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-rw-r--r--servers/visual/visual_server_viewport.cpp140
1 files changed, 106 insertions, 34 deletions
diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp
index 571b71db85..b7c54caffd 100644
--- a/servers/visual/visual_server_viewport.cpp
+++ b/servers/visual/visual_server_viewport.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -32,9 +32,46 @@
#include "core/project_settings.h"
#include "visual_server_canvas.h"
-#include "visual_server_global.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)) {
+ xf = xf * p_viewport->canvas_map[p_canvas->parent].transform;
+ scale = p_canvas->parent_scale;
+ }
+
+ xf = xf * p_canvas_data->transform;
+
+ 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 = 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 */
@@ -62,13 +99,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
}
if (!scenario_draw_canvas_bg && can_draw_3d) {
- Ref<ARVRInterface> 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);
- }
+ _draw_3d(p_viewport, p_eye);
}
if (!p_viewport->hide_canvas) {
@@ -86,10 +117,10 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
for (Map<RID, Viewport::CanvasData>::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<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()) {
@@ -97,7 +128,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
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));
+ Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture);
tsize *= cl->scale;
Vector2 offset = tsize / 2.0;
@@ -167,24 +198,20 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
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);
+ 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();
+ 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) {
- Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
-
if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
- } else 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);
+ _draw_3d(p_viewport, p_eye);
}
scenario_draw_canvas_bg = false;
}
@@ -193,7 +220,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);
- Transform2D xform = p_viewport->global_transform * E->get()->transform;
+ Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
RasterizerCanvas::Light *canvas_lights = NULL;
@@ -210,14 +237,10 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
i++;
if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
- Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
-
if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
- } else 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);
+ _draw_3d(p_viewport, p_eye);
}
scenario_draw_canvas_bg = false;
@@ -225,14 +248,10 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
}
if (scenario_draw_canvas_bg) {
- Ref<ARVRInterface> arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
-
if (!can_draw_3d) {
VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
- } else 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);
+ _draw_3d(p_viewport, p_eye);
}
scenario_draw_canvas_bg = false;
@@ -276,17 +295,27 @@ void VisualServerViewport::draw_viewports() {
if (vp->use_arvr && arvr_interface.is_valid()) {
// override our size, make sure it matches our required size
- Size2 size = arvr_interface->get_render_targetsize();
- VSG::storage->render_target_set_size(vp->render_target, size.x, size.y);
+ 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);
@@ -297,6 +326,7 @@ void VisualServerViewport::draw_viewports() {
// 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);
@@ -313,7 +343,7 @@ void VisualServerViewport::draw_viewports() {
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);
- if (vp->viewport_to_screen_rect != Rect2()) {
+ 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);
@@ -338,6 +368,7 @@ RID VisualServerViewport::viewport_create() {
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;
}
@@ -394,14 +425,55 @@ void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2
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 unneccesary 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;
}