbo and copying to system_fbo after
  892. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  893. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  894. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  895. }
  896. viewport->viewport_to_screen_rect = p_rect;
  897. viewport->viewport_to_screen = p_screen;
  898. } else {
  899. // if render_direct_to_screen was used, reset size and position
  900. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  901. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  902. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  903. }
  904. viewport->viewport_to_screen_rect = Rect2();
  905. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  906. }
  907. }
  908. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  909. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  910. ERR_FAIL_NULL(viewport);
  911. if (p_enable == viewport->viewport_render_direct_to_screen) {
  912. return;
  913. }
  914. // if disabled, reset render_target size and position
  915. if (!p_enable) {
  916. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  917. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  918. }
  919. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  920. viewport->viewport_render_direct_to_screen = p_enable;
  921. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  922. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  923. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->view_count);
  924. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  925. }
  926. }
  927. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  928. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  929. ERR_FAIL_NULL(viewport);
  930. viewport->update_mode = p_mode;
  931. }
  932. RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {
  933. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  934. ERR_FAIL_NULL_V(viewport, RS::VIEWPORT_UPDATE_DISABLED);
  935. return viewport->update_mode;
  936. }
  937. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  938. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  939. ERR_FAIL_NULL_V(viewport, RID());
  940. return viewport->render_target;
  941. }
  942. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  943. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  944. ERR_FAIL_NULL_V(viewport, RID());
  945. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  946. }
  947. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  948. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  949. ERR_FAIL_NULL_V(viewport, RID());
  950. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  951. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  952. }
  953. return RID();
  954. }
  955. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  956. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  957. ERR_FAIL_NULL(viewport);
  958. uint64_t frame = RSG::rasterizer->get_frame_number();
  959. if (viewport->prev_camera_data_frame != frame) {
  960. viewport->prev_camera_data = *p_camera_data;
  961. viewport->prev_camera_data_frame = frame;
  962. }
  963. }
  964. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  965. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  966. ERR_FAIL_NULL_V(viewport, nullptr);
  967. return &viewport->prev_camera_data;
  968. }
  969. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  970. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  971. ERR_FAIL_NULL(viewport);
  972. viewport->disable_2d = p_disable;
  973. }
  974. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  975. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  976. ERR_FAIL_NULL(viewport);
  977. viewport->disable_environment = p_mode;
  978. }
  979. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  980. ERR_FAIL_NULL_V(viewport, false);
  981. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  982. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  983. return viewport_is_environment_disabled(parent);
  984. }
  985. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  986. }
  987. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  988. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  989. ERR_FAIL_NULL(viewport);
  990. viewport->disable_3d = p_disable;
  991. }
  992. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  993. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  994. ERR_FAIL_NULL(viewport);
  995. viewport->camera = p_camera;
  996. }
  997. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  998. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  999. ERR_FAIL_NULL(viewport);
  1000. if (viewport->scenario.is_valid()) {
  1001. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  1002. }
  1003. viewport->scenario = p_scenario;
  1004. if (viewport->use_occlusion_culling) {
  1005. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  1006. }
  1007. }
  1008. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  1009. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1010. ERR_FAIL_NULL(viewport);
  1011. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  1012. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  1013. ERR_FAIL_NULL(canvas);
  1014. canvas->viewports.insert(p_viewport);
  1015. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  1016. viewport->canvas_map[p_canvas].layer = 0;
  1017. viewport->canvas_map[p_canvas].sublayer = 0;
  1018. viewport->canvas_map[p_canvas].canvas = canvas;
  1019. }
  1020. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  1021. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1022. ERR_FAIL_NULL(viewport);
  1023. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  1024. ERR_FAIL_NULL(canvas);
  1025. viewport->canvas_map.erase(p_canvas);
  1026. canvas->viewports.erase(p_viewport);
  1027. }
  1028. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  1029. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1030. ERR_FAIL_NULL(viewport);
  1031. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  1032. viewport->canvas_map[p_canvas].transform = p_offset;
  1033. }
  1034. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  1035. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1036. ERR_FAIL_NULL(viewport);
  1037. if (viewport->transparent_bg == p_enabled) {
  1038. return;
  1039. }
  1040. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  1041. viewport->transparent_bg = p_enabled;
  1042. }
  1043. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  1044. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1045. ERR_FAIL_NULL(viewport);
  1046. viewport->global_transform = p_transform;
  1047. }
  1048. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  1049. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1050. ERR_FAIL_NULL(viewport);
  1051. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  1052. viewport->canvas_map[p_canvas].layer = p_layer;
  1053. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  1054. }
  1055. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  1056. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1057. ERR_FAIL_NULL(viewport);
  1058. viewport->shadow_atlas_size = p_size;
  1059. viewport->shadow_atlas_16_bits = p_16_bits;
  1060. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  1061. }
  1062. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  1063. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1064. ERR_FAIL_NULL(viewport);
  1065. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  1066. }
  1067. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1068. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1069. ERR_FAIL_NULL(viewport);
  1070. if (viewport->msaa_2d == p_msaa) {
  1071. return;
  1072. }
  1073. viewport->msaa_2d = p_msaa;
  1074. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  1075. }
  1076. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  1077. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1078. ERR_FAIL_NULL(viewport);
  1079. if (viewport->msaa_3d == p_msaa) {
  1080. return;
  1081. }
  1082. viewport->msaa_3d = p_msaa;
  1083. _configure_3d_render_buffers(viewport);
  1084. }
  1085. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  1086. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1087. ERR_FAIL_NULL(viewport);
  1088. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  1089. return;
  1090. }
  1091. viewport->use_hdr_2d = p_use_hdr_2d;
  1092. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  1093. }
  1094. bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {
  1095. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1096. ERR_FAIL_NULL_V(viewport, false);
  1097. return viewport->use_hdr_2d;
  1098. }
  1099. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  1100. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1101. ERR_FAIL_NULL(viewport);
  1102. if (viewport->screen_space_aa == p_mode) {
  1103. return;
  1104. }
  1105. viewport->screen_space_aa = p_mode;
  1106. _configure_3d_render_buffers(viewport);
  1107. }
  1108. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  1109. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1110. ERR_FAIL_NULL(viewport);
  1111. ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
  1112. if (viewport->use_taa == p_use_taa) {
  1113. return;
  1114. }
  1115. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1116. viewport->use_taa = p_use_taa;
  1117. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1118. if (motion_vectors_before != motion_vectors_after) {
  1119. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1120. }
  1121. _configure_3d_render_buffers(viewport);
  1122. }
  1123. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1124. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1125. ERR_FAIL_NULL(viewport);
  1126. if (viewport->use_debanding == p_use_debanding) {
  1127. return;
  1128. }
  1129. viewport->use_debanding = p_use_debanding;
  1130. _configure_3d_render_buffers(viewport);
  1131. }
  1132. void RendererViewport::viewport_set_force_motion_vectors(RID p_viewport, bool p_force_motion_vectors) {
  1133. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1134. ERR_FAIL_NULL(viewport);
  1135. if (viewport->force_motion_vectors == p_force_motion_vectors) {
  1136. return;
  1137. }
  1138. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1139. viewport->force_motion_vectors = p_force_motion_vectors;
  1140. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1141. if (motion_vectors_before != motion_vectors_after) {
  1142. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1143. }
  1144. _configure_3d_render_buffers(viewport);
  1145. }
  1146. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1147. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1148. ERR_FAIL_NULL(viewport);
  1149. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1150. return;
  1151. }
  1152. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1153. if (viewport->use_occlusion_culling) {
  1154. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1155. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1156. } else {
  1157. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1158. }
  1159. viewport->occlusion_buffer_dirty = true;
  1160. }
  1161. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1162. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1163. return;
  1164. }
  1165. occlusion_rays_per_thread = p_rays_per_thread;
  1166. for (int i = 0; i < active_viewports.size(); i++) {
  1167. active_viewports[i]->occlusion_buffer_dirty = true;
  1168. }
  1169. }
  1170. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1171. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1172. }
  1173. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1174. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1175. ERR_FAIL_NULL(viewport);
  1176. viewport->mesh_lod_threshold = p_pixels;
  1177. }
  1178. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1179. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1180. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1181. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1182. if (!viewport) {
  1183. return 0; //there should be a lock here..
  1184. }
  1185. return viewport->render_info.info[p_type][p_info];
  1186. }
  1187. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1188. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1189. ERR_FAIL_NULL(viewport);
  1190. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1191. viewport->debug_draw = p_draw;
  1192. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1193. if (motion_vectors_before != motion_vectors_after) {
  1194. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1195. }
  1196. }
  1197. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1198. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1199. ERR_FAIL_NULL(viewport);
  1200. viewport->measure_render_time = p_enable;
  1201. }
  1202. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1203. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1204. ERR_FAIL_NULL_V(viewport, 0);
  1205. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1206. }
  1207. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1208. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1209. ERR_FAIL_NULL_V(viewport, 0);
  1210. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1211. }
  1212. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1213. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1214. ERR_FAIL_NULL(viewport);
  1215. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1216. }
  1217. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1218. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1219. ERR_FAIL_NULL(viewport);
  1220. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1221. }
  1222. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1223. 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).)");
  1224. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1225. ERR_FAIL_NULL(viewport);
  1226. viewport->texture_filter = p_filter;
  1227. }
  1228. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1229. 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).)");
  1230. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1231. ERR_FAIL_NULL(viewport);
  1232. viewport->texture_repeat = p_repeat;
  1233. }
  1234. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1235. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1236. ERR_FAIL_NULL(viewport);
  1237. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1238. }
  1239. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1240. RID *rids = nullptr;
  1241. uint32_t rid_count = viewport_owner.get_rid_count();
  1242. rids = (RID *)alloca(sizeof(RID) * rid_count);
  1243. viewport_owner.fill_owned_buffer(rids);
  1244. for (uint32_t i = 0; i < rid_count; i++) {
  1245. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1246. if (viewport->viewport_to_screen == p_id) {
  1247. return rids[i];
  1248. }
  1249. }
  1250. return RID();
  1251. }
  1252. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1253. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1254. ERR_FAIL_NULL(viewport);
  1255. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1256. _configure_3d_render_buffers(viewport);
  1257. }
  1258. void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {
  1259. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1260. ERR_FAIL_NULL(viewport);
  1261. RSG::texture_storage->render_target_set_vrs_update_mode(viewport->render_target, p_mode);
  1262. }
  1263. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1264. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1265. ERR_FAIL_NULL(viewport);
  1266. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1267. _configure_3d_render_buffers(viewport);
  1268. }
  1269. bool RendererViewport::free(RID p_rid) {
  1270. if (viewport_owner.owns(p_rid)) {
  1271. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1272. RSG::texture_storage->render_target_free(viewport->render_target);
  1273. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1274. if (viewport->render_buffers.is_valid()) {
  1275. viewport->render_buffers.unref();
  1276. }
  1277. while (viewport->canvas_map.begin()) {
  1278. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1279. }
  1280. viewport_set_scenario(p_rid, RID());
  1281. active_viewports.erase(viewport);
  1282. sorted_active_viewports_dirty = true;
  1283. if (viewport->use_occlusion_culling) {
  1284. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1285. }
  1286. if (_viewport_requires_motion_vectors(viewport)) {
  1287. num_viewports_with_motion_vectors--;
  1288. }
  1289. viewport_owner.free(p_rid);
  1290. return true;
  1291. }
  1292. return false;
  1293. }
  1294. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1295. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1296. if (!vp) {
  1297. return;
  1298. }
  1299. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1300. if (!viewport) {
  1301. return;
  1302. }
  1303. if (p_timestamp.begins_with("vp_begin")) {
  1304. viewport->time_cpu_begin = p_cpu_time;
  1305. viewport->time_gpu_begin = p_gpu_time;
  1306. }
  1307. if (p_timestamp.begins_with("vp_end")) {
  1308. viewport->time_cpu_end = p_cpu_time;
  1309. viewport->time_gpu_end = p_gpu_time;
  1310. }
  1311. }
  1312. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1313. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1314. ERR_FAIL_NULL(viewport);
  1315. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1316. }
  1317. // Workaround for setting this on thread.
  1318. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1319. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1320. }
  1321. int RendererViewport::get_total_objects_drawn() const {
  1322. return total_objects_drawn;
  1323. }
  1324. int RendererViewport::get_total_primitives_drawn() const {
  1325. return total_vertices_drawn;
  1326. }
  1327. int RendererViewport::get_total_draw_calls_used() const {
  1328. return total_draw_calls_used;
  1329. }
  1330. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1331. return num_viewports_with_motion_vectors;
  1332. }
  1333. RendererViewport::RendererViewport() {
  1334. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1335. }