godot/servers/rendering/renderer_viewport.h
reduz a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00

257 lines
9.1 KiB
C++

/*************************************************************************/
/* renderer_viewport.h */
/*************************************************************************/
/* 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 */
/* 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 VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "renderer_compositor.h"
#include "servers/rendering_server.h"
#include "servers/xr/xr_interface.h"
class RendererViewport {
public:
struct CanvasBase {
};
struct Viewport {
RID self;
RID parent;
bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */
Size2i size;
RID camera;
RID scenario;
RS::ViewportUpdateMode update_mode;
RID render_target;
RID render_target_texture;
RID render_buffers;
RS::ViewportMSAA msaa;
RS::ViewportScreenSpaceAA screen_space_aa;
bool use_debanding;
DisplayServer::WindowID viewport_to_screen;
Rect2 viewport_to_screen_rect;
bool viewport_render_direct_to_screen;
bool hide_scenario;
bool hide_canvas;
bool disable_environment;
bool measure_render_time;
bool snap_2d_transforms_to_pixel;
bool snap_2d_vertices_to_pixel;
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;
bool shadow_atlas_16_bits = false;
bool sdf_active;
float lod_threshold = 1.0;
uint64_t last_pass = 0;
int render_info[RS::VIEWPORT_RENDER_INFO_MAX];
RS::ViewportDebugDraw debug_draw;
RS::ViewportClearMode clear_mode;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
bool transparent_bg;
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;
Transform2D transform;
int layer;
int sublayer;
};
Transform2D global_transform;
Map<RID, CanvasData> canvas_map;
Viewport() {
update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
transparent_bg = false;
disable_environment = false;
viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
shadow_atlas_size = 0;
measure_render_time = false;
debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
msaa = RS::VIEWPORT_MSAA_DISABLED;
screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
use_debanding = false;
snap_2d_transforms_to_pixel = false;
snap_2d_vertices_to_pixel = false;
for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
render_info[i] = 0;
}
use_xr = false;
sdf_active = false;
time_cpu_begin = 0;
time_cpu_end = 0;
time_gpu_begin = 0;
time_gpu_end = 0;
}
};
HashMap<String, RID> timestamp_vp_map;
uint64_t draw_viewports_pass = 0;
mutable RID_PtrOwner<Viewport> viewport_owner;
struct ViewportSort {
_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
if (left_to_screen == right_to_screen) {
return p_right->parent == p_left->self;
}
return (right_to_screen ? 0 : 1) < (left_to_screen ? 0 : 1);
}
};
Vector<Viewport *> active_viewports;
private:
void _draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye);
void _draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye = XRInterface::EYE_MONO);
public:
RID viewport_create();
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_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;
void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
void viewport_set_disable_environment(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_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false);
void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
void viewport_set_lod_threshold(RID p_viewport, float p_pixels);
virtual int viewport_get_render_info(RID p_viewport, 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);
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);
RendererViewport();
virtual ~RendererViewport() {}
};
#endif // VISUALSERVERVIEWPORT_H