godot/servers/rendering/renderer_viewport.cpp
Hugo Locurcio df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00

1241 lines
45 KiB
C++

/*************************************************************************/
/* renderer_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 */
/* 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. */
/*************************************************************************/
#include "renderer_viewport.h"
#include "core/config/project_settings.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::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;
if (p_viewport->snap_2d_transforms_to_pixel) {
c_xform.elements[2] = c_xform.elements[2].floor();
}
xf = xf * c_xform;
scale = p_canvas->parent_scale;
}
Transform2D c_xform = p_canvas_data->transform;
if (p_viewport->snap_2d_transforms_to_pixel) {
c_xform.elements[2] = c_xform.elements[2].floor();
}
xf = xf * c_xform;
if (scale != 1.0 && !RSG::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 RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
if (p_viewport->render_buffers.is_valid()) {
if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
RSG::scene->free(p_viewport->render_buffers);
p_viewport->render_buffers = RID();
} else {
float scaling_3d_scale = p_viewport->scaling_3d_scale;
RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode;
bool scaling_enabled = true;
if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) {
// FSR is not design for downsampling.
// Throw a warning and fallback to VIEWPORT_SCALING_3D_MODE_BILINEAR
WARN_PRINT_ONCE("FSR 3D resolution scaling does not support supersampling. Falling back to bilinear scaling.");
scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR;
}
if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && !p_viewport->fsr_enabled) {
// FSR is not actually available.
// Throw a warning and fallback to disable scaling
WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Disabling 3D resolution scaling.");
scaling_enabled = false;
}
if (scaling_3d_scale == 1.0) {
scaling_enabled = false;
}
int width;
int height;
int render_width;
int render_height;
if (scaling_enabled) {
switch (scaling_3d_mode) {
case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR:
// Clamp 3D rendering resolution to reasonable values supported on most hardware.
// This prevents freezing the engine or outright crashing on lower-end GPUs.
width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384);
height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384);
render_width = width;
render_height = height;
break;
case RS::VIEWPORT_SCALING_3D_MODE_FSR:
width = p_viewport->size.width;
height = p_viewport->size.height;
render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling)
render_height = MAX(height * scaling_3d_scale, 1.0);
break;
default:
// This is an unknown mode.
WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode));
width = p_viewport->size.width;
height = p_viewport->size.height;
render_width = width;
render_height = height;
break;
}
} else {
width = p_viewport->size.width;
height = p_viewport->size.height;
render_width = width;
render_height = height;
}
p_viewport->internal_size = Size2(render_width, render_height);
RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, p_viewport->fsr_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count());
}
}
}
void RendererViewport::_draw_3d(Viewport *p_viewport) {
RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
Ref<XRInterface> xr_interface;
if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
xr_interface = XRServer::get_singleton()->get_primary_interface();
}
if (p_viewport->use_occlusion_culling) {
if (p_viewport->occlusion_buffer_dirty) {
float aspect = p_viewport->size.aspect();
int max_size = occlusion_rays_per_thread * RendererThreadPool::singleton->thread_work_pool.get_thread_count();
int viewport_size = p_viewport->size.width * p_viewport->size.height;
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.
float height = Math::sqrt(max_size / aspect);
Size2i new_size = Size2i(height * aspect, height);
RendererSceneOcclusionCull::get_singleton()->buffer_set_size(p_viewport->self, new_size);
p_viewport->occlusion_buffer_dirty = false;
}
}
float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
RENDER_TIMESTAMP("<End Rendering 3D Scene");
}
void RendererViewport::_draw_viewport(Viewport *p_viewport) {
if (p_viewport->measure_render_time) {
String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
RSG::storage->capture_timestamp(rt_id);
timestamp_vp_map[rt_id] = p_viewport->self;
}
if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") {
// This is currently needed for GLES to keep the current window being rendered to up to date
DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen);
}
/* 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;
for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
p_viewport->render_info.info[i][j] = 0;
}
}
Color bgcolor = RSG::storage->get_default_clear_color();
if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
if (RSG::scene->is_environment(environment)) {
scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
}
}
bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
if (p_viewport->transparent_bg) {
bgcolor = Color(0, 0, 0, 0);
}
if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
}
}
if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
//wants to draw 3D but there is no render buffer, create
p_viewport->render_buffers = RSG::scene->render_buffers_create();
_configure_3d_render_buffers(p_viewport);
}
RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
if (!scenario_draw_canvas_bg && can_draw_3d) {
_draw_3d(p_viewport);
}
if (!p_viewport->disable_2d) {
int i = 0;
Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
RendererCanvasRender::Light *lights = nullptr;
RendererCanvasRender::Light *lights_with_shadow = nullptr;
RendererCanvasRender::Light *directional_lights = nullptr;
RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
if (p_viewport->sdf_active) {
//process SDF
Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
//make list of occluders
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
if (!F->get()->enabled) {
continue;
}
F->get()->xform_cache = xf * F->get()->xform;
if (sdf_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
F->get()->next = occluders;
occluders = F->get();
}
}
}
RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
p_viewport->sdf_active = false; // if used, gets set active again
} else {
RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
}
Rect2 shadow_rect;
int light_count = 0;
int shadow_count = 0;
int directional_light_count = 0;
RENDER_TIMESTAMP("Cull Canvas Lights");
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
//find lights in canvas
for (Set<RendererCanvasRender::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
RendererCanvasRender::Light *cl = F->get();
if (cl->enabled && cl->texture.is_valid()) {
//not super efficient..
Size2 tsize = RSG::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 = nullptr;
Transform2D scale;
scale.scale(cl->rect_cache.size);
scale.elements[2] = cl->rect_cache.position;
cl->light_shader_xform = cl->xform * scale;
//cl->light_shader_pos = cl->xform_cache[2];
if (cl->use_shadow) {
cl->shadows_next_ptr = lights_with_shadow;
if (lights_with_shadow == nullptr) {
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();
}
light_count++;
}
//guess this is not needed, but keeping because it may be
}
}
for (Set<RendererCanvasRender::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
RendererCanvasRender::Light *cl = F->get();
if (cl->enabled) {
cl->filter_next_ptr = directional_lights;
directional_lights = cl;
cl->xform_cache = xf * cl->xform;
cl->xform_cache.elements[2] = Vector2(); //translation is pointless
if (cl->use_shadow) {
cl->shadows_next_ptr = directional_lights_with_shadow;
directional_lights_with_shadow = cl;
}
directional_light_count++;
if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
break;
}
}
}
canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
}
if (lights_with_shadow) {
//update shadows if any
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
RENDER_TIMESTAMP(">Render 2D Shadows");
RENDER_TIMESTAMP("Cull Occluders");
//make list of occluders
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
for (Set<RendererCanvasRender::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
RendererCanvasRender::Light *light = lights_with_shadow;
while (light) {
RENDER_TIMESTAMP("Render Shadow");
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);
light = light->shadows_next_ptr;
}
RENDER_TIMESTAMP("<End rendering 2D Shadows");
}
if (directional_lights_with_shadow) {
//update shadows if any
RendererCanvasRender::Light *light = directional_lights_with_shadow;
while (light) {
Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
float cull_distance = light->directional_distance;
Vector2 light_dir_sign;
light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
Vector2 points[6];
int point_count = 0;
for (int j = 0; j < 4; j++) {
static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
Vector2 point = clip_rect.position + clip_rect.size * signs[j];
if (sign_cmp == light_dir_sign) {
//both point in same direction, plot offsetted
points[point_count++] = point + light_dir * cull_distance;
} else if (sign_cmp.x == light_dir_sign.x || sign_cmp.y == light_dir_sign.y) {
int next_j = (j + 1) % 4;
Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
//one point in the same direction, plot segment
if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
points[point_count++] = point;
}
points[point_count++] = point + light_dir * cull_distance;
} else {
points[point_count++] = point + light_dir * cull_distance;
if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
points[point_count++] = point;
}
}
} else {
//plot normally
points[point_count++] = point;
}
}
Vector2 xf_points[6];
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
RENDER_TIMESTAMP(">Render Directional 2D Shadows");
//make list of occluders
int occ_cullded = 0;
for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
if (!F->get()->enabled) {
continue;
}
F->get()->xform_cache = xf * F->get()->xform;
Transform2D localizer = F->get()->xform_cache.affine_inverse();
for (int j = 0; j < point_count; j++) {
xf_points[j] = localizer.xform(points[j]);
}
if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
F->get()->next = occluders;
occluders = F->get();
occ_cullded++;
}
}
}
RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
light = light->shadows_next_ptr;
}
RENDER_TIMESTAMP("<Render Directional 2D Shadows");
}
if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport);
}
scenario_draw_canvas_bg = false;
}
for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
RendererCanvasRender::Light *canvas_lights = nullptr;
RendererCanvasRender::Light *canvas_directional_lights = nullptr;
RendererCanvasRender::Light *ptr = lights;
while (ptr) {
if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
ptr->next_ptr = canvas_lights;
canvas_lights = ptr;
}
ptr = ptr->filter_next_ptr;
}
ptr = directional_lights;
while (ptr) {
if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
ptr->next_ptr = canvas_directional_lights;
canvas_directional_lights = ptr;
}
ptr = ptr->filter_next_ptr;
}
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);
if (RSG::canvas->was_sdf_used()) {
p_viewport->sdf_active = true;
}
i++;
if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport);
}
scenario_draw_canvas_bg = false;
}
}
if (scenario_draw_canvas_bg) {
if (!can_draw_3d) {
RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport);
}
}
}
if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
//was never cleared in the end, force clear it
RSG::storage->render_target_do_clear_request(p_viewport->render_target);
}
if (p_viewport->measure_render_time) {
String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
RSG::storage->capture_timestamp(rt_id);
timestamp_vp_map[rt_id] = p_viewport->self;
}
}
void RendererViewport::draw_viewports() {
timestamp_vp_map.clear();
// get our xr interface in case we need it
Ref<XRInterface> xr_interface;
if (XRServer::get_singleton() != nullptr) {
xr_interface = XRServer::get_singleton()->get_primary_interface();
}
if (Engine::get_singleton()->is_editor_hint()) {
set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
}
//sort viewports
active_viewports.sort_custom<ViewportSort>();
Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
//draw viewports
RENDER_TIMESTAMP(">Render Viewports");
//determine what is visible
draw_viewports_pass++;
for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
Viewport *vp = active_viewports[i];
if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
continue;
}
if (!vp->render_target.is_valid()) {
continue;
}
//ERR_CONTINUE(!vp->render_target.is_valid());
bool visible = vp->viewport_to_screen_rect != Rect2();
if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
visible = true;
}
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
visible = true;
}
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
Viewport *parent = viewport_owner.get_or_null(vp->parent);
if (parent && parent->last_pass == draw_viewports_pass) {
visible = true;
}
}
visible = visible && vp->size.x > 1 && vp->size.y > 1;
if (visible) {
vp->last_pass = draw_viewports_pass;
}
}
int vertices_drawn = 0;
int objects_drawn = 0;
int draw_calls_used = 0;
for (int i = 0; i < active_viewports.size(); i++) {
Viewport *vp = active_viewports[i];
if (vp->last_pass != draw_viewports_pass) {
continue; //should not draw
}
RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
RSG::storage->render_target_set_as_unused(vp->render_target);
if (vp->use_xr && xr_interface.is_valid()) {
// override our size, make sure it matches our required size and is created as a stereo target
vp->size = xr_interface->get_render_target_size();
uint32_t view_count = xr_interface->get_view_count();
RSG::storage->render_target_set_size(vp->render_target, vp->internal_size.x, vp->internal_size.y, view_count);
// check for an external texture destination (disabled for now, not yet supported)
// RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
// render...
RSG::scene->set_debug_draw_mode(vp->debug_draw);
// and draw viewport
_draw_viewport(vp);
// measure
// commit our eyes
Vector<BlitToScreen> blits = xr_interface->commit_views(vp->render_target, vp->viewport_to_screen_rect);
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && blits.size() > 0) {
if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
}
for (int b = 0; b < blits.size(); b++) {
blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
}
}
// and for our frame timing, mark when we've finished committing our eyes
XRServer::get_singleton()->_mark_commit();
} else {
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
RSG::scene->set_debug_draw_mode(vp->debug_draw);
// render standard mono camera
_draw_viewport(vp);
if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
//copy to screen if set as such
BlitToScreen blit;
blit.render_target = vp->render_target;
if (vp->viewport_to_screen_rect != Rect2()) {
blit.dst_rect = vp->viewport_to_screen_rect;
} else {
blit.dst_rect.position = Vector2();
blit.dst_rect.size = vp->size;
}
if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
}
blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
}
}
if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
}
RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
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];
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];
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];
}
RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
total_objects_drawn = objects_drawn;
total_vertices_drawn = vertices_drawn;
total_draw_calls_used = draw_calls_used;
RENDER_TIMESTAMP("<Render Viewports");
//this needs to be called to make screen swapping more efficient
RSG::rasterizer->prepare_for_blitting_render_targets();
for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
}
}
RID RendererViewport::viewport_allocate() {
return viewport_owner.allocate_rid();
}
void RendererViewport::viewport_initialize(RID p_rid) {
viewport_owner.initialize_rid(p_rid);
Viewport *viewport = viewport_owner.get_or_null(p_rid);
viewport->self = p_rid;
viewport->render_target = RSG::storage->render_target_create();
viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
viewport->viewport_render_direct_to_screen = false;
viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d;
}
void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->use_xr == p_use_xr) {
return;
}
viewport->use_xr = p_use_xr;
_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->scaling_3d_mode = p_mode;
_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->fsr_sharpness = p_sharpness;
_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_fsr_mipmap_bias(RID p_viewport, float p_mipmap_bias) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->fsr_mipmap_bias = p_mipmap_bias;
_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
// Clamp to reasonable values that are actually useful.
// Values above 2.0 don't serve a practical purpose since the viewport
// isn't displayed with mipmaps.
if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) {
return;
}
viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0);
_configure_3d_render_buffers(viewport);
}
uint32_t RendererViewport::Viewport::get_view_count() {
uint32_t view_count = 1;
if (use_xr && XRServer::get_singleton() != nullptr) {
Ref<XRInterface> xr_interface;
xr_interface = XRServer::get_singleton()->get_primary_interface();
if (xr_interface.is_valid()) {
view_count = xr_interface->get_view_count();
}
}
return view_count;
}
void RendererViewport::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.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->size = Size2(p_width, p_height);
uint32_t view_count = viewport->get_view_count();
RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
_configure_3d_render_buffers(viewport);
viewport->occlusion_buffer_dirty = true;
}
void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (p_active) {
ERR_FAIL_COND_MSG(active_viewports.find(viewport) != -1, "Can't make active a Viewport that is already active.");
viewport->occlusion_buffer_dirty = true;
active_viewports.push_back(viewport);
} else {
active_viewports.erase(viewport);
}
}
void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->parent = p_parent_viewport;
}
void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->clear_mode = p_clear_mode;
}
void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
// If using OpenGL we can optimize this operation by rendering directly to system_fbo
// instead of rendering to fbo and copying to system_fbo after
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
RSG::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;
} else {
// if render_direct_to_screen was used, reset size and position
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::storage->render_target_set_size(viewport->render_target, viewport->internal_size.x, viewport->internal_size.y, viewport->get_view_count());
}
viewport->viewport_to_screen_rect = Rect2();
viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
}
}
void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
Viewport *viewport = viewport_owner.get_or_null(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) {
RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
}
RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::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 (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->get_view_count());
RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
}
}
void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->update_mode = p_mode;
}
RID RendererViewport::viewport_get_texture(RID p_viewport) const {
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND_V(!viewport, RID());
return RSG::storage->render_target_get_texture(viewport->render_target);
}
RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND_V(!viewport, RID());
if (viewport->use_occlusion_culling && viewport->debug_draw == RenderingServer::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
return RendererSceneOcclusionCull::get_singleton()->buffer_get_debug_texture(p_viewport);
}
return RID();
}
void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->disable_2d = p_disable;
}
void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->disable_environment = p_disable;
}
void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->disable_3d = p_disable;
}
void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->camera = p_camera;
}
void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->scenario.is_valid()) {
RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_viewport);
}
viewport->scenario = p_scenario;
if (viewport->use_occlusion_culling) {
RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, p_scenario);
}
}
void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(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 RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
ERR_FAIL_COND(!canvas);
viewport->canvas_map.erase(p_canvas);
canvas->viewports.erase(p_viewport);
}
void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
viewport->canvas_map[p_canvas].transform = p_offset;
}
void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
viewport->transparent_bg = p_enabled;
}
void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->global_transform = p_transform;
}
void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
Viewport *viewport = viewport_owner.get_or_null(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 RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->shadow_atlas_size = p_size;
viewport->shadow_atlas_16_bits = p_16_bits;
RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
}
void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
}
void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->msaa == p_msaa) {
return;
}
viewport->msaa = p_msaa;
_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->screen_space_aa == p_mode) {
return;
}
viewport->screen_space_aa = p_mode;
_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->use_debanding == p_use_debanding) {
return;
}
viewport->use_debanding = p_use_debanding;
_configure_3d_render_buffers(viewport);
}
void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
if (viewport->use_occlusion_culling == p_use_occlusion_culling) {
return;
}
viewport->use_occlusion_culling = p_use_occlusion_culling;
if (viewport->use_occlusion_culling) {
RendererSceneOcclusionCull::get_singleton()->add_buffer(p_viewport);
RendererSceneOcclusionCull::get_singleton()->buffer_set_scenario(p_viewport, viewport->scenario);
} else {
RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_viewport);
}
viewport->occlusion_buffer_dirty = true;
}
void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {
if (occlusion_rays_per_thread == p_rays_per_thread) {
return;
}
occlusion_rays_per_thread = p_rays_per_thread;
for (int i = 0; i < active_viewports.size(); i++) {
active_viewports[i]->occlusion_buffer_dirty = true;
}
}
void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {
RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality);
}
void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->mesh_lod_threshold = p_pixels;
}
int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1);
ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
if (!viewport) {
return 0; //there should be a lock here..
}
return viewport->render_info.info[p_type][p_info];
}
void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->debug_draw = p_draw;
}
void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->measure_render_time = p_enable;
}
float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND_V(!viewport, 0);
return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
}
float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND_V(!viewport, 0);
return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
}
void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->snap_2d_transforms_to_pixel = p_enabled;
}
void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->snap_2d_vertices_to_pixel = p_enabled;
}
void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
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).)");
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->texture_filter = p_filter;
}
void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
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).)");
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->texture_repeat = p_repeat;
}
void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
}
bool RendererViewport::free(RID p_rid) {
if (viewport_owner.owns(p_rid)) {
Viewport *viewport = viewport_owner.get_or_null(p_rid);
RSG::storage->free(viewport->render_target);
RSG::scene->free(viewport->shadow_atlas);
if (viewport->render_buffers.is_valid()) {
RSG::scene->free(viewport->render_buffers);
}
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);
if (viewport->use_occlusion_culling) {
RendererSceneOcclusionCull::get_singleton()->remove_buffer(p_rid);
}
viewport_owner.free(p_rid);
return true;
}
return false;
}
void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
RID *vp = timestamp_vp_map.getptr(p_timestamp);
if (!vp) {
return;
}
Viewport *viewport = viewport_owner.get_or_null(*vp);
if (!viewport) {
return;
}
if (p_timestamp.begins_with("vp_begin")) {
viewport->time_cpu_begin = p_cpu_time;
viewport->time_gpu_begin = p_gpu_time;
}
if (p_timestamp.begins_with("vp_end")) {
viewport->time_cpu_end = p_cpu_time;
viewport->time_gpu_end = p_gpu_time;
}
}
void RendererViewport::set_default_clear_color(const Color &p_color) {
RSG::storage->set_default_clear_color(p_color);
}
// Workaround for setting this on thread.
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
}
int RendererViewport::get_total_objects_drawn() const {
return total_objects_drawn;
}
int RendererViewport::get_total_vertices_drawn() const {
return total_vertices_drawn;
}
int RendererViewport::get_total_draw_calls_used() const {
return total_draw_calls_used;
}
RendererViewport::RendererViewport() {
occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
}