#include "visual_server_viewport.h" #include "visual_server_global.h" #include "visual_server_canvas.h" #include "visual_server_scene.h" #include "global_config.h" void VisualServerViewport::_draw_viewport(Viewport *p_viewport) { /* Camera should always be BEFORE any other 3D */ #if 0 bool scenario_draw_canvas_bg=false; int scenario_canvas_max_layer=0; if (!p_viewport->hide_canvas && !p_viewport->disable_environment && scenario_owner.owns(p_viewport->scenario)) { Scenario *scenario=scenario_owner.get(p_viewport->scenario); if (scenario->environment.is_valid()) { if (rasterizer->is_environment(scenario->environment)) { scenario_draw_canvas_bg=rasterizer->environment_get_background(scenario->environment)==VS::ENV_BG_CANVAS; scenario_canvas_max_layer=rasterizer->environment_get_background_param(scenario->environment,VS::ENV_BG_PARAM_CANVAS_MAX_LAYER); } } } bool can_draw_3d=!p_viewport->hide_scenario && camera_owner.owns(p_viewport->camera) && scenario_owner.owns(p_viewport->scenario); if (scenario_draw_canvas_bg) { rasterizer->begin_canvas_bg(); } if (!scenario_draw_canvas_bg && can_draw_3d) { _draw_viewport_camera(p_viewport,false); } else if (true /*|| !p_viewport->canvas_list.empty()*/){ //clear the viewport black because of no camera? i seriously should.. if (p_viewport->render_target_clear_on_new_frame || p_viewport->render_target_clear) { if (p_viewport->transparent_bg) { rasterizer->clear_viewport(Color(0,0,0,0)); } else { Color cc=clear_color; if (scenario_draw_canvas_bg) cc.a=0; rasterizer->clear_viewport(cc); } p_viewport->render_target_clear=false; } } #endif if (p_viewport->clear_mode!=VS::VIEWPORT_CLEAR_NEVER) { VSG::rasterizer->clear_render_target(clear_color); if (p_viewport->clear_mode==VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) { p_viewport->clear_mode=VS::VIEWPORT_CLEAR_NEVER; } } if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) { VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size,p_viewport->shadow_atlas); } if (!p_viewport->hide_canvas) { int i=0; Map canvas_map; Rect2 clip_rect(0,0,p_viewport->size.x,p_viewport->size.y); RasterizerCanvas::Light *lights=NULL; RasterizerCanvas::Light *lights_with_shadow=NULL; RasterizerCanvas::Light *lights_with_mask=NULL; Rect2 shadow_rect; int light_count=0; for (Map::Element *E=p_viewport->canvas_map.front();E;E=E->next()) { Transform2D xf = p_viewport->global_transform * E->get().transform; VisualServerCanvas::Canvas *canvas = static_cast(E->get().canvas); //find lights in canvas for(Set::Element *F=canvas->lights.front();F;F=F->next()) { RasterizerCanvas::Light* cl=F->get(); if (cl->enabled && cl->texture.is_valid()) { //not super efficient.. Size2 tsize(VSG::storage->texture_get_width(cl->texture),VSG::storage->texture_get_height(cl->texture)); tsize*=cl->scale; Vector2 offset=tsize/2.0; cl->rect_cache=Rect2(-offset+cl->texture_offset,tsize); cl->xform_cache=xf * cl->xform; if (clip_rect.intersects_transformed(cl->xform_cache,cl->rect_cache)) { cl->filter_next_ptr=lights; lights=cl; cl->texture_cache=NULL; Transform2D scale; scale.scale(cl->rect_cache.size); scale.elements[2]=cl->rect_cache.pos; cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse(); cl->light_shader_pos=cl->xform_cache[2]; if (cl->shadow_buffer.is_valid()) { cl->shadows_next_ptr=lights_with_shadow; if (lights_with_shadow==NULL) { shadow_rect = cl->xform_cache.xform(cl->rect_cache); } else { shadow_rect=shadow_rect.merge( cl->xform_cache.xform(cl->rect_cache) ); } lights_with_shadow=cl; cl->radius_cache=cl->rect_cache.size.length(); } if (cl->mode==VS::CANVAS_LIGHT_MODE_MASK) { cl->mask_next_ptr=lights_with_mask; lights_with_mask=cl; } light_count++; } VSG::canvas_render->light_internal_update(cl->light_internal,cl); } } //print_line("lights: "+itos(light_count)); canvas_map[ Viewport::CanvasKey( E->key(), E->get().layer) ]=&E->get(); } if (lights_with_shadow) { //update shadows if any RasterizerCanvas::LightOccluderInstance * occluders=NULL; //make list of occluders for (Map::Element *E=p_viewport->canvas_map.front();E;E=E->next()) { VisualServerCanvas::Canvas *canvas = static_cast(E->get().canvas); Transform2D xf = p_viewport->global_transform * E->get().transform; for(Set::Element *F=canvas->occluders.front();F;F=F->next()) { if (!F->get()->enabled) continue; F->get()->xform_cache = xf * F->get()->xform; if (shadow_rect.intersects_transformed(F->get()->xform_cache,F->get()->aabb_cache)) { F->get()->next=occluders; occluders=F->get(); } } } //update the light shadowmaps with them RasterizerCanvas::Light *light=lights_with_shadow; while(light) { VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer,light->xform_cache.affine_inverse(),light->item_mask,light->radius_cache/1000.0,light->radius_cache*1.1,occluders,&light->shadow_matrix_cache); light=light->shadows_next_ptr; } //VSG::canvas_render->reset_canvas(); } VSG::rasterizer->restore_render_target(); #if 0 if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer>scenario_canvas_max_layer) { _draw_viewport_camera(p_viewport,!can_draw_3d); scenario_draw_canvas_bg=false; } #endif for (Map::Element *E=canvas_map.front();E;E=E->next()) { VisualServerCanvas::Canvas *canvas = static_cast(E->get()->canvas); //print_line("canvas "+itos(i)+" size: "+itos(I->get()->canvas->child_items.size())); //print_line("GT "+p_viewport->global_transform+". CT: "+E->get()->transform); Transform2D xform = p_viewport->global_transform * E->get()->transform; RasterizerCanvas::Light *canvas_lights=NULL; RasterizerCanvas::Light *ptr=lights; while(ptr) { if (E->get()->layer>=ptr->layer_min && E->get()->layer<=ptr->layer_max) { ptr->next_ptr=canvas_lights; canvas_lights=ptr; } ptr=ptr->filter_next_ptr; } VSG::canvas->render_canvas( canvas,xform,canvas_lights,lights_with_mask,clip_rect ); i++; #if 0 if (scenario_draw_canvas_bg && E->key().layer>=scenario_canvas_max_layer) { _draw_viewport_camera(p_viewport,!can_draw_3d); scenario_draw_canvas_bg=false; } #endif } #if 0 if (scenario_draw_canvas_bg) { _draw_viewport_camera(p_viewport,!can_draw_3d); scenario_draw_canvas_bg=false; } #endif //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow); } } void VisualServerViewport::draw_viewports() { //sort viewports //draw viewports clear_color=GLOBAL_GET("rendering/viewport/default_clear_color"); active_viewports.sort_custom(); for(int i=0;iupdate_mode==VS::VIEWPORT_UPDATE_DISABLED) continue; ERR_CONTINUE( !vp->render_target.is_valid() ); bool visible = vp->viewport_to_screen_rect!=Rect2() || vp->update_mode==VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode==VS::VIEWPORT_UPDATE_ONCE; if (!visible) continue; VSG::rasterizer->set_current_render_target(vp->render_target); _draw_viewport(vp); if (vp->viewport_to_screen_rect!=Rect2()) { //copy to screen if set as such VSG::rasterizer->set_current_render_target(RID()); VSG::rasterizer->blit_render_target_to_screen(vp->render_target,vp->viewport_to_screen_rect,vp->viewport_to_screen); } if (vp->update_mode==VS::VIEWPORT_UPDATE_ONCE) { vp->update_mode=VS::VIEWPORT_UPDATE_DISABLED; } } } RID VisualServerViewport::viewport_create() { Viewport * viewport = memnew( Viewport ); RID rid = viewport_owner.make_rid(viewport); viewport->self=rid; viewport->hide_scenario=false; viewport->hide_canvas=false; viewport->render_target=VSG::storage->render_target_create(); viewport->shadow_atlas=VSG::scene_render->shadow_atlas_create(); return rid; } void VisualServerViewport::viewport_set_size(RID p_viewport,int p_width,int p_height){ ERR_FAIL_COND(p_width<0 && p_height<0); Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->size=Size2(p_width,p_height); VSG::storage->render_target_set_size(viewport->render_target,p_width,p_height); } void VisualServerViewport::viewport_set_active(RID p_viewport,bool p_active) { Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); if (p_active) { ERR_FAIL_COND(active_viewports.find(viewport)!=-1);//already active active_viewports.push_back(viewport); } else { active_viewports.erase(viewport); } } void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport) { Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->parent=p_parent_viewport; } void VisualServerViewport::viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode) { Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->clear_mode=p_clear_mode; } void VisualServerViewport::viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect,int p_screen){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->viewport_to_screen_rect=p_rect; viewport->viewport_to_screen=p_screen; } void VisualServerViewport::viewport_detach(RID p_viewport){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->viewport_to_screen_rect=Rect2(); viewport->viewport_to_screen=0; } void VisualServerViewport::viewport_set_update_mode(RID p_viewport,VS::ViewportUpdateMode p_mode){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->update_mode=p_mode; } void VisualServerViewport::viewport_set_vflip(RID p_viewport,bool p_enable){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_VFLIP,p_enable); } RID VisualServerViewport::viewport_get_texture(RID p_viewport) const{ const Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND_V(!viewport,RID()); return VSG::storage->render_target_get_texture(viewport->render_target); } void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport,bool p_hide){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->hide_scenario=p_hide; } void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport,bool p_hide){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->hide_canvas=p_hide; } void VisualServerViewport::viewport_set_disable_environment(RID p_viewport,bool p_disable){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->disable_environment=p_disable; } void VisualServerViewport::viewport_set_disable_3d(RID p_viewport,bool p_disable){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->disable_3d=p_disable; VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_NO_3D,p_disable); } void VisualServerViewport::viewport_attach_camera(RID p_viewport,RID p_camera){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->camera=p_camera; } void VisualServerViewport::viewport_set_scenario(RID p_viewport,RID p_scenario){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->scenario=p_scenario; } void VisualServerViewport::viewport_attach_canvas(RID p_viewport,RID p_canvas){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); ERR_FAIL_COND(viewport->canvas_map.has(p_canvas)); VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas); ERR_FAIL_COND(!canvas); canvas->viewports.insert(p_viewport); viewport->canvas_map[p_canvas]=Viewport::CanvasData(); viewport->canvas_map[p_canvas].layer=0; viewport->canvas_map[p_canvas].canvas=canvas; } void VisualServerViewport::viewport_remove_canvas(RID p_viewport,RID p_canvas){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas); ERR_FAIL_COND(!canvas); viewport->canvas_map.erase(p_canvas); canvas->viewports.erase(p_viewport); } void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Transform2D& p_offset){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas)); viewport->canvas_map[p_canvas].transform=p_offset; } void VisualServerViewport::viewport_set_transparent_background(RID p_viewport,bool p_enabled){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_TRANSPARENT,p_enabled); } void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport,const Transform2D& p_transform){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->global_transform=p_transform; } void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer){ Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas)); viewport->canvas_map[p_canvas].layer=p_layer; } void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport,int p_size) { Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); viewport->shadow_atlas_size=p_size; VSG::scene_render->shadow_atlas_set_size( viewport->shadow_atlas, viewport->shadow_atlas_size); } void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv) { Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::scene_render->shadow_atlas_set_quadrant_subdivision( viewport->shadow_atlas, p_quadrant, p_subdiv); } void VisualServerViewport::viewport_set_msaa(RID p_viewport,VS::ViewportMSAA p_msaa) { Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_msaa(viewport->render_target,p_msaa); } void VisualServerViewport::viewport_set_hdr(RID p_viewport,bool p_enabled) { Viewport * viewport = viewport_owner.getornull(p_viewport); ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_HDR,p_enabled); } bool VisualServerViewport::free(RID p_rid) { if (viewport_owner.owns(p_rid)) { Viewport * viewport = viewport_owner.getornull(p_rid); VSG::storage->free( viewport->render_target ); VSG::scene_render->free( viewport->shadow_atlas ); while(viewport->canvas_map.front()) { viewport_remove_canvas(p_rid,viewport->canvas_map.front()->key()); } viewport_set_scenario(p_rid,RID()); active_viewports.erase(viewport); viewport_owner.free(p_rid); memdelete(viewport); return true; } return false; } VisualServerViewport::VisualServerViewport() { }