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Diffstat (limited to 'servers/visual/visual_server_viewport.cpp')
-rw-r--r--servers/visual/visual_server_viewport.cpp193
1 files changed, 96 insertions, 97 deletions
diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp
index df9cef20f9..30fdef9325 100644
--- a/servers/visual/visual_server_viewport.cpp
+++ b/servers/visual/visual_server_viewport.cpp
@@ -63,16 +63,20 @@ static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewp
}
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(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
+ 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->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
+ 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) {
@@ -82,9 +86,11 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
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.get(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;
@@ -93,15 +99,25 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
}
}
- bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
+ bool can_draw_3d = VSG::scene->camera_owner.owns(p_viewport->camera);
if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
- VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);
+ 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);
}
@@ -119,6 +135,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
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);
@@ -143,13 +160,13 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
cl->filter_next_ptr = lights;
lights = cl;
- cl->texture_cache = NULL;
+ // 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_cache * scale).affine_inverse();
- cl->light_shader_pos = cl->xform_cache[2];
- if (cl->shadow_buffer.is_valid()) {
+ 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) {
@@ -168,7 +185,8 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
light_count++;
}
- VSG::canvas_render->light_internal_update(cl->light_internal, cl);
+ //guess this is not needed, but keeping because it may be
+ //VSG::canvas_render->light_internal_update(cl->light_internal, cl);
}
}
@@ -180,6 +198,9 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
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()) {
@@ -199,21 +220,23 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
}
}
//update the light shadowmaps with them
+
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_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);
+ 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");
}
- 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) {
if (!can_draw_3d) {
- VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
+ VSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
@@ -237,12 +260,12 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
ptr = ptr->filter_next_ptr;
}
- VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect);
+ 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->scenario, p_viewport->shadow_atlas);
+ VSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
@@ -253,7 +276,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
if (scenario_draw_canvas_bg) {
if (!can_draw_3d) {
- VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
+ VSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
} else {
_draw_3d(p_viewport, p_eye);
}
@@ -261,10 +284,16 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
//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;
@@ -274,15 +303,19 @@ void VisualServerViewport::draw_viewports() {
// process all our active interfaces
ARVRServer::get_singleton()->_process();
}
+#endif
if (Engine::get_singleton()->is_editor_hint()) {
- clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
+ 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];
@@ -290,7 +323,10 @@ void VisualServerViewport::draw_viewports() {
if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED)
continue;
- ERR_CONTINUE(!vp->render_target.is_valid());
+ 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;
@@ -298,8 +334,10 @@ void VisualServerViewport::draw_viewports() {
if (!visible)
continue;
- VSG::storage->render_target_clear_used(vp->render_target);
+ 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();
@@ -333,8 +371,9 @@ void VisualServerViewport::draw_viewports() {
// 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::rasterizer->set_current_render_target(vp->render_target);
VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
VSG::storage->render_info_begin_capture();
@@ -352,15 +391,32 @@ void VisualServerViewport::draw_viewports() {
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);
+ 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;
}
- VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_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());
}
}
@@ -394,8 +450,14 @@ void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_
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) {
@@ -492,13 +554,6 @@ void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::Viewport
viewport->update_mode = p_mode;
}
-void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) {
-
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable);
-}
RID VisualServerViewport::viewport_get_texture(RID p_viewport) const {
@@ -530,25 +585,6 @@ void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool
viewport->disable_environment = p_disable;
}
-void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
-
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->disable_3d = p_disable;
- //VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
- //this should be just for disabling rendering of 3D, to actually disable it, set usage
-}
-
-void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {
-
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->keep_3d_linear = p_keep_3d_linear;
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);
-}
-
void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
@@ -647,52 +683,12 @@ void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
- VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa);
-}
-
-void VisualServerViewport::viewport_set_hdr(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_HDR, p_enabled);
-}
-
-void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
-
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- switch (p_usage) {
- case VS::VIEWPORT_USAGE_2D: {
-
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
-
- viewport->disable_3d_by_usage = true;
- } break;
- case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
-
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
- viewport->disable_3d_by_usage = true;
- } break;
- case VS::VIEWPORT_USAGE_3D: {
-
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
- viewport->disable_3d_by_usage = false;
- } break;
- case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
-
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
- viewport->disable_3d_by_usage = false;
- } break;
+ 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);
}
}
@@ -723,6 +719,9 @@ bool VisualServerViewport::free(RID 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());
@@ -741,7 +740,7 @@ bool VisualServerViewport::free(RID p_rid) {
}
void VisualServerViewport::set_default_clear_color(const Color &p_color) {
- clear_color = p_color;
+ VSG::storage->set_default_clear_color(p_color);
}
VisualServerViewport::VisualServerViewport() {