/*************************************************************************/ /* renderer_viewport.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RENDERER_VIEWPORT_H #define RENDERER_VIEWPORT_H #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_method.h" #include "servers/rendering_server.h" #include "servers/xr/xr_interface.h" #include "storage/render_scene_buffers.h" class RendererViewport { public: struct CanvasBase { }; struct Viewport { RID self; RID parent; // use xr interface to override camera positioning and projection matrices and control output bool use_xr = false; Size2i internal_size; Size2i size; RID camera; RID scenario; RS::ViewportScaling3DMode scaling_3d_mode = RenderingServer::VIEWPORT_SCALING_3D_MODE_BILINEAR; float scaling_3d_scale = 1.0; float fsr_sharpness = 0.2f; float texture_mipmap_bias = 0.0f; bool fsr_enabled = false; RS::ViewportUpdateMode update_mode = RenderingServer::VIEWPORT_UPDATE_WHEN_VISIBLE; RID render_target; RID render_target_texture; Ref render_buffers; RS::ViewportMSAA msaa_2d = RenderingServer::VIEWPORT_MSAA_DISABLED; RS::ViewportMSAA msaa_3d = RenderingServer::VIEWPORT_MSAA_DISABLED; RS::ViewportScreenSpaceAA screen_space_aa = RenderingServer::VIEWPORT_SCREEN_SPACE_AA_DISABLED; bool use_taa = false; bool use_debanding = false; RendererSceneRender::CameraData prev_camera_data; uint64_t prev_camera_data_frame = 0; bool use_occlusion_culling = false; bool occlusion_buffer_dirty = false; DisplayServer::WindowID viewport_to_screen; Rect2 viewport_to_screen_rect; bool viewport_render_direct_to_screen; bool disable_2d = false; bool disable_environment = false; bool disable_3d = false; bool measure_render_time = false; bool snap_2d_transforms_to_pixel = false; bool snap_2d_vertices_to_pixel = false; uint64_t time_cpu_begin; uint64_t time_cpu_end; uint64_t time_gpu_begin; uint64_t time_gpu_end; RID shadow_atlas; int shadow_atlas_size = 2048; bool shadow_atlas_16_bits = true; bool sdf_active = false; float mesh_lod_threshold = 1.0; uint64_t last_pass = 0; RS::ViewportDebugDraw debug_draw = RenderingServer::VIEWPORT_DEBUG_DRAW_DISABLED; RS::ViewportClearMode clear_mode = RenderingServer::VIEWPORT_CLEAR_ALWAYS; RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; bool transparent_bg = false; struct CanvasKey { int64_t stacking; RID canvas; bool operator<(const CanvasKey &p_canvas) const { if (stacking == p_canvas.stacking) { return canvas < p_canvas.canvas; } return stacking < p_canvas.stacking; } CanvasKey() { stacking = 0; } CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) { canvas = p_canvas; int64_t sign = p_layer < 0 ? -1 : 1; stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer; } int get_layer() const { return stacking >> 32; } }; struct CanvasData { CanvasBase *canvas = nullptr; Transform2D transform; int layer; int sublayer; }; Transform2D global_transform; HashMap canvas_map; RenderingMethod::RenderInfo render_info; Viewport() { update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE; clear_mode = RS::VIEWPORT_CLEAR_ALWAYS; transparent_bg = false; viewport_to_screen = DisplayServer::INVALID_WINDOW_ID; shadow_atlas_size = 0; measure_render_time = false; debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED; screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; use_debanding = false; use_occlusion_culling = false; occlusion_buffer_dirty = true; snap_2d_transforms_to_pixel = false; snap_2d_vertices_to_pixel = false; use_xr = false; sdf_active = false; time_cpu_begin = 0; time_cpu_end = 0; time_gpu_begin = 0; time_gpu_end = 0; } uint32_t get_view_count(); }; HashMap timestamp_vp_map; uint64_t draw_viewports_pass = 0; mutable RID_Owner viewport_owner; Vector active_viewports; Vector sorted_active_viewports; bool sorted_active_viewports_dirty = false; int total_objects_drawn = 0; int total_vertices_drawn = 0; int total_draw_calls_used = 0; private: Vector _sort_active_viewports(); void _configure_3d_render_buffers(Viewport *p_viewport); void _draw_3d(Viewport *p_viewport); void _draw_viewport(Viewport *p_viewport); int occlusion_rays_per_thread = 512; void _resize_occlusion_culling_buffer(const Size2i &p_size); public: RID viewport_allocate(); void viewport_initialize(RID p_rid); void viewport_set_use_xr(RID p_viewport, bool p_use_xr); void viewport_set_size(RID p_viewport, int p_width, int p_height); void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID); void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable); void viewport_set_active(RID p_viewport, bool p_active); void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport); void viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode); void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale); void viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness); void viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias); void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode); void viewport_set_vflip(RID p_viewport, bool p_enable); void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode); RID viewport_get_texture(RID p_viewport) const; RID viewport_get_occluder_debug_texture(RID p_viewport) const; void viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data); const RendererSceneRender::CameraData *viewport_get_prev_camera_data(RID p_viewport); void viewport_set_disable_2d(RID p_viewport, bool p_disable); void viewport_set_disable_environment(RID p_viewport, bool p_disable); void viewport_set_disable_3d(RID p_viewport, bool p_disable); void viewport_attach_camera(RID p_viewport, RID p_camera); void viewport_set_scenario(RID p_viewport, RID p_scenario); void viewport_attach_canvas(RID p_viewport, RID p_canvas); void viewport_remove_canvas(RID p_viewport, RID p_canvas); void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset); void viewport_set_transparent_background(RID p_viewport, bool p_enabled); void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform); void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer); void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true); void viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv); void viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa); void viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa); void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode); void viewport_set_use_taa(RID p_viewport, bool p_use_taa); void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding); void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling); void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread); void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality); void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels); virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info); virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw); void viewport_set_measure_render_time(RID p_viewport, bool p_enable); float viewport_get_measured_render_time_cpu(RID p_viewport) const; float viewport_get_measured_render_time_gpu(RID p_viewport) const; void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled); void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled); void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter); void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat); void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale); virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const; void viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode); void viewport_set_vrs_texture(RID p_viewport, RID p_texture); void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time); void set_default_clear_color(const Color &p_color); void draw_viewports(); bool free(RID p_rid); int get_total_objects_drawn() const; int get_total_vertices_drawn() const; int get_total_draw_calls_used() const; // Workaround for setting this on thread. void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window); RendererViewport(); virtual ~RendererViewport() {} }; #endif // RENDERER_VIEWPORT_H