godot/servers/visual/visual_server_viewport.cpp
lawnjelly bf1de6bbfa Revert backport of 2D transform and camera snapping options
More work is needed to make sure that those options actually solve users' issues, so we prefer to remove the options for 3.2.4 and revisit for a future release.
2021-03-05 14:20:31 +00:00

772 lines
29 KiB
C++

/*************************************************************************/
/* visual_server_viewport.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_server_viewport.h"
#include "core/project_settings.h"
#include "visual_server_canvas.h"
#include "visual_server_globals.h"
#include "visual_server_scene.h"
static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
Transform2D xf = p_viewport->global_transform;
float scale = 1.0;
if (p_viewport->canvas_map.has(p_canvas->parent)) {
Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
xf = xf * c_xform;
scale = p_canvas->parent_scale;
}
Transform2D c_xform = p_canvas_data->transform;
xf = xf * c_xform;
if (scale != 1.0 && !VSG::canvas->disable_scale) {
Vector2 pivot = p_vp_size * 0.5;
Transform2D xfpivot;
xfpivot.set_origin(pivot);
Transform2D xfscale;
xfscale.scale(Vector2(scale, scale));
xf = xfpivot.affine_inverse() * xf;
xf = xfscale * xf;
xf = xfpivot * xf;
}
return xf;
}
void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
Ref<ARVRInterface> arvr_interface;
if (ARVRServer::get_singleton() != NULL) {
arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
}
if (p_viewport->use_arvr && arvr_interface.is_valid()) {
VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
} else {
VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
}
}
void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
/* Camera should always be BEFORE any other 3D */
bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
int scenario_canvas_max_layer = 0;
if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
ERR_FAIL_COND(!scenario);
if (VSG::scene_render->is_environment(scenario->environment)) {
scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;
scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
}
}
bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);
if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
}
}
if (!scenario_draw_canvas_bg && can_draw_3d) {
_draw_3d(p_viewport, p_eye);
}
if (!p_viewport->hide_canvas) {
int i = 0;
Map<Viewport::CanvasKey, Viewport::CanvasData *> 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<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
//find lights in canvas
for (Set<RasterizerCanvas::Light *>::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_size_with_proxy(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.position;
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);
}
}
canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
}
if (lights_with_shadow) {
//update shadows if any
RasterizerCanvas::LightOccluderInstance *occluders = NULL;
//make list of occluders
for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
for (Set<RasterizerCanvas::LightOccluderInstance *>::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_shadow_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(!scenario_draw_canvas_bg && can_draw_3d);
if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
scenario_draw_canvas_bg = false;
}
for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);
Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
RasterizerCanvas::Light *canvas_lights = NULL;
RasterizerCanvas::Light *ptr = lights;
int canvas_layer_id = E->get()->layer;
while (ptr) {
if (canvas_layer_id >= ptr->layer_min && canvas_layer_id <= 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, canvas_layer_id);
i++;
if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
scenario_draw_canvas_bg = false;
}
}
if (scenario_draw_canvas_bg) {
if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
}
//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
}
}
void VisualServerViewport::draw_viewports() {
// get our arvr interface in case we need it
Ref<ARVRInterface> arvr_interface;
if (ARVRServer::get_singleton() != NULL) {
arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
// process all our active interfaces
ARVRServer::get_singleton()->_process();
}
if (Engine::get_singleton()->is_editor_hint()) {
clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
}
//sort viewports
active_viewports.sort_custom<ViewportSort>();
//draw viewports
for (int i = 0; i < active_viewports.size(); i++) {
Viewport *vp = active_viewports[i];
if (vp->update_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 || (vp->update_mode == VS::VIEWPORT_UPDATE_WHEN_VISIBLE && VSG::storage->render_target_was_used(vp->render_target));
visible = visible && vp->size.x > 1 && vp->size.y > 1;
if (!visible)
continue;
VSG::storage->render_target_clear_used(vp->render_target);
if (vp->use_arvr && arvr_interface.is_valid()) {
// override our size, make sure it matches our required size
vp->size = arvr_interface->get_render_targetsize();
VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
// render mono or left eye first
ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;
// check for an external texture destination for our left eye/mono
VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono));
// set our render target as current
VSG::rasterizer->set_current_render_target(vp->render_target);
// and draw left eye/mono
_draw_viewport(vp, leftOrMono);
arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
// render right eye
if (leftOrMono == ARVRInterface::EYE_LEFT) {
// check for an external texture destination for our right eye
VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT));
// commit for eye may have changed the render target
VSG::rasterizer->set_current_render_target(vp->render_target);
_draw_viewport(vp, ARVRInterface::EYE_RIGHT);
arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
}
// and for our frame timing, mark when we've finished committing our eyes
ARVRServer::get_singleton()->_mark_commit();
} else {
VSG::storage->render_target_set_external_texture(vp->render_target, 0);
VSG::rasterizer->set_current_render_target(vp->render_target);
VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
VSG::storage->render_info_begin_capture();
// render standard mono camera
_draw_viewport(vp);
VSG::storage->render_info_end_capture();
vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);
vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);
vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_ITEMS_IN_FRAME);
vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_DRAW_CALLS_IN_FRAME);
if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) {
//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;
}
VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_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();
viewport->viewport_render_direct_to_screen = false;
return rid;
}
void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->use_arvr = p_use_arvr;
}
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);
// If using GLES2 we can optimize this operation by rendering directly to system_fbo
// instead of rendering to fbo and copying to system_fbo after
if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
VSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
VSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
}
viewport->viewport_to_screen_rect = p_rect;
viewport->viewport_to_screen = p_screen;
}
void VisualServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
if (p_enable == viewport->viewport_render_direct_to_screen)
return;
// if disabled, reset render_target size and position
if (!p_enable) {
VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
}
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
viewport->viewport_render_direct_to_screen = p_enable;
// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
if (VSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
VSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
VSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
}
}
void VisualServerViewport::viewport_detach(RID p_viewport) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
// if render_direct_to_screen was used, reset size and position
if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
}
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);
//this should be just for disabling rendering of 3D, to actually disable it, set usage
}
void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->keep_3d_linear = p_keep_3d_linear;
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);
}
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].sublayer = 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);
viewport->transparent_bg = 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_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
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;
viewport->canvas_map[p_canvas].sublayer = p_sublayer;
}
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_use_fxaa(RID p_viewport, bool p_fxaa) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
VSG::storage->render_target_set_use_fxaa(viewport->render_target, p_fxaa);
}
void VisualServerViewport::viewport_set_use_debanding(RID p_viewport, bool p_debanding) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
VSG::storage->render_target_set_use_debanding(viewport->render_target, p_debanding);
}
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);
}
void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
switch (p_usage) {
case VS::VIEWPORT_USAGE_2D: {
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
viewport->disable_3d_by_usage = true;
} break;
case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
viewport->disable_3d_by_usage = true;
} break;
case VS::VIEWPORT_USAGE_3D: {
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
viewport->disable_3d_by_usage = false;
} break;
case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
viewport->disable_3d_by_usage = false;
} break;
}
}
int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) {
ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1);
Viewport *viewport = viewport_owner.getornull(p_viewport);
if (!viewport)
return 0; //there should be a lock here..
return viewport->render_info[p_info];
}
void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->debug_draw = p_draw;
}
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;
}
void VisualServerViewport::set_default_clear_color(const Color &p_color) {
clear_color = p_color;
}
VisualServerViewport::VisualServerViewport() {
}