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Diffstat (limited to 'servers/visual/visual_server_viewport.cpp')
-rw-r--r-- | servers/visual/visual_server_viewport.cpp | 747 |
1 files changed, 0 insertions, 747 deletions
diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp deleted file mode 100644 index 43262042cc..0000000000 --- a/servers/visual/visual_server_viewport.cpp +++ /dev/null @@ -1,747 +0,0 @@ -/*************************************************************************/ -/* visual_server_viewport.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 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 "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)) { - 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) { - - RENDER_TIMESTAMP(">Begin Rendering 3D Scene"); - - 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(p_viewport->render_buffers, arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas); - } else { - VSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas); - } - RENDER_TIMESTAMP("<End Rendering 3D Scene"); -} - -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; - - Color bgcolor = VSG::storage->get_default_clear_color(); - - if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) { - - VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.getornull(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 = VSG::scene->camera_owner.owns(p_viewport->camera); - - if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) { - if (p_viewport->transparent_bg) { - bgcolor = Color(0, 0, 0, 0); - } - 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) && !p_viewport->render_buffers.is_valid()) { - //wants to draw 3D but there is no render buffer, create - p_viewport->render_buffers = VSG::scene_render->render_buffers_create(); - VSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa); - } - - VSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor); - - 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; - - RENDER_TIMESTAMP("Cull Canvas Lights"); - 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 * scale; - //cl->light_shader_pos = cl->xform_cache[2]; - if (cl->use_shadow) { - - 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++; - } - - //guess this is not needed, but keeping because it may be - //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; - - RENDER_TIMESTAMP(">Render 2D Shadows"); - RENDER_TIMESTAMP("Cull Occluders"); - - //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) { - - RENDER_TIMESTAMP("Render Shadow"); - - VSG::canvas_render->light_update_shadow(light->light_internal, 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; - } - - //VSG::canvas_render->reset_canvas(); - RENDER_TIMESTAMP("<End rendering 2D Shadows"); - } - - 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->render_buffers, 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; - while (ptr) { - if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) { - ptr->next_ptr = canvas_lights; - canvas_lights = ptr; - } - ptr = ptr->filter_next_ptr; - } - - VSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, lights_with_mask, clip_rect); - 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->render_buffers, 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->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas); - } else { - _draw_3d(p_viewport, p_eye); - } - } - - //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow); - } - - if (VSG::storage->render_target_is_clear_requested(p_viewport->render_target)) { - //was never cleared in the end, force clear it - VSG::storage->render_target_do_clear_request(p_viewport->render_target); - } -} - -void VisualServerViewport::draw_viewports() { - -#if 0 - // 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(); - } -#endif - - if (Engine::get_singleton()->is_editor_hint()) { - set_default_clear_color(GLOBAL_GET("rendering/environment/default_clear_color")); - } - - //sort viewports - active_viewports.sort_custom<ViewportSort>(); - - Map<int, Vector<Rasterizer::BlitToScreen>> blit_to_screen_list; - //draw viewports - RENDER_TIMESTAMP(">Render Viewports"); - - for (int i = 0; i < active_viewports.size(); i++) { - - Viewport *vp = active_viewports[i]; - - if (vp->update_mode == VS::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() || 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; - - RENDER_TIMESTAMP(">Rendering Viewport " + itos(i)); - - VSG::storage->render_target_set_as_unused(vp->render_target); -#if 0 - 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 { -#endif - { - VSG::storage->render_target_set_external_texture(vp->render_target, 0); - - 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); - - 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 - Rasterizer::BlitToScreen blit; - blit.render_target = vp->render_target; - blit.rect = vp->viewport_to_screen_rect; - - if (!blit_to_screen_list.has(vp->viewport_to_screen)) { - blit_to_screen_list[vp->viewport_to_screen] = Vector<Rasterizer::BlitToScreen>(); - } - - blit_to_screen_list[vp->viewport_to_screen].push_back(blit); - } - } - - if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) { - vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED; - } - - RENDER_TIMESTAMP("<Rendering Viewport " + itos(i)); - } - VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED); - - RENDER_TIMESTAMP("<Render Viewports"); - //this needs to be called to make screen swapping more efficient - VSG::rasterizer->prepare_for_blitting_render_targets(); - - for (Map<int, Vector<Rasterizer::BlitToScreen>>::Element *E = blit_to_screen_list.front(); E; E = E->next()) { - VSG::rasterizer->blit_render_targets_to_screen(E->key(), E->get().ptr(), E->get().size()); - } -} - -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); - - // if (viewport->size.width == p_width && viewport->size.height == p_height) { - // return; //nothing to do - // } - viewport->size = Size2(p_width, p_height); - VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height); - if (viewport->render_buffers.is_valid()) { - VSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa); - } -} - -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; -} - -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_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); - - if (viewport->msaa == p_msaa) { - return; - } - viewport->msaa = p_msaa; - if (viewport->render_buffers.is_valid()) { - VSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa); - } -} - -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); - if (viewport->render_buffers.is_valid()) { - VSG::scene_render->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); - - viewport_owner.free(p_rid); - memdelete(viewport); - - return true; - } - - return false; -} - -void VisualServerViewport::set_default_clear_color(const Color &p_color) { - VSG::storage->set_default_clear_color(p_color); -} - -VisualServerViewport::VisualServerViewport() { -} |