renderer_viewport.cpp 56 KB

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  1. /**************************************************************************/
  2. /* renderer_viewport.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "renderer_viewport.h"
  31. #include "core/config/project_settings.h"
  32. #include "core/object/worker_thread_pool.h"
  33. #include "renderer_canvas_cull.h"
  34. #include "renderer_scene_cull.h"
  35. #include "rendering_server_globals.h"
  36. #include "storage/texture_storage.h"
  37. static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
  38. Transform2D xf = p_viewport->global_transform;
  39. float scale = 1.0;
  40. if (p_viewport->canvas_map.has(p_canvas->parent)) {
  41. Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
  42. if (p_viewport->snap_2d_transforms_to_pixel) {
  43. c_xform.columns[2] = c_xform.columns[2].floor();
  44. }
  45. xf = xf * c_xform;
  46. scale = p_canvas->parent_scale;
  47. }
  48. Transform2D c_xform = p_canvas_data->transform;
  49. if (p_viewport->snap_2d_transforms_to_pixel) {
  50. c_xform.columns[2] = c_xform.columns[2].floor();
  51. }
  52. xf = xf * c_xform;
  53. if (scale != 1.0 && !RSG::canvas->disable_scale) {
  54. Vector2 pivot = p_vp_size * 0.5;
  55. Transform2D xfpivot;
  56. xfpivot.set_origin(pivot);
  57. Transform2D xfscale;
  58. xfscale.scale(Vector2(scale, scale));
  59. xf = xfpivot.affine_inverse() * xf;
  60. xf = xfscale * xf;
  61. xf = xfpivot * xf;
  62. }
  63. return xf;
  64. }
  65. Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {
  66. // We need to sort the viewports in a "topological order", children first and
  67. // parents last. We also need to keep sibling viewports in the original order
  68. // from top to bottom.
  69. Vector<Viewport *> result;
  70. List<Viewport *> nodes;
  71. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  72. Viewport *viewport = active_viewports[i];
  73. if (viewport->parent.is_valid()) {
  74. continue;
  75. }
  76. nodes.push_back(viewport);
  77. result.insert(0, viewport);
  78. }
  79. while (!nodes.is_empty()) {
  80. const Viewport *node = nodes[0];
  81. nodes.pop_front();
  82. for (int i = active_viewports.size() - 1; i >= 0; --i) {
  83. Viewport *child = active_viewports[i];
  84. if (child->parent != node->self) {
  85. continue;
  86. }
  87. if (!nodes.find(child)) {
  88. nodes.push_back(child);
  89. result.insert(0, child);
  90. }
  91. }
  92. }
  93. return result;
  94. }
  95. void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
  96. if (p_viewport->render_buffers.is_valid()) {
  97. if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
  98. p_viewport->render_buffers.unref();
  99. } else {
  100. const float EPSILON = 0.0001;
  101. float scaling_3d_scale = p_viewport->scaling_3d_scale;
  102. RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
  103. bool upscaler_available = p_viewport->fsr_enabled;
  104. if ((!upscaler_available || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_BILINEAR || scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && scaling_3d_scale >= (1.0 - EPSILON) && scaling_3d_scale <= (1.0 + EPSILON)) {
  105. // No 3D scaling on bilinear or FSR? Ignore scaling mode, this just introduces overhead.
  106. // - Mobile can't perform optimal path
  107. // - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
  108. // Scaling = 1.0 on FSR2 has benefits
  109. scaling_3d_scale = 1.0;
  110. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  111. }
  112. bool scaling_3d_is_fsr = (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) || (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2);
  113. bool use_taa = p_viewport->use_taa;
  114. if (scaling_3d_is_fsr && (scaling_3d_scale >= (1.0 + EPSILON))) {
  115. // FSR is not designed for downsampling.
  116. // Fall back to bilinear scaling.
  117. WARN_PRINT_ONCE("FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling.");
  118. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  119. }
  120. if (scaling_3d_is_fsr && !upscaler_available) {
  121. // FSR is not actually available.
  122. // Fall back to bilinear scaling.
  123. WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling.");
  124. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
  125. }
  126. if (use_taa && scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  127. // FSR2 can't be used with TAA.
  128. // Turn it off and prefer using FSR2.
  129. WARN_PRINT_ONCE("FSR 2 is not compatible with TAA. Disabling TAA internally.");
  130. use_taa = false;
  131. }
  132. int target_width;
  133. int target_height;
  134. int render_width;
  135. int render_height;
  136. switch (scaling_3d_mode) {
  137. case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
  138. // Clamp 3D rendering resolution to reasonable values supported on most hardware.
  139. // This prevents freezing the engine or outright crashing on lower-end GPUs.
  140. target_width = p_viewport->size.width;
  141. target_height = p_viewport->size.height;
  142. render_width = CLAMP(target_width * scaling_3d_scale, 1, 16384);
  143. render_height = CLAMP(target_height * scaling_3d_scale, 1, 16384);
  144. break;
  145. case RS::VIEWPORT_SCALING_3D_MODE_FSR:
  146. case RS::VIEWPORT_SCALING_3D_MODE_FSR2:
  147. target_width = p_viewport->size.width;
  148. target_height = p_viewport->size.height;
  149. render_width = MAX(target_width * scaling_3d_scale, 1.0); // target_width / (target_width * scaling)
  150. render_height = MAX(target_height * scaling_3d_scale, 1.0);
  151. break;
  152. case RS::VIEWPORT_SCALING_3D_MODE_OFF:
  153. target_width = p_viewport->size.width;
  154. target_height = p_viewport->size.height;
  155. render_width = target_width;
  156. render_height = target_height;
  157. break;
  158. default:
  159. // This is an unknown mode.
  160. WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
  161. scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
  162. scaling_3d_scale = 1.0;
  163. target_width = p_viewport->size.width;
  164. target_height = p_viewport->size.height;
  165. render_width = target_width;
  166. render_height = target_height;
  167. break;
  168. }
  169. uint32_t jitter_phase_count = 0;
  170. if (scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR2) {
  171. // Implementation has been copied from ffxFsr2GetJitterPhaseCount.
  172. jitter_phase_count = uint32_t(8.0f * pow(float(target_width) / render_width, 2.0f));
  173. } else if (use_taa) {
  174. // Default jitter count for TAA.
  175. jitter_phase_count = 16;
  176. }
  177. p_viewport->internal_size = Size2(render_width, render_height);
  178. p_viewport->jitter_phase_count = jitter_phase_count;
  179. // At resolution scales lower than 1.0, use negative texture mipmap bias
  180. // to compensate for the loss of sharpness.
  181. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias;
  182. RenderSceneBuffersConfiguration rb_config;
  183. rb_config.set_render_target(p_viewport->render_target);
  184. rb_config.set_internal_size(Size2i(render_width, render_height));
  185. rb_config.set_target_size(Size2(target_width, target_height));
  186. rb_config.set_view_count(p_viewport->view_count);
  187. rb_config.set_scaling_3d_mode(scaling_3d_mode);
  188. rb_config.set_msaa_3d(p_viewport->msaa_3d);
  189. rb_config.set_screen_space_aa(p_viewport->screen_space_aa);
  190. rb_config.set_fsr_sharpness(p_viewport->fsr_sharpness);
  191. rb_config.set_texture_mipmap_bias(texture_mipmap_bias);
  192. rb_config.set_use_taa(use_taa);
  193. rb_config.set_use_debanding(p_viewport->use_debanding);
  194. p_viewport->render_buffers->configure(&rb_config);
  195. }
  196. }
  197. }
  198. void RendererViewport::_draw_3d(Viewport *p_viewport) {
  199. RENDER_TIMESTAMP("> Render 3D Scene");
  200. Ref<XRInterface> xr_interface;
  201. if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
  202. xr_interface = XRServer::get_singleton()->get_primary_interface();
  203. }
  204. if (p_viewport->use_occlusion_culling) {
  205. if (p_viewport->occlusion_buffer_dirty) {
  206. float aspect = p_viewport->size.aspect();
  207. int max_size = occlusion_rays_per_thread * WorkerThreadPool::get_singleton()->get_thread_count();
  208. int viewport_size = p_viewport->size.width * p_viewport->size.height;
  209. 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.
  210. float height = Math::sqrt(max_size / aspect);
  211. Size2i new_size = Size2i(height * aspect, height);
  212. RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
  213. p_viewport->occlusion_buffer_dirty = false;
  214. }
  215. }
  216. float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
  217. 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);
  218. RENDER_TIMESTAMP("< Render 3D Scene");
  219. }
  220. void RendererViewport::_draw_viewport(Viewport *p_viewport) {
  221. if (p_viewport->measure_render_time) {
  222. String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
  223. RSG::utilities->capture_timestamp(rt_id);
  224. timestamp_vp_map[rt_id] = p_viewport->self;
  225. }
  226. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  227. // This is currently needed for GLES to keep the current window being rendered to up to date
  228. DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
  229. }
  230. /* Camera should always be BEFORE any other 3D */
  231. bool can_draw_2d = !p_viewport->disable_2d && p_viewport->view_count == 1; // Stereo rendering does not support 2D, no depth data
  232. bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
  233. int scenario_canvas_max_layer = 0;
  234. bool force_clear_render_target = false;
  235. for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
  236. for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
  237. p_viewport->render_info.info[i][j] = 0;
  238. }
  239. }
  240. if (RSG::scene->is_scenario(p_viewport->scenario)) {
  241. RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
  242. if (RSG::scene->is_environment(environment)) {
  243. if (can_draw_2d && !viewport_is_environment_disabled(p_viewport)) {
  244. scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
  245. scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
  246. } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
  247. // The scene renderer will still copy over the last frame, so we need to clear the render target.
  248. force_clear_render_target = true;
  249. }
  250. }
  251. }
  252. bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
  253. if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
  254. //wants to draw 3D but there is no render buffer, create
  255. p_viewport->render_buffers = RSG::scene->render_buffers_create();
  256. _configure_3d_render_buffers(p_viewport);
  257. }
  258. Color bgcolor = p_viewport->transparent_bg ? Color(0, 0, 0, 0) : RSG::texture_storage->get_default_clear_color();
  259. if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
  260. RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
  261. if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
  262. p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
  263. }
  264. }
  265. if (!scenario_draw_canvas_bg && can_draw_3d) {
  266. if (force_clear_render_target) {
  267. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  268. }
  269. _draw_3d(p_viewport);
  270. }
  271. if (can_draw_2d) {
  272. RBMap<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
  273. Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
  274. RendererCanvasRender::Light *lights = nullptr;
  275. RendererCanvasRender::Light *lights_with_shadow = nullptr;
  276. RendererCanvasRender::Light *directional_lights = nullptr;
  277. RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
  278. if (p_viewport->sdf_active) {
  279. // Process SDF.
  280. Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
  281. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  282. // Make list of occluders.
  283. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  284. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  285. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  286. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  287. if (!F->enabled) {
  288. continue;
  289. }
  290. F->xform_cache = xf * F->xform;
  291. if (sdf_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  292. F->next = occluders;
  293. occluders = F;
  294. }
  295. }
  296. }
  297. RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
  298. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
  299. p_viewport->sdf_active = false; // If used, gets set active again.
  300. } else {
  301. RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
  302. }
  303. Rect2 shadow_rect;
  304. int shadow_count = 0;
  305. int directional_light_count = 0;
  306. RENDER_TIMESTAMP("Cull 2D Lights");
  307. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  308. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  309. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  310. // Find lights in canvas.
  311. for (RendererCanvasRender::Light *F : canvas->lights) {
  312. RendererCanvasRender::Light *cl = F;
  313. if (cl->enabled && cl->texture.is_valid()) {
  314. //not super efficient..
  315. Size2 tsize = RSG::texture_storage->texture_size_with_proxy(cl->texture);
  316. tsize *= cl->scale;
  317. Vector2 offset = tsize / 2.0;
  318. cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
  319. cl->xform_cache = xf * cl->xform;
  320. if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
  321. cl->filter_next_ptr = lights;
  322. lights = cl;
  323. Transform2D scale;
  324. scale.scale(cl->rect_cache.size);
  325. scale.columns[2] = cl->rect_cache.position;
  326. cl->light_shader_xform = xf * cl->xform * scale;
  327. if (cl->use_shadow) {
  328. cl->shadows_next_ptr = lights_with_shadow;
  329. if (lights_with_shadow == nullptr) {
  330. shadow_rect = cl->xform_cache.xform(cl->rect_cache);
  331. } else {
  332. shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
  333. }
  334. lights_with_shadow = cl;
  335. cl->radius_cache = cl->rect_cache.size.length();
  336. }
  337. }
  338. }
  339. }
  340. for (RendererCanvasRender::Light *F : canvas->directional_lights) {
  341. RendererCanvasRender::Light *cl = F;
  342. if (cl->enabled) {
  343. cl->filter_next_ptr = directional_lights;
  344. directional_lights = cl;
  345. cl->xform_cache = xf * cl->xform;
  346. cl->xform_cache.columns[2] = Vector2(); //translation is pointless
  347. if (cl->use_shadow) {
  348. cl->shadows_next_ptr = directional_lights_with_shadow;
  349. directional_lights_with_shadow = cl;
  350. }
  351. directional_light_count++;
  352. if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
  353. break;
  354. }
  355. }
  356. }
  357. canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
  358. }
  359. if (lights_with_shadow) {
  360. //update shadows if any
  361. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  362. RENDER_TIMESTAMP("> Render PointLight2D Shadows");
  363. RENDER_TIMESTAMP("Cull LightOccluder2Ds");
  364. //make list of occluders
  365. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  366. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  367. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  368. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  369. if (!F->enabled) {
  370. continue;
  371. }
  372. F->xform_cache = xf * F->xform;
  373. if (shadow_rect.intersects_transformed(F->xform_cache, F->aabb_cache)) {
  374. F->next = occluders;
  375. occluders = F;
  376. }
  377. }
  378. }
  379. //update the light shadowmaps with them
  380. RendererCanvasRender::Light *light = lights_with_shadow;
  381. while (light) {
  382. RENDER_TIMESTAMP("Render PointLight2D Shadow");
  383. 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);
  384. light = light->shadows_next_ptr;
  385. }
  386. RENDER_TIMESTAMP("< Render PointLight2D Shadows");
  387. }
  388. if (directional_lights_with_shadow) {
  389. //update shadows if any
  390. RendererCanvasRender::Light *light = directional_lights_with_shadow;
  391. while (light) {
  392. Vector2 light_dir = -light->xform_cache.columns[1].normalized(); // Y is light direction
  393. float cull_distance = light->directional_distance;
  394. Vector2 light_dir_sign;
  395. light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
  396. light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
  397. Vector2 points[6];
  398. int point_count = 0;
  399. for (int j = 0; j < 4; j++) {
  400. static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
  401. Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
  402. Vector2 point = clip_rect.position + clip_rect.size * signs[j];
  403. if (sign_cmp == light_dir_sign) {
  404. //both point in same direction, plot offsetted
  405. points[point_count++] = point + light_dir * cull_distance;
  406. } else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
  407. int next_j = (j + 1) % 4;
  408. Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
  409. //one point in the same direction, plot segment
  410. if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
  411. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  412. points[point_count++] = point;
  413. }
  414. points[point_count++] = point + light_dir * cull_distance;
  415. } else {
  416. points[point_count++] = point + light_dir * cull_distance;
  417. if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
  418. points[point_count++] = point;
  419. }
  420. }
  421. } else {
  422. //plot normally
  423. points[point_count++] = point;
  424. }
  425. }
  426. Vector2 xf_points[6];
  427. RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
  428. RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
  429. // Make list of occluders.
  430. for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
  431. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
  432. Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
  433. for (RendererCanvasRender::LightOccluderInstance *F : canvas->occluders) {
  434. if (!F->enabled) {
  435. continue;
  436. }
  437. F->xform_cache = xf * F->xform;
  438. Transform2D localizer = F->xform_cache.affine_inverse();
  439. for (int j = 0; j < point_count; j++) {
  440. xf_points[j] = localizer.xform(points[j]);
  441. }
  442. if (F->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
  443. F->next = occluders;
  444. occluders = F;
  445. }
  446. }
  447. }
  448. RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
  449. light = light->shadows_next_ptr;
  450. }
  451. RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
  452. }
  453. if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) {
  454. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  455. // Clear now otherwise we copy over garbage from the render target.
  456. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  457. if (!can_draw_3d) {
  458. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  459. } else {
  460. _draw_3d(p_viewport);
  461. }
  462. scenario_draw_canvas_bg = false;
  463. }
  464. for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
  465. RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
  466. Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
  467. RendererCanvasRender::Light *canvas_lights = nullptr;
  468. RendererCanvasRender::Light *canvas_directional_lights = nullptr;
  469. RendererCanvasRender::Light *ptr = lights;
  470. while (ptr) {
  471. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  472. ptr->next_ptr = canvas_lights;
  473. canvas_lights = ptr;
  474. }
  475. ptr = ptr->filter_next_ptr;
  476. }
  477. ptr = directional_lights;
  478. while (ptr) {
  479. if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
  480. ptr->next_ptr = canvas_directional_lights;
  481. canvas_directional_lights = ptr;
  482. }
  483. ptr = ptr->filter_next_ptr;
  484. }
  485. 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);
  486. if (RSG::canvas->was_sdf_used()) {
  487. p_viewport->sdf_active = true;
  488. }
  489. if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
  490. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  491. // Clear now otherwise we copy over garbage from the render target.
  492. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  493. if (!can_draw_3d) {
  494. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  495. } else {
  496. _draw_3d(p_viewport);
  497. }
  498. scenario_draw_canvas_bg = false;
  499. }
  500. }
  501. if (scenario_draw_canvas_bg) {
  502. // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
  503. // Clear now otherwise we copy over garbage from the render target.
  504. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  505. if (!can_draw_3d) {
  506. RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
  507. } else {
  508. _draw_3d(p_viewport);
  509. }
  510. }
  511. }
  512. if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
  513. //was never cleared in the end, force clear it
  514. RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
  515. }
  516. if (RSG::texture_storage->render_target_get_msaa_needs_resolve(p_viewport->render_target)) {
  517. WARN_PRINT_ONCE("2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance.");
  518. RSG::texture_storage->render_target_do_msaa_resolve(p_viewport->render_target);
  519. }
  520. if (p_viewport->measure_render_time) {
  521. String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
  522. RSG::utilities->capture_timestamp(rt_id);
  523. timestamp_vp_map[rt_id] = p_viewport->self;
  524. }
  525. }
  526. void RendererViewport::draw_viewports(bool p_swap_buffers) {
  527. timestamp_vp_map.clear();
  528. // get our xr interface in case we need it
  529. Ref<XRInterface> xr_interface;
  530. XRServer *xr_server = XRServer::get_singleton();
  531. if (xr_server != nullptr) {
  532. // let our XR server know we're about to render our frames so we can get our frame timing
  533. xr_server->pre_render();
  534. // retrieve the interface responsible for rendering
  535. xr_interface = xr_server->get_primary_interface();
  536. }
  537. if (Engine::get_singleton()->is_editor_hint()) {
  538. set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
  539. }
  540. if (sorted_active_viewports_dirty) {
  541. sorted_active_viewports = _sort_active_viewports();
  542. sorted_active_viewports_dirty = false;
  543. }
  544. HashMap<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
  545. //draw viewports
  546. RENDER_TIMESTAMP("> Render Viewports");
  547. //determine what is visible
  548. draw_viewports_pass++;
  549. for (int i = sorted_active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
  550. Viewport *vp = sorted_active_viewports[i];
  551. if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
  552. continue;
  553. }
  554. if (!vp->render_target.is_valid()) {
  555. continue;
  556. }
  557. //ERR_CONTINUE(!vp->render_target.is_valid());
  558. bool visible = vp->viewport_to_screen_rect != Rect2();
  559. if (vp->use_xr) {
  560. if (xr_interface.is_valid()) {
  561. // Ignore update mode we have to commit frames to our XR interface
  562. visible = true;
  563. // Override our size, make sure it matches our required size and is created as a stereo target
  564. Size2 xr_size = xr_interface->get_render_target_size();
  565. _viewport_set_size(vp, xr_size.width, xr_size.height, xr_interface->get_view_count());
  566. } else {
  567. // don't render anything
  568. visible = false;
  569. vp->size = Size2();
  570. }
  571. } else {
  572. if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  573. visible = true;
  574. }
  575. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
  576. visible = true;
  577. }
  578. if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
  579. Viewport *parent = viewport_owner.get_or_null(vp->parent);
  580. if (parent && parent->last_pass == draw_viewports_pass) {
  581. visible = true;
  582. }
  583. }
  584. }
  585. visible = visible && vp->size.x > 1 && vp->size.y > 1;
  586. if (visible) {
  587. vp->last_pass = draw_viewports_pass;
  588. }
  589. }
  590. int vertices_drawn = 0;
  591. int objects_drawn = 0;
  592. int draw_calls_used = 0;
  593. for (int i = 0; i < sorted_active_viewports.size(); i++) {
  594. Viewport *vp = sorted_active_viewports[i];
  595. if (vp->last_pass != draw_viewports_pass) {
  596. continue; //should not draw
  597. }
  598. RENDER_TIMESTAMP("> Render Viewport " + itos(i));
  599. RSG::texture_storage->render_target_set_as_unused(vp->render_target);
  600. if (vp->use_xr && xr_interface.is_valid()) {
  601. // Inform XR interface we're about to render its viewport,
  602. // if this returns false we don't render.
  603. // This usually is a result of the player taking off their headset and OpenXR telling us to skip
  604. // rendering frames.
  605. if (xr_interface->pre_draw_viewport(vp->render_target)) {
  606. RSG::texture_storage->render_target_set_override(vp->render_target,
  607. xr_interface->get_color_texture(),
  608. xr_interface->get_depth_texture(),
  609. xr_interface->get_velocity_texture());
  610. // render...
  611. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  612. // and draw viewport
  613. _draw_viewport(vp);
  614. // commit our eyes
  615. Vector<BlitToScreen> blits = xr_interface->post_draw_viewport(vp->render_target, vp->viewport_to_screen_rect);
  616. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID) {
  617. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  618. if (blits.size() > 0) {
  619. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blits.ptr(), blits.size());
  620. }
  621. RSG::rasterizer->end_frame(true);
  622. } else if (blits.size() > 0) {
  623. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  624. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  625. }
  626. for (int b = 0; b < blits.size(); b++) {
  627. blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
  628. }
  629. }
  630. }
  631. }
  632. } else {
  633. RSG::texture_storage->render_target_set_override(vp->render_target, RID(), RID(), RID());
  634. RSG::scene->set_debug_draw_mode(vp->debug_draw);
  635. // render standard mono camera
  636. _draw_viewport(vp);
  637. if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
  638. //copy to screen if set as such
  639. BlitToScreen blit;
  640. blit.render_target = vp->render_target;
  641. if (vp->viewport_to_screen_rect != Rect2()) {
  642. blit.dst_rect = vp->viewport_to_screen_rect;
  643. } else {
  644. blit.dst_rect.position = Vector2();
  645. blit.dst_rect.size = vp->size;
  646. }
  647. if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
  648. blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
  649. }
  650. if (OS::get_singleton()->get_current_rendering_driver_name().begins_with("opengl3")) {
  651. Vector<BlitToScreen> blit_to_screen_vec;
  652. blit_to_screen_vec.push_back(blit);
  653. RSG::rasterizer->blit_render_targets_to_screen(vp->viewport_to_screen, blit_to_screen_vec.ptr(), 1);
  654. RSG::rasterizer->end_frame(true);
  655. } else {
  656. blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
  657. }
  658. }
  659. }
  660. if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
  661. vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
  662. }
  663. RENDER_TIMESTAMP("< Render Viewport " + itos(i));
  664. 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];
  665. 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];
  666. 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];
  667. }
  668. RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
  669. total_objects_drawn = objects_drawn;
  670. total_vertices_drawn = vertices_drawn;
  671. total_draw_calls_used = draw_calls_used;
  672. RENDER_TIMESTAMP("< Render Viewports");
  673. if (p_swap_buffers) {
  674. //this needs to be called to make screen swapping more efficient
  675. RSG::rasterizer->prepare_for_blitting_render_targets();
  676. for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
  677. RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
  678. }
  679. }
  680. }
  681. RID RendererViewport::viewport_allocate() {
  682. return viewport_owner.allocate_rid();
  683. }
  684. void RendererViewport::viewport_initialize(RID p_rid) {
  685. viewport_owner.initialize_rid(p_rid);
  686. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  687. viewport->self = p_rid;
  688. viewport->render_target = RSG::texture_storage->render_target_create();
  689. viewport->shadow_atlas = RSG::light_storage->shadow_atlas_create();
  690. viewport->viewport_render_direct_to_screen = false;
  691. viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
  692. }
  693. void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
  694. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  695. ERR_FAIL_NULL(viewport);
  696. if (viewport->use_xr == p_use_xr) {
  697. return;
  698. }
  699. viewport->use_xr = p_use_xr;
  700. // Re-configure the 3D render buffers when disabling XR. They'll get
  701. // re-configured when enabling XR in draw_viewports().
  702. if (!p_use_xr) {
  703. viewport->view_count = 1;
  704. _configure_3d_render_buffers(viewport);
  705. }
  706. }
  707. void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
  708. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  709. ERR_FAIL_NULL(viewport);
  710. 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.");
  711. if (viewport->scaling_3d_mode == p_mode) {
  712. return;
  713. }
  714. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  715. viewport->scaling_3d_mode = p_mode;
  716. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  717. if (motion_vectors_before != motion_vectors_after) {
  718. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  719. }
  720. _configure_3d_render_buffers(viewport);
  721. }
  722. void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
  723. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  724. ERR_FAIL_NULL(viewport);
  725. viewport->fsr_sharpness = p_sharpness;
  726. if (viewport->render_buffers.is_valid()) {
  727. viewport->render_buffers->set_fsr_sharpness(p_sharpness);
  728. }
  729. }
  730. void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
  731. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  732. ERR_FAIL_NULL(viewport);
  733. viewport->texture_mipmap_bias = p_mipmap_bias;
  734. if (viewport->render_buffers.is_valid()) {
  735. viewport->render_buffers->set_texture_mipmap_bias(p_mipmap_bias);
  736. }
  737. }
  738. void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
  739. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  740. ERR_FAIL_NULL(viewport);
  741. // Clamp to reasonable values that are actually useful.
  742. // Values above 2.0 don't serve a practical purpose since the viewport
  743. // isn't displayed with mipmaps.
  744. if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
  745. return;
  746. }
  747. viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
  748. _configure_3d_render_buffers(viewport);
  749. }
  750. void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
  751. ERR_FAIL_COND(p_width < 0 || p_height < 0);
  752. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  753. ERR_FAIL_NULL(viewport);
  754. ERR_FAIL_COND_MSG(viewport->use_xr, "Cannot set viewport size when using XR");
  755. _viewport_set_size(viewport, p_width, p_height, 1);
  756. }
  757. void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {
  758. Size2i new_size(p_width, p_height);
  759. if (p_viewport->size != new_size || p_viewport->view_count != p_view_count) {
  760. p_viewport->size = new_size;
  761. p_viewport->view_count = p_view_count;
  762. RSG::texture_storage->render_target_set_size(p_viewport->render_target, p_width, p_height, p_view_count);
  763. _configure_3d_render_buffers(p_viewport);
  764. p_viewport->occlusion_buffer_dirty = true;
  765. }
  766. }
  767. bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {
  768. return p_viewport->use_taa || p_viewport->scaling_3d_mode == RenderingServer::VIEWPORT_SCALING_3D_MODE_FSR2;
  769. }
  770. void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
  771. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  772. ERR_FAIL_NULL(viewport);
  773. if (p_active) {
  774. ERR_FAIL_COND_MSG(active_viewports.has(viewport), "Can't make active a Viewport that is already active.");
  775. viewport->occlusion_buffer_dirty = true;
  776. active_viewports.push_back(viewport);
  777. } else {
  778. active_viewports.erase(viewport);
  779. }
  780. sorted_active_viewports_dirty = true;
  781. }
  782. void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
  783. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  784. ERR_FAIL_NULL(viewport);
  785. viewport->parent = p_parent_viewport;
  786. }
  787. void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
  788. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  789. ERR_FAIL_NULL(viewport);
  790. viewport->clear_mode = p_clear_mode;
  791. }
  792. void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
  793. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  794. ERR_FAIL_NULL(viewport);
  795. if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
  796. // If using OpenGL we can optimize this operation by rendering directly to system_fbo
  797. // instead of rendering to fbo and copying to system_fbo after
  798. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  799. RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->view_count);
  800. RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
  801. }
  802. viewport->viewport_to_screen_rect = p_rect;
  803. viewport->viewport_to_screen = p_screen;
  804. } else {
  805. // if render_direct_to_screen was used, reset size and position
  806. if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
  807. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  808. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  809. }
  810. viewport->viewport_to_screen_rect = Rect2();
  811. viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
  812. }
  813. }
  814. void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
  815. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  816. ERR_FAIL_NULL(viewport);
  817. if (p_enable == viewport->viewport_render_direct_to_screen) {
  818. return;
  819. }
  820. // if disabled, reset render_target size and position
  821. if (!p_enable) {
  822. RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
  823. RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->view_count);
  824. }
  825. RSG::texture_storage->render_target_set_direct_to_screen(viewport->render_target, p_enable);
  826. viewport->viewport_render_direct_to_screen = p_enable;
  827. // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
  828. if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
  829. 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);
  830. RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
  831. }
  832. }
  833. void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
  834. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  835. ERR_FAIL_NULL(viewport);
  836. viewport->update_mode = p_mode;
  837. }
  838. RID RendererViewport::viewport_get_render_target(RID p_viewport) const {
  839. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  840. ERR_FAIL_NULL_V(viewport, RID());
  841. return viewport->render_target;
  842. }
  843. RID RendererViewport::viewport_get_texture(RID p_viewport) const {
  844. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  845. ERR_FAIL_NULL_V(viewport, RID());
  846. return RSG::texture_storage->render_target_get_texture(viewport->render_target);
  847. }
  848. RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
  849. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  850. ERR_FAIL_NULL_V(viewport, RID());
  851. if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
  852. return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
  853. }
  854. return RID();
  855. }
  856. void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {
  857. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  858. ERR_FAIL_NULL(viewport);
  859. uint64_t frame = RSG::rasterizer->get_frame_number();
  860. if (viewport->prev_camera_data_frame != frame) {
  861. viewport->prev_camera_data = *p_camera_data;
  862. viewport->prev_camera_data_frame = frame;
  863. }
  864. }
  865. const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {
  866. const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  867. ERR_FAIL_NULL_V(viewport, nullptr);
  868. return &viewport->prev_camera_data;
  869. }
  870. void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
  871. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  872. ERR_FAIL_NULL(viewport);
  873. viewport->disable_2d = p_disable;
  874. }
  875. void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {
  876. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  877. ERR_FAIL_NULL(viewport);
  878. viewport->disable_environment = p_mode;
  879. }
  880. bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {
  881. ERR_FAIL_NULL_V(viewport, false);
  882. if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) {
  883. Viewport *parent = viewport_owner.get_or_null(viewport->parent);
  884. return viewport_is_environment_disabled(parent);
  885. }
  886. return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED;
  887. }
  888. void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
  889. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  890. ERR_FAIL_NULL(viewport);
  891. viewport->disable_3d = p_disable;
  892. }
  893. void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
  894. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  895. ERR_FAIL_NULL(viewport);
  896. viewport->camera = p_camera;
  897. }
  898. void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
  899. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  900. ERR_FAIL_NULL(viewport);
  901. if (viewport->scenario.is_valid()) {
  902. RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
  903. }
  904. viewport->scenario = p_scenario;
  905. if (viewport->use_occlusion_culling) {
  906. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
  907. }
  908. }
  909. void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
  910. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  911. ERR_FAIL_NULL(viewport);
  912. ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
  913. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  914. ERR_FAIL_NULL(canvas);
  915. canvas->viewports.insert(p_viewport);
  916. viewport->canvas_map[p_canvas] = Viewport::CanvasData();
  917. viewport->canvas_map[p_canvas].layer = 0;
  918. viewport->canvas_map[p_canvas].sublayer = 0;
  919. viewport->canvas_map[p_canvas].canvas = canvas;
  920. }
  921. void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
  922. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  923. ERR_FAIL_NULL(viewport);
  924. RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
  925. ERR_FAIL_NULL(canvas);
  926. viewport->canvas_map.erase(p_canvas);
  927. canvas->viewports.erase(p_viewport);
  928. }
  929. void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
  930. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  931. ERR_FAIL_NULL(viewport);
  932. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  933. viewport->canvas_map[p_canvas].transform = p_offset;
  934. }
  935. void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
  936. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  937. ERR_FAIL_NULL(viewport);
  938. RSG::texture_storage->render_target_set_transparent(viewport->render_target, p_enabled);
  939. viewport->transparent_bg = p_enabled;
  940. }
  941. void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
  942. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  943. ERR_FAIL_NULL(viewport);
  944. viewport->global_transform = p_transform;
  945. }
  946. void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
  947. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  948. ERR_FAIL_NULL(viewport);
  949. ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
  950. viewport->canvas_map[p_canvas].layer = p_layer;
  951. viewport->canvas_map[p_canvas].sublayer = p_sublayer;
  952. }
  953. void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
  954. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  955. ERR_FAIL_NULL(viewport);
  956. viewport->shadow_atlas_size = p_size;
  957. viewport->shadow_atlas_16_bits = p_16_bits;
  958. RSG::light_storage->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
  959. }
  960. void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
  961. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  962. ERR_FAIL_NULL(viewport);
  963. RSG::light_storage->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
  964. }
  965. void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  966. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  967. ERR_FAIL_NULL(viewport);
  968. if (viewport->msaa_2d == p_msaa) {
  969. return;
  970. }
  971. viewport->msaa_2d = p_msaa;
  972. RSG::texture_storage->render_target_set_msaa(viewport->render_target, p_msaa);
  973. }
  974. void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {
  975. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  976. ERR_FAIL_NULL(viewport);
  977. if (viewport->msaa_3d == p_msaa) {
  978. return;
  979. }
  980. viewport->msaa_3d = p_msaa;
  981. _configure_3d_render_buffers(viewport);
  982. }
  983. void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {
  984. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  985. ERR_FAIL_NULL(viewport);
  986. if (viewport->use_hdr_2d == p_use_hdr_2d) {
  987. return;
  988. }
  989. viewport->use_hdr_2d = p_use_hdr_2d;
  990. RSG::texture_storage->render_target_set_use_hdr(viewport->render_target, p_use_hdr_2d);
  991. }
  992. void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
  993. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  994. ERR_FAIL_NULL(viewport);
  995. if (viewport->screen_space_aa == p_mode) {
  996. return;
  997. }
  998. viewport->screen_space_aa = p_mode;
  999. _configure_3d_render_buffers(viewport);
  1000. }
  1001. void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {
  1002. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1003. ERR_FAIL_NULL(viewport);
  1004. ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer.");
  1005. if (viewport->use_taa == p_use_taa) {
  1006. return;
  1007. }
  1008. bool motion_vectors_before = _viewport_requires_motion_vectors(viewport);
  1009. viewport->use_taa = p_use_taa;
  1010. bool motion_vectors_after = _viewport_requires_motion_vectors(viewport);
  1011. if (motion_vectors_before != motion_vectors_after) {
  1012. num_viewports_with_motion_vectors += motion_vectors_after ? 1 : -1;
  1013. }
  1014. _configure_3d_render_buffers(viewport);
  1015. }
  1016. void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
  1017. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1018. ERR_FAIL_NULL(viewport);
  1019. if (viewport->use_debanding == p_use_debanding) {
  1020. return;
  1021. }
  1022. viewport->use_debanding = p_use_debanding;
  1023. if (viewport->render_buffers.is_valid()) {
  1024. viewport->render_buffers->set_use_debanding(p_use_debanding);
  1025. }
  1026. }
  1027. void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
  1028. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1029. ERR_FAIL_NULL(viewport);
  1030. if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
  1031. return;
  1032. }
  1033. viewport->use_occlusion_culling = p_use_occlusion_culling;
  1034. if (viewport->use_occlusion_culling) {
  1035. RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
  1036. RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
  1037. } else {
  1038. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
  1039. }
  1040. viewport->occlusion_buffer_dirty = true;
  1041. }
  1042. void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
  1043. if (occlusion_rays_per_thread == p_rays_per_thread) {
  1044. return;
  1045. }
  1046. occlusion_rays_per_thread = p_rays_per_thread;
  1047. for (int i = 0; i < active_viewports.size(); i++) {
  1048. active_viewports[i]->occlusion_buffer_dirty = true;
  1049. }
  1050. }
  1051. void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
  1052. RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
  1053. }
  1054. void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
  1055. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1056. ERR_FAIL_NULL(viewport);
  1057. viewport->mesh_lod_threshold = p_pixels;
  1058. }
  1059. int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
  1060. ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
  1061. ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
  1062. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1063. if (!viewport) {
  1064. return 0; //there should be a lock here..
  1065. }
  1066. return viewport->render_info.info[p_type][p_info];
  1067. }
  1068. void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
  1069. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1070. ERR_FAIL_NULL(viewport);
  1071. viewport->debug_draw = p_draw;
  1072. }
  1073. void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
  1074. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1075. ERR_FAIL_NULL(viewport);
  1076. viewport->measure_render_time = p_enable;
  1077. }
  1078. float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
  1079. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1080. ERR_FAIL_NULL_V(viewport, 0);
  1081. return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
  1082. }
  1083. float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
  1084. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1085. ERR_FAIL_NULL_V(viewport, 0);
  1086. return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
  1087. }
  1088. void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
  1089. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1090. ERR_FAIL_NULL(viewport);
  1091. viewport->snap_2d_transforms_to_pixel = p_enabled;
  1092. }
  1093. void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
  1094. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1095. ERR_FAIL_NULL(viewport);
  1096. viewport->snap_2d_vertices_to_pixel = p_enabled;
  1097. }
  1098. void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
  1099. 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).)");
  1100. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1101. ERR_FAIL_NULL(viewport);
  1102. viewport->texture_filter = p_filter;
  1103. }
  1104. void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
  1105. 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).)");
  1106. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1107. ERR_FAIL_NULL(viewport);
  1108. viewport->texture_repeat = p_repeat;
  1109. }
  1110. void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
  1111. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1112. ERR_FAIL_NULL(viewport);
  1113. RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
  1114. }
  1115. RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {
  1116. RID *rids = nullptr;
  1117. uint32_t rid_count = viewport_owner.get_rid_count();
  1118. rids = (RID *)alloca(sizeof(RID) * rid_count);
  1119. viewport_owner.fill_owned_buffer(rids);
  1120. for (uint32_t i = 0; i < rid_count; i++) {
  1121. Viewport *viewport = viewport_owner.get_or_null(rids[i]);
  1122. if (viewport->viewport_to_screen == p_id) {
  1123. return rids[i];
  1124. }
  1125. }
  1126. return RID();
  1127. }
  1128. void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {
  1129. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1130. ERR_FAIL_NULL(viewport);
  1131. RSG::texture_storage->render_target_set_vrs_mode(viewport->render_target, p_mode);
  1132. _configure_3d_render_buffers(viewport);
  1133. }
  1134. void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {
  1135. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1136. ERR_FAIL_NULL(viewport);
  1137. RSG::texture_storage->render_target_set_vrs_texture(viewport->render_target, p_texture);
  1138. _configure_3d_render_buffers(viewport);
  1139. }
  1140. bool RendererViewport::free(RID p_rid) {
  1141. if (viewport_owner.owns(p_rid)) {
  1142. Viewport *viewport = viewport_owner.get_or_null(p_rid);
  1143. RSG::texture_storage->render_target_free(viewport->render_target);
  1144. RSG::light_storage->shadow_atlas_free(viewport->shadow_atlas);
  1145. if (viewport->render_buffers.is_valid()) {
  1146. viewport->render_buffers.unref();
  1147. }
  1148. while (viewport->canvas_map.begin()) {
  1149. viewport_remove_canvas(p_rid, viewport->canvas_map.begin()->key);
  1150. }
  1151. viewport_set_scenario(p_rid, RID());
  1152. active_viewports.erase(viewport);
  1153. sorted_active_viewports_dirty = true;
  1154. if (viewport->use_occlusion_culling) {
  1155. RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
  1156. }
  1157. if (_viewport_requires_motion_vectors(viewport)) {
  1158. num_viewports_with_motion_vectors--;
  1159. }
  1160. viewport_owner.free(p_rid);
  1161. return true;
  1162. }
  1163. return false;
  1164. }
  1165. void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
  1166. RID *vp = timestamp_vp_map.getptr(p_timestamp);
  1167. if (!vp) {
  1168. return;
  1169. }
  1170. Viewport *viewport = viewport_owner.get_or_null(*vp);
  1171. if (!viewport) {
  1172. return;
  1173. }
  1174. if (p_timestamp.begins_with("vp_begin")) {
  1175. viewport->time_cpu_begin = p_cpu_time;
  1176. viewport->time_gpu_begin = p_gpu_time;
  1177. }
  1178. if (p_timestamp.begins_with("vp_end")) {
  1179. viewport->time_cpu_end = p_cpu_time;
  1180. viewport->time_gpu_end = p_gpu_time;
  1181. }
  1182. }
  1183. void RendererViewport::set_default_clear_color(const Color &p_color) {
  1184. RSG::texture_storage->set_default_clear_color(p_color);
  1185. }
  1186. void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {
  1187. Viewport *viewport = viewport_owner.get_or_null(p_viewport);
  1188. ERR_FAIL_NULL(viewport);
  1189. viewport->canvas_cull_mask = p_canvas_cull_mask;
  1190. }
  1191. // Workaround for setting this on thread.
  1192. void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
  1193. DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
  1194. }
  1195. int RendererViewport::get_total_objects_drawn() const {
  1196. return total_objects_drawn;
  1197. }
  1198. int RendererViewport::get_total_primitives_drawn() const {
  1199. return total_vertices_drawn;
  1200. }
  1201. int RendererViewport::get_total_draw_calls_used() const {
  1202. return total_draw_calls_used;
  1203. }
  1204. int RendererViewport::get_num_viewports_with_motion_vectors() const {
  1205. return num_viewports_with_motion_vectors;
  1206. }
  1207. RendererViewport::RendererViewport() {
  1208. occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
  1209. }