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/**************************************************************************/
/* renderer_viewport.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/**************************************************************************/
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# include "renderer_viewport.h"
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# include "core/config/project_settings.h"
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# include "core/object/worker_thread_pool.h"
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# include "renderer_canvas_cull.h"
# include "renderer_scene_cull.h"
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# include "rendering_server_globals.h"
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# include "storage/texture_storage.h"
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static Transform2D _canvas_get_transform ( RendererViewport : : Viewport * p_viewport , RendererCanvasCull : : Canvas * p_canvas , RendererViewport : : Viewport : : CanvasData * p_canvas_data , const Vector2 & p_vp_size ) {
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Transform2D xf = p_viewport - > global_transform ;
float scale = 1.0 ;
if ( p_viewport - > canvas_map . has ( p_canvas - > parent ) ) {
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Transform2D c_xform = p_viewport - > canvas_map [ p_canvas - > parent ] . transform ;
xf = xf * c_xform ;
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scale = p_canvas - > parent_scale ;
}
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Transform2D c_xform = p_canvas_data - > transform ;
xf = xf * c_xform ;
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if ( scale ! = 1.0 & & ! RSG : : canvas - > disable_scale ) {
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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 ;
}
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Vector < RendererViewport : : Viewport * > RendererViewport : : _sort_active_viewports ( ) {
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// We need to sort the viewports in a "topological order", children first and
// parents last. We also need to keep sibling viewports in the original order
// from top to bottom.
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Vector < Viewport * > result ;
List < Viewport * > nodes ;
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for ( int i = active_viewports . size ( ) - 1 ; i > = 0 ; - - i ) {
Viewport * viewport = active_viewports [ i ] ;
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if ( viewport - > parent . is_valid ( ) ) {
continue ;
}
nodes . push_back ( viewport ) ;
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result . insert ( 0 , viewport ) ;
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}
while ( ! nodes . is_empty ( ) ) {
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const Viewport * node = nodes [ 0 ] ;
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nodes . pop_front ( ) ;
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for ( int i = active_viewports . size ( ) - 1 ; i > = 0 ; - - i ) {
Viewport * child = active_viewports [ i ] ;
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if ( child - > parent ! = node - > self ) {
continue ;
}
if ( ! nodes . find ( child ) ) {
nodes . push_back ( child ) ;
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result . insert ( 0 , child ) ;
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}
}
}
return result ;
}
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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 ) {
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p_viewport - > render_buffers . unref ( ) ;
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} else {
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const float EPSILON = 0.0001 ;
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float scaling_3d_scale = p_viewport - > scaling_3d_scale ;
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RS : : ViewportScaling3DMode scaling_3d_mode = p_viewport - > scaling_3d_mode ;
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bool upscaler_available = p_viewport - > fsr_enabled ;
if ( ( ! upscaler_available | | scaling_3d_mode = = RS : : VIEWPORT_SCALING_3D_MODE_BILINEAR | | scaling_3d_mode = = RS : : VIEWPORT_SCALING_3D_MODE_FSR ) & & scaling_3d_scale > = ( 1.0 - EPSILON ) & & scaling_3d_scale < = ( 1.0 + EPSILON ) ) {
// No 3D scaling on bilinear or FSR? Ignore scaling mode, this just introduces overhead.
// - Mobile can't perform optimal path
// - FSR does an extra pass (or 2 extra passes if 2D-MSAA is enabled)
// Scaling = 1.0 on FSR2 has benefits
scaling_3d_scale = 1.0 ;
scaling_3d_mode = RS : : VIEWPORT_SCALING_3D_MODE_OFF ;
}
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bool scaling_3d_is_fsr = ( scaling_3d_mode = = RS : : VIEWPORT_SCALING_3D_MODE_FSR ) | | ( scaling_3d_mode = = RS : : VIEWPORT_SCALING_3D_MODE_FSR2 ) ;
bool use_taa = p_viewport - > use_taa ;
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if ( scaling_3d_is_fsr & & ( scaling_3d_scale > = ( 1.0 + EPSILON ) ) ) {
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// FSR is not designed for downsampling.
// Fall back to bilinear scaling.
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WARN_PRINT_ONCE ( " FSR 3D resolution scaling is not designed for downsampling. Falling back to bilinear 3D resolution scaling. " ) ;
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scaling_3d_mode = RS : : VIEWPORT_SCALING_3D_MODE_BILINEAR ;
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}
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if ( scaling_3d_is_fsr & & ! upscaler_available ) {
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// FSR is not actually available.
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// Fall back to bilinear scaling.
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WARN_PRINT_ONCE ( " FSR 3D resolution scaling is not available. Falling back to bilinear 3D resolution scaling. " ) ;
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scaling_3d_mode = RS : : VIEWPORT_SCALING_3D_MODE_BILINEAR ;
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}
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if ( use_taa & & scaling_3d_mode = = RS : : VIEWPORT_SCALING_3D_MODE_FSR2 ) {
// FSR2 can't be used with TAA.
// Turn it off and prefer using FSR2.
WARN_PRINT_ONCE ( " FSR 2 is not compatible with TAA. Disabling TAA internally. " ) ;
use_taa = false ;
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}
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int target_width ;
int target_height ;
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int render_width ;
int render_height ;
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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.
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target_width = p_viewport - > size . width ;
target_height = p_viewport - > size . height ;
render_width = CLAMP ( target_width * scaling_3d_scale , 1 , 16384 ) ;
render_height = CLAMP ( target_height * scaling_3d_scale , 1 , 16384 ) ;
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break ;
case RS : : VIEWPORT_SCALING_3D_MODE_FSR :
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case RS : : VIEWPORT_SCALING_3D_MODE_FSR2 :
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target_width = p_viewport - > size . width ;
target_height = p_viewport - > size . height ;
render_width = MAX ( target_width * scaling_3d_scale , 1.0 ) ; // target_width / (target_width * scaling)
render_height = MAX ( target_height * scaling_3d_scale , 1.0 ) ;
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break ;
case RS : : VIEWPORT_SCALING_3D_MODE_OFF :
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target_width = p_viewport - > size . width ;
target_height = p_viewport - > size . height ;
render_width = target_width ;
render_height = target_height ;
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break ;
default :
// This is an unknown mode.
WARN_PRINT_ONCE ( vformat ( " Unknown scaling mode: %d. Disabling 3D resolution scaling. " , scaling_3d_mode ) ) ;
scaling_3d_mode = RS : : VIEWPORT_SCALING_3D_MODE_OFF ;
scaling_3d_scale = 1.0 ;
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target_width = p_viewport - > size . width ;
target_height = p_viewport - > size . height ;
render_width = target_width ;
render_height = target_height ;
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break ;
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}
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uint32_t jitter_phase_count = 0 ;
if ( scaling_3d_mode = = RS : : VIEWPORT_SCALING_3D_MODE_FSR2 ) {
// Implementation has been copied from ffxFsr2GetJitterPhaseCount.
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jitter_phase_count = uint32_t ( 8.0f * pow ( float ( target_width ) / render_width , 2.0f ) ) ;
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} else if ( use_taa ) {
// Default jitter count for TAA.
jitter_phase_count = 16 ;
}
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p_viewport - > internal_size = Size2 ( render_width , render_height ) ;
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p_viewport - > jitter_phase_count = jitter_phase_count ;
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// At resolution scales lower than 1.0, use negative texture mipmap bias
// to compensate for the loss of sharpness.
const float texture_mipmap_bias = log2f ( MIN ( scaling_3d_scale , 1.0 ) ) + p_viewport - > texture_mipmap_bias ;
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RenderSceneBuffersConfiguration rb_config ;
rb_config . set_render_target ( p_viewport - > render_target ) ;
rb_config . set_internal_size ( Size2i ( render_width , render_height ) ) ;
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rb_config . set_target_size ( Size2 ( target_width , target_height ) ) ;
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rb_config . set_view_count ( p_viewport - > view_count ) ;
rb_config . set_scaling_3d_mode ( scaling_3d_mode ) ;
rb_config . set_msaa_3d ( p_viewport - > msaa_3d ) ;
rb_config . set_screen_space_aa ( p_viewport - > screen_space_aa ) ;
rb_config . set_fsr_sharpness ( p_viewport - > fsr_sharpness ) ;
rb_config . set_texture_mipmap_bias ( texture_mipmap_bias ) ;
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rb_config . set_use_taa ( use_taa ) ;
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rb_config . set_use_debanding ( p_viewport - > use_debanding ) ;
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p_viewport - > render_buffers - > configure ( & rb_config ) ;
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}
}
}
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void RendererViewport : : _draw_3d ( Viewport * p_viewport ) {
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RENDER_TIMESTAMP ( " > Render 3D Scene " ) ;
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Ref < XRInterface > xr_interface ;
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if ( p_viewport - > use_xr & & XRServer : : get_singleton ( ) ! = nullptr ) {
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xr_interface = XRServer : : get_singleton ( ) - > get_primary_interface ( ) ;
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}
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if ( p_viewport - > use_occlusion_culling ) {
if ( p_viewport - > occlusion_buffer_dirty ) {
float aspect = p_viewport - > size . aspect ( ) ;
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int max_size = occlusion_rays_per_thread * WorkerThreadPool : : get_singleton ( ) - > get_thread_count ( ) ;
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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 ;
}
}
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float screen_mesh_lod_threshold = p_viewport - > mesh_lod_threshold / float ( p_viewport - > size . width ) ;
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RSG : : scene - > render_camera ( p_viewport - > render_buffers , p_viewport - > camera , p_viewport - > scenario , p_viewport - > self , p_viewport - > internal_size , p_viewport - > jitter_phase_count , screen_mesh_lod_threshold , p_viewport - > shadow_atlas , xr_interface , & p_viewport - > render_info ) ;
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RENDER_TIMESTAMP ( " < Render 3D Scene " ) ;
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}
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void RendererViewport : : _draw_viewport ( Viewport * p_viewport ) {
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if ( p_viewport - > measure_render_time ) {
String rt_id = " vp_begin_ " + itos ( p_viewport - > self . get_id ( ) ) ;
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RSG : : utilities - > capture_timestamp ( rt_id ) ;
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timestamp_vp_map [ rt_id ] = p_viewport - > self ;
}
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if ( OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
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// 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 ) ;
}
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/* Camera should always be BEFORE any other 3D */
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bool can_draw_2d = ! p_viewport - > disable_2d & & p_viewport - > view_count = = 1 ; // Stereo rendering does not support 2D, no depth data
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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 ;
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bool force_clear_render_target = false ;
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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 ;
}
}
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if ( RSG : : scene - > is_scenario ( p_viewport - > scenario ) ) {
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RID environment = RSG : : scene - > scenario_get_environment ( p_viewport - > scenario ) ;
if ( RSG : : scene - > is_environment ( environment ) ) {
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if ( can_draw_2d & & ! viewport_is_environment_disabled ( p_viewport ) ) {
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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 ) ;
} else if ( RSG : : scene - > environment_get_background ( environment ) = = RS : : ENV_BG_CANVAS ) {
// The scene renderer will still copy over the last frame, so we need to clear the render target.
force_clear_render_target = true ;
}
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}
}
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bool can_draw_3d = RSG : : scene - > is_camera ( p_viewport - > camera ) & & ! p_viewport - > disable_3d ;
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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
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p_viewport - > render_buffers = RSG : : scene - > render_buffers_create ( ) ;
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_configure_3d_render_buffers ( p_viewport ) ;
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}
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Color bgcolor = p_viewport - > transparent_bg ? Color ( 0 , 0 , 0 , 0 ) : RSG : : texture_storage - > get_default_clear_color ( ) ;
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if ( p_viewport - > clear_mode ! = RS : : VIEWPORT_CLEAR_NEVER ) {
RSG : : texture_storage - > render_target_request_clear ( p_viewport - > render_target , bgcolor ) ;
if ( p_viewport - > clear_mode = = RS : : VIEWPORT_CLEAR_ONLY_NEXT_FRAME ) {
p_viewport - > clear_mode = RS : : VIEWPORT_CLEAR_NEVER ;
}
}
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if ( ! scenario_draw_canvas_bg & & can_draw_3d ) {
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if ( force_clear_render_target ) {
RSG : : texture_storage - > render_target_do_clear_request ( p_viewport - > render_target ) ;
}
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_draw_3d ( p_viewport ) ;
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}
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if ( can_draw_2d ) {
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RBMap < Viewport : : CanvasKey , Viewport : : CanvasData * > canvas_map ;
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Rect2 clip_rect ( 0 , 0 , p_viewport - > size . x , p_viewport - > size . y ) ;
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RendererCanvasRender : : Light * lights = nullptr ;
RendererCanvasRender : : Light * lights_with_shadow = nullptr ;
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RendererCanvasRender : : Light * directional_lights = nullptr ;
RendererCanvasRender : : Light * directional_lights_with_shadow = nullptr ;
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if ( p_viewport - > sdf_active ) {
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// Process SDF.
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Rect2 sdf_rect = RSG : : texture_storage - > render_target_get_sdf_rect ( p_viewport - > render_target ) ;
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RendererCanvasRender : : LightOccluderInstance * occluders = nullptr ;
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// Make list of occluders.
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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 ) ;
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for ( RendererCanvasRender : : LightOccluderInstance * F : canvas - > occluders ) {
if ( ! F - > enabled ) {
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continue ;
}
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F - > xform_cache = xf * F - > xform ;
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if ( sdf_rect . intersects_transformed ( F - > xform_cache , F - > aabb_cache ) ) {
F - > next = occluders ;
occluders = F ;
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}
}
}
RSG : : canvas_render - > render_sdf ( p_viewport - > render_target , occluders ) ;
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RSG : : texture_storage - > render_target_mark_sdf_enabled ( p_viewport - > render_target , true ) ;
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p_viewport - > sdf_active = false ; // If used, gets set active again.
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} else {
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RSG : : texture_storage - > render_target_mark_sdf_enabled ( p_viewport - > render_target , false ) ;
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}
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Rect2 shadow_rect ;
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int shadow_count = 0 ;
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int directional_light_count = 0 ;
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RENDER_TIMESTAMP ( " Cull 2D Lights " ) ;
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for ( KeyValue < RID , Viewport : : CanvasData > & E : p_viewport - > canvas_map ) {
RendererCanvasCull : : Canvas * canvas = static_cast < RendererCanvasCull : : Canvas * > ( E . value . canvas ) ;
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Transform2D xf = _canvas_get_transform ( p_viewport , canvas , & E . value , clip_rect . size ) ;
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// Find lights in canvas.
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for ( RendererCanvasRender : : Light * F : canvas - > lights ) {
RendererCanvasRender : : Light * cl = F ;
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if ( cl - > enabled & & cl - > texture . is_valid ( ) ) {
//not super efficient..
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Size2 tsize = RSG : : texture_storage - > texture_size_with_proxy ( cl - > texture ) ;
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tsize * = cl - > scale ;
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Vector2 offset = tsize / 2.0 ;
cl - > rect_cache = Rect2 ( - offset + cl - > texture_offset , tsize ) ;
cl - > xform_cache = xf * cl - > xform ;
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if ( clip_rect . intersects_transformed ( cl - > xform_cache , cl - > rect_cache ) ) {
cl - > filter_next_ptr = lights ;
lights = cl ;
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Transform2D scale ;
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scale . scale ( cl - > rect_cache . size ) ;
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scale . columns [ 2 ] = cl - > rect_cache . position ;
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cl - > light_shader_xform = xf * cl - > xform * scale ;
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if ( cl - > use_shadow ) {
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cl - > shadows_next_ptr = lights_with_shadow ;
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if ( lights_with_shadow = = nullptr ) {
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shadow_rect = cl - > xform_cache . xform ( cl - > rect_cache ) ;
} else {
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shadow_rect = shadow_rect . merge ( cl - > xform_cache . xform ( cl - > rect_cache ) ) ;
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}
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lights_with_shadow = cl ;
cl - > radius_cache = cl - > rect_cache . size . length ( ) ;
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}
}
}
}
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for ( RendererCanvasRender : : Light * F : canvas - > directional_lights ) {
RendererCanvasRender : : Light * cl = F ;
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if ( cl - > enabled ) {
cl - > filter_next_ptr = directional_lights ;
directional_lights = cl ;
cl - > xform_cache = xf * cl - > xform ;
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cl - > xform_cache . columns [ 2 ] = Vector2 ( ) ; //translation is pointless
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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 ;
}
}
}
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canvas_map [ Viewport : : CanvasKey ( E . key , E . value . layer , E . value . sublayer ) ] = & E . value ;
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}
if ( lights_with_shadow ) {
//update shadows if any
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RendererCanvasRender : : LightOccluderInstance * occluders = nullptr ;
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RENDER_TIMESTAMP ( " > Render PointLight2D Shadows " ) ;
RENDER_TIMESTAMP ( " Cull LightOccluder2Ds " ) ;
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//make list of occluders
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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 ) ;
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for ( RendererCanvasRender : : LightOccluderInstance * F : canvas - > occluders ) {
if ( ! F - > enabled ) {
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continue ;
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}
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F - > xform_cache = xf * F - > xform ;
if ( shadow_rect . intersects_transformed ( F - > xform_cache , F - > aabb_cache ) ) {
F - > next = occluders ;
occluders = F ;
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}
}
}
//update the light shadowmaps with them
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RendererCanvasRender : : Light * light = lights_with_shadow ;
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while ( light ) {
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RENDER_TIMESTAMP ( " Render PointLight2D Shadow " ) ;
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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 ) ;
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light = light - > shadows_next_ptr ;
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}
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RENDER_TIMESTAMP ( " < Render PointLight2D Shadows " ) ;
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}
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if ( directional_lights_with_shadow ) {
//update shadows if any
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RendererCanvasRender : : Light * light = directional_lights_with_shadow ;
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while ( light ) {
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Vector2 light_dir = - light - > xform_cache . columns [ 1 ] . normalized ( ) ; // Y is light direction
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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 ) {
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//both point in same direction, plot offsetted
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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 ] ;
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RendererCanvasRender : : LightOccluderInstance * occluders = nullptr ;
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RENDER_TIMESTAMP ( " > Render DirectionalLight2D Shadows " ) ;
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// Make list of occluders.
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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 ) ;
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for ( RendererCanvasRender : : LightOccluderInstance * F : canvas - > occluders ) {
if ( ! F - > enabled ) {
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continue ;
}
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F - > xform_cache = xf * F - > xform ;
Transform2D localizer = F - > xform_cache . affine_inverse ( ) ;
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for ( int j = 0 ; j < point_count ; j + + ) {
xf_points [ j ] = localizer . xform ( points [ j ] ) ;
}
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if ( F - > aabb_cache . intersects_filled_polygon ( xf_points , point_count ) ) {
F - > next = occluders ;
occluders = F ;
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}
}
}
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 ;
}
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RENDER_TIMESTAMP ( " < Render DirectionalLight2D Shadows " ) ;
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}
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if ( scenario_draw_canvas_bg & & canvas_map . begin ( ) & & canvas_map . begin ( ) - > key . get_layer ( ) > scenario_canvas_max_layer ) {
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// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
// Clear now otherwise we copy over garbage from the render target.
RSG : : texture_storage - > render_target_do_clear_request ( p_viewport - > render_target ) ;
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if ( ! can_draw_3d ) {
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RSG : : scene - > render_empty_scene ( p_viewport - > render_buffers , p_viewport - > scenario , p_viewport - > shadow_atlas ) ;
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} else {
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_draw_3d ( p_viewport ) ;
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}
scenario_draw_canvas_bg = false ;
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}
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for ( const KeyValue < Viewport : : CanvasKey , Viewport : : CanvasData * > & E : canvas_map ) {
RendererCanvasCull : : Canvas * canvas = static_cast < RendererCanvasCull : : Canvas * > ( E . value - > canvas ) ;
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Transform2D xform = _canvas_get_transform ( p_viewport , canvas , E . value , clip_rect . size ) ;
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RendererCanvasRender : : Light * canvas_lights = nullptr ;
RendererCanvasRender : : Light * canvas_directional_lights = nullptr ;
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RendererCanvasRender : : Light * ptr = lights ;
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while ( ptr ) {
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if ( E . value - > layer > = ptr - > layer_min & & E . value - > layer < = ptr - > layer_max ) {
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ptr - > next_ptr = canvas_lights ;
canvas_lights = ptr ;
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}
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ptr = ptr - > filter_next_ptr ;
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}
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ptr = directional_lights ;
while ( ptr ) {
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if ( E . value - > layer > = ptr - > layer_min & & E . value - > layer < = ptr - > layer_max ) {
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ptr - > next_ptr = canvas_directional_lights ;
canvas_directional_lights = ptr ;
}
ptr = ptr - > filter_next_ptr ;
}
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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 , p_viewport - > canvas_cull_mask , & p_viewport - > render_info ) ;
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if ( RSG : : canvas - > was_sdf_used ( ) ) {
p_viewport - > sdf_active = true ;
}
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if ( scenario_draw_canvas_bg & & E . key . get_layer ( ) > = scenario_canvas_max_layer ) {
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// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
// Clear now otherwise we copy over garbage from the render target.
RSG : : texture_storage - > render_target_do_clear_request ( p_viewport - > render_target ) ;
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if ( ! can_draw_3d ) {
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RSG : : scene - > render_empty_scene ( p_viewport - > render_buffers , p_viewport - > scenario , p_viewport - > shadow_atlas ) ;
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} else {
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_draw_3d ( p_viewport ) ;
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}
scenario_draw_canvas_bg = false ;
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}
}
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if ( scenario_draw_canvas_bg ) {
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// There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn.
// Clear now otherwise we copy over garbage from the render target.
RSG : : texture_storage - > render_target_do_clear_request ( p_viewport - > render_target ) ;
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if ( ! can_draw_3d ) {
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RSG : : scene - > render_empty_scene ( p_viewport - > render_buffers , p_viewport - > scenario , p_viewport - > shadow_atlas ) ;
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} else {
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_draw_3d ( p_viewport ) ;
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}
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}
}
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if ( RSG : : texture_storage - > render_target_is_clear_requested ( p_viewport - > render_target ) ) {
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//was never cleared in the end, force clear it
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RSG : : texture_storage - > render_target_do_clear_request ( p_viewport - > render_target ) ;
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}
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if ( RSG : : texture_storage - > render_target_get_msaa_needs_resolve ( p_viewport - > render_target ) ) {
WARN_PRINT_ONCE ( " 2D MSAA is enabled while there is no 2D content. Disable 2D MSAA for better performance. " ) ;
RSG : : texture_storage - > render_target_do_msaa_resolve ( p_viewport - > render_target ) ;
}
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if ( p_viewport - > measure_render_time ) {
String rt_id = " vp_end_ " + itos ( p_viewport - > self . get_id ( ) ) ;
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RSG : : utilities - > capture_timestamp ( rt_id ) ;
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timestamp_vp_map [ rt_id ] = p_viewport - > self ;
}
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}
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void RendererViewport : : draw_viewports ( bool p_swap_buffers ) {
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timestamp_vp_map . clear ( ) ;
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// get our xr interface in case we need it
Ref < XRInterface > xr_interface ;
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XRServer * xr_server = XRServer : : get_singleton ( ) ;
if ( xr_server ! = nullptr ) {
// let our XR server know we're about to render our frames so we can get our frame timing
xr_server - > pre_render ( ) ;
// retrieve the interface responsible for rendering
xr_interface = xr_server - > get_primary_interface ( ) ;
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}
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if ( Engine : : get_singleton ( ) - > is_editor_hint ( ) ) {
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set_default_clear_color ( GLOBAL_GET ( " rendering/environment/defaults/default_clear_color " ) ) ;
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}
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if ( sorted_active_viewports_dirty ) {
sorted_active_viewports = _sort_active_viewports ( ) ;
sorted_active_viewports_dirty = false ;
}
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HashMap < DisplayServer : : WindowID , Vector < BlitToScreen > > blit_to_screen_list ;
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//draw viewports
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RENDER_TIMESTAMP ( " > Render Viewports " ) ;
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//determine what is visible
draw_viewports_pass + + ;
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for ( int i = sorted_active_viewports . size ( ) - 1 ; i > = 0 ; i - - ) { //to compute parent dependency, must go in reverse draw order
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Viewport * vp = sorted_active_viewports [ i ] ;
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if ( vp - > update_mode = = RS : : VIEWPORT_UPDATE_DISABLED ) {
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continue ;
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}
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if ( ! vp - > render_target . is_valid ( ) ) {
continue ;
}
//ERR_CONTINUE(!vp->render_target.is_valid());
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bool visible = vp - > viewport_to_screen_rect ! = Rect2 ( ) ;
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if ( vp - > use_xr ) {
if ( xr_interface . is_valid ( ) ) {
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// Ignore update mode we have to commit frames to our XR interface
visible = true ;
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// Override our size, make sure it matches our required size and is created as a stereo target
Size2 xr_size = xr_interface - > get_render_target_size ( ) ;
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_viewport_set_size ( vp , xr_size . width , xr_size . height , xr_interface - > get_view_count ( ) ) ;
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} else {
// don't render anything
visible = false ;
vp - > size = Size2 ( ) ;
}
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} else {
if ( vp - > update_mode = = RS : : VIEWPORT_UPDATE_ALWAYS | | vp - > update_mode = = RS : : VIEWPORT_UPDATE_ONCE ) {
visible = true ;
}
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if ( vp - > update_mode = = RS : : VIEWPORT_UPDATE_WHEN_VISIBLE & & RSG : : texture_storage - > render_target_was_used ( vp - > render_target ) ) {
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visible = true ;
}
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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 ;
}
}
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}
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visible = visible & & vp - > size . x > 1 & & vp - > size . y > 1 ;
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if ( visible ) {
vp - > last_pass = draw_viewports_pass ;
}
}
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int vertices_drawn = 0 ;
int objects_drawn = 0 ;
int draw_calls_used = 0 ;
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for ( int i = 0 ; i < sorted_active_viewports . size ( ) ; i + + ) {
Viewport * vp = sorted_active_viewports [ i ] ;
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if ( vp - > last_pass ! = draw_viewports_pass ) {
continue ; //should not draw
}
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RENDER_TIMESTAMP ( " > Render Viewport " + itos ( i ) ) ;
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RSG : : texture_storage - > render_target_set_as_unused ( vp - > render_target ) ;
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if ( vp - > use_xr & & xr_interface . is_valid ( ) ) {
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// Inform XR interface we're about to render its viewport,
// if this returns false we don't render.
// This usually is a result of the player taking off their headset and OpenXR telling us to skip
// rendering frames.
if ( xr_interface - > pre_draw_viewport ( vp - > render_target ) ) {
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RSG : : texture_storage - > render_target_set_override ( vp - > render_target ,
xr_interface - > get_color_texture ( ) ,
xr_interface - > get_depth_texture ( ) ,
xr_interface - > get_velocity_texture ( ) ) ;
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// render...
RSG : : scene - > set_debug_draw_mode ( vp - > debug_draw ) ;
// and draw viewport
_draw_viewport ( vp ) ;
// commit our eyes
Vector < BlitToScreen > blits = xr_interface - > post_draw_viewport ( vp - > render_target , vp - > viewport_to_screen_rect ) ;
if ( vp - > viewport_to_screen ! = DisplayServer : : INVALID_WINDOW_ID ) {
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if ( OS : : get_singleton ( ) - > get_current_rendering_driver_name ( ) . begins_with ( " opengl3 " ) ) {
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if ( blits . size ( ) > 0 ) {
RSG : : rasterizer - > blit_render_targets_to_screen ( vp - > viewport_to_screen , blits . ptr ( ) , blits . size ( ) ) ;
}
} else if ( blits . size ( ) > 0 ) {
if ( ! blit_to_screen_list . has ( vp - > viewport_to_screen ) ) {
blit_to_screen_list [ vp - > viewport_to_screen ] = Vector < BlitToScreen > ( ) ;
}
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for ( int b = 0 ; b < blits . size ( ) ; b + + ) {
blit_to_screen_list [ vp - > viewport_to_screen ] . push_back ( blits [ b ] ) ;
}
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}
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RSG : : rasterizer - > end_viewport ( p_swap_buffers & & blits . size ( ) > 0 ) ;
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}
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}
} else {
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RSG : : texture_storage - > render_target_set_override ( vp - > render_target , RID ( ) , RID ( ) , RID ( ) ) ;
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RSG : : scene - > set_debug_draw_mode ( vp - > debug_draw ) ;
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// render standard mono camera
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_draw_viewport ( vp ) ;
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if ( vp - > viewport_to_screen ! = DisplayServer : : INVALID_WINDOW_ID & & ( ! vp - > viewport_render_direct_to_screen | | ! RSG : : rasterizer - > is_low_end ( ) ) ) {
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//copy to screen if set as such
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BlitToScreen blit ;
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blit . render_target = vp - > render_target ;
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if ( vp - > viewport_to_screen_rect ! = Rect2 ( ) ) {
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blit . dst_rect = vp - > viewport_to_screen_rect ;
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} else {
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blit . dst_rect . position = Vector2 ( ) ;
blit . dst_rect . size = vp - > size ;
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}
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if ( ! blit_to_screen_list . has ( vp - > viewport_to_screen ) ) {
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blit_to_screen_list [ vp - > viewport_to_screen ] = Vector < BlitToScreen > ( ) ;
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}
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if ( OS : : get_singleton ( ) - > get_current_rendering_driver_name ( ) . begins_with ( " opengl3 " ) ) {
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Vector < BlitToScreen > blit_to_screen_vec ;
blit_to_screen_vec . push_back ( blit ) ;
RSG : : rasterizer - > blit_render_targets_to_screen ( vp - > viewport_to_screen , blit_to_screen_vec . ptr ( ) , 1 ) ;
} else {
blit_to_screen_list [ vp - > viewport_to_screen ] . push_back ( blit ) ;
}
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RSG : : rasterizer - > end_viewport ( p_swap_buffers ) ;
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}
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}
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if ( vp - > update_mode = = RS : : VIEWPORT_UPDATE_ONCE ) {
vp - > update_mode = RS : : VIEWPORT_UPDATE_DISABLED ;
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}
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RENDER_TIMESTAMP ( " < Render Viewport " + itos ( i ) ) ;
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// 3D render info.
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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 ] ;
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// 2D render info.
objects_drawn + = vp - > render_info . info [ RS : : VIEWPORT_RENDER_INFO_TYPE_CANVAS ] [ RS : : VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME ] ;
vertices_drawn + = vp - > render_info . info [ RS : : VIEWPORT_RENDER_INFO_TYPE_CANVAS ] [ RS : : VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME ] ;
draw_calls_used + = vp - > render_info . info [ RS : : VIEWPORT_RENDER_INFO_TYPE_CANVAS ] [ RS : : VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME ] ;
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}
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RSG : : scene - > set_debug_draw_mode ( RS : : VIEWPORT_DEBUG_DRAW_DISABLED ) ;
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total_objects_drawn = objects_drawn ;
total_vertices_drawn = vertices_drawn ;
total_draw_calls_used = draw_calls_used ;
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RENDER_TIMESTAMP ( " < Render Viewports " ) ;
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if ( p_swap_buffers & & ! blit_to_screen_list . is_empty ( ) ) {
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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 ( ) ) ;
}
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}
}
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RID RendererViewport : : viewport_allocate ( ) {
return viewport_owner . allocate_rid ( ) ;
}
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void RendererViewport : : viewport_initialize ( RID p_rid ) {
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viewport_owner . initialize_rid ( p_rid ) ;
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Viewport * viewport = viewport_owner . get_or_null ( p_rid ) ;
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viewport - > self = p_rid ;
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viewport - > render_target = RSG : : texture_storage - > render_target_create ( ) ;
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viewport - > shadow_atlas = RSG : : light_storage - > shadow_atlas_create ( ) ;
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viewport - > viewport_render_direct_to_screen = false ;
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viewport - > fsr_enabled = ! RSG : : rasterizer - > is_low_end ( ) & & ! viewport - > disable_3d ;
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}
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void RendererViewport : : viewport_set_use_xr ( RID p_viewport , bool p_use_xr ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( viewport - > use_xr = = p_use_xr ) {
return ;
}
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viewport - > use_xr = p_use_xr ;
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// Re-configure the 3D render buffers when disabling XR. They'll get
// re-configured when enabling XR in draw_viewports().
if ( ! p_use_xr ) {
viewport - > view_count = 1 ;
_configure_3d_render_buffers ( viewport ) ;
}
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}
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void RendererViewport : : viewport_set_scaling_3d_mode ( RID p_viewport , RS : : ViewportScaling3DMode p_mode ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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ERR_FAIL_COND_EDMSG ( p_mode = = RS : : VIEWPORT_SCALING_3D_MODE_FSR2 & & OS : : get_singleton ( ) - > get_current_rendering_method ( ) ! = " forward_plus " , " FSR2 is only available when using the Forward+ renderer. " ) ;
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if ( viewport - > scaling_3d_mode = = p_mode ) {
return ;
}
bool motion_vectors_before = _viewport_requires_motion_vectors ( viewport ) ;
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viewport - > scaling_3d_mode = p_mode ;
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bool motion_vectors_after = _viewport_requires_motion_vectors ( viewport ) ;
if ( motion_vectors_before ! = motion_vectors_after ) {
num_viewports_with_motion_vectors + = motion_vectors_after ? 1 : - 1 ;
}
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_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 ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > fsr_sharpness = p_sharpness ;
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_configure_3d_render_buffers ( viewport ) ;
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}
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void RendererViewport : : viewport_set_texture_mipmap_bias ( RID p_viewport , float p_mipmap_bias ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > texture_mipmap_bias = p_mipmap_bias ;
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_configure_3d_render_buffers ( viewport ) ;
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}
void RendererViewport : : viewport_set_scaling_3d_scale ( RID p_viewport , float p_scaling_3d_scale ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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// 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.
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if ( viewport - > scaling_3d_scale = = CLAMP ( p_scaling_3d_scale , 0.1 , 2.0 ) ) {
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return ;
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}
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viewport - > scaling_3d_scale = CLAMP ( p_scaling_3d_scale , 0.1 , 2.0 ) ;
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_configure_3d_render_buffers ( viewport ) ;
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}
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void RendererViewport : : viewport_set_size ( RID p_viewport , int p_width , int p_height ) {
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ERR_FAIL_COND ( p_width < 0 | | p_height < 0 ) ;
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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ERR_FAIL_COND_MSG ( viewport - > use_xr , " Cannot set viewport size when using XR " ) ;
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_viewport_set_size ( viewport , p_width , p_height , 1 ) ;
}
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void RendererViewport : : _viewport_set_size ( Viewport * p_viewport , int p_width , int p_height , uint32_t p_view_count ) {
Size2i new_size ( p_width , p_height ) ;
if ( p_viewport - > size ! = new_size | | p_viewport - > view_count ! = p_view_count ) {
p_viewport - > size = new_size ;
p_viewport - > view_count = p_view_count ;
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RSG : : texture_storage - > render_target_set_size ( p_viewport - > render_target , p_width , p_height , p_view_count ) ;
_configure_3d_render_buffers ( p_viewport ) ;
p_viewport - > occlusion_buffer_dirty = true ;
}
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}
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bool RendererViewport : : _viewport_requires_motion_vectors ( Viewport * p_viewport ) {
return p_viewport - > use_taa | | p_viewport - > scaling_3d_mode = = RenderingServer : : VIEWPORT_SCALING_3D_MODE_FSR2 ;
}
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void RendererViewport : : viewport_set_active ( RID p_viewport , bool p_active ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( p_active ) {
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ERR_FAIL_COND_MSG ( active_viewports . has ( viewport ) , " Can't make active a Viewport that is already active. " ) ;
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viewport - > occlusion_buffer_dirty = true ;
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active_viewports . push_back ( viewport ) ;
} else {
active_viewports . erase ( viewport ) ;
}
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sorted_active_viewports_dirty = true ;
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}
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void RendererViewport : : viewport_set_parent_viewport ( RID p_viewport , RID p_parent_viewport ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > parent = p_parent_viewport ;
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}
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void RendererViewport : : viewport_set_clear_mode ( RID p_viewport , RS : : ViewportClearMode p_clear_mode ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > clear_mode = p_clear_mode ;
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}
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void RendererViewport : : viewport_attach_to_screen ( RID p_viewport , const Rect2 & p_rect , DisplayServer : : WindowID p_screen ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( p_screen ! = DisplayServer : : INVALID_WINDOW_ID ) {
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// If using OpenGL we can optimize this operation by rendering directly to system_fbo
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// instead of rendering to fbo and copying to system_fbo after
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if ( RSG : : rasterizer - > is_low_end ( ) & & viewport - > viewport_render_direct_to_screen ) {
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RSG : : texture_storage - > render_target_set_size ( viewport - > render_target , p_rect . size . x , p_rect . size . y , viewport - > view_count ) ;
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RSG : : texture_storage - > render_target_set_position ( viewport - > render_target , p_rect . position . x , p_rect . position . y ) ;
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}
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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
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if ( RSG : : rasterizer - > is_low_end ( ) & & viewport - > viewport_render_direct_to_screen ) {
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RSG : : texture_storage - > render_target_set_position ( viewport - > render_target , 0 , 0 ) ;
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RSG : : texture_storage - > render_target_set_size ( viewport - > render_target , viewport - > size . x , viewport - > size . y , viewport - > view_count ) ;
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}
viewport - > viewport_to_screen_rect = Rect2 ( ) ;
viewport - > viewport_to_screen = DisplayServer : : INVALID_WINDOW_ID ;
}
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}
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void RendererViewport : : viewport_set_render_direct_to_screen ( RID p_viewport , bool p_enable ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( p_enable = = viewport - > viewport_render_direct_to_screen ) {
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return ;
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}
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// if disabled, reset render_target size and position
if ( ! p_enable ) {
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RSG : : texture_storage - > render_target_set_position ( viewport - > render_target , 0 , 0 ) ;
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RSG : : texture_storage - > render_target_set_size ( viewport - > render_target , viewport - > size . x , viewport - > size . y , viewport - > view_count ) ;
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}
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RSG : : texture_storage - > render_target_set_direct_to_screen ( viewport - > render_target , p_enable ) ;
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viewport - > viewport_render_direct_to_screen = p_enable ;
Fix misc. source comment typos
Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
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if ( RSG : : rasterizer - > is_low_end ( ) & & viewport - > viewport_to_screen_rect ! = Rect2 ( ) & & p_enable ) {
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RSG : : texture_storage - > render_target_set_size ( viewport - > render_target , viewport - > viewport_to_screen_rect . size . x , viewport - > viewport_to_screen_rect . size . y , viewport - > view_count ) ;
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RSG : : texture_storage - > render_target_set_position ( viewport - > render_target , viewport - > viewport_to_screen_rect . position . x , viewport - > viewport_to_screen_rect . position . y ) ;
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}
}
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void RendererViewport : : viewport_set_update_mode ( RID p_viewport , RS : : ViewportUpdateMode p_mode ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > update_mode = p_mode ;
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}
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RID RendererViewport : : viewport_get_render_target ( RID p_viewport ) const {
const Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL_V ( viewport , RID ( ) ) ;
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return viewport - > render_target ;
}
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RID RendererViewport : : viewport_get_texture ( RID p_viewport ) const {
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const Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL_V ( viewport , RID ( ) ) ;
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return RSG : : texture_storage - > render_target_get_texture ( viewport - > render_target ) ;
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}
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RID RendererViewport : : viewport_get_occluder_debug_texture ( RID p_viewport ) const {
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const Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL_V ( viewport , RID ( ) ) ;
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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 ( ) ;
}
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void RendererViewport : : viewport_set_prev_camera_data ( RID p_viewport , const RendererSceneRender : : CameraData * p_camera_data ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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uint64_t frame = RSG : : rasterizer - > get_frame_number ( ) ;
if ( viewport - > prev_camera_data_frame ! = frame ) {
viewport - > prev_camera_data = * p_camera_data ;
viewport - > prev_camera_data_frame = frame ;
}
}
const RendererSceneRender : : CameraData * RendererViewport : : viewport_get_prev_camera_data ( RID p_viewport ) {
const Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL_V ( viewport , nullptr ) ;
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return & viewport - > prev_camera_data ;
}
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void RendererViewport : : viewport_set_disable_2d ( RID p_viewport , bool p_disable ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > disable_2d = p_disable ;
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}
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void RendererViewport : : viewport_set_environment_mode ( RID p_viewport , RS : : ViewportEnvironmentMode p_mode ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > disable_environment = p_mode ;
}
bool RendererViewport : : viewport_is_environment_disabled ( Viewport * viewport ) {
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ERR_FAIL_NULL_V ( viewport , false ) ;
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if ( viewport - > parent . is_valid ( ) & & viewport - > disable_environment = = RS : : VIEWPORT_ENVIRONMENT_INHERIT ) {
Viewport * parent = viewport_owner . get_or_null ( viewport - > parent ) ;
return viewport_is_environment_disabled ( parent ) ;
}
return viewport - > disable_environment = = RS : : VIEWPORT_ENVIRONMENT_DISABLED ;
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}
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void RendererViewport : : viewport_set_disable_3d ( RID p_viewport , bool p_disable ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > disable_3d = p_disable ;
}
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void RendererViewport : : viewport_attach_camera ( RID p_viewport , RID p_camera ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > camera = p_camera ;
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}
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void RendererViewport : : viewport_set_scenario ( RID p_viewport , RID p_scenario ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( viewport - > scenario . is_valid ( ) ) {
RSG : : scene - > scenario_remove_viewport_visibility_mask ( viewport - > scenario , p_viewport ) ;
}
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viewport - > scenario = p_scenario ;
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if ( viewport - > use_occlusion_culling ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > buffer_set_scenario ( p_viewport , p_scenario ) ;
}
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}
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void RendererViewport : : viewport_attach_canvas ( RID p_viewport , RID p_canvas ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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ERR_FAIL_COND ( viewport - > canvas_map . has ( p_canvas ) ) ;
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RendererCanvasCull : : Canvas * canvas = RSG : : canvas - > canvas_owner . get_or_null ( p_canvas ) ;
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ERR_FAIL_NULL ( canvas ) ;
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canvas - > viewports . insert ( p_viewport ) ;
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viewport - > canvas_map [ p_canvas ] = Viewport : : CanvasData ( ) ;
viewport - > canvas_map [ p_canvas ] . layer = 0 ;
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viewport - > canvas_map [ p_canvas ] . sublayer = 0 ;
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viewport - > canvas_map [ p_canvas ] . canvas = canvas ;
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}
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void RendererViewport : : viewport_remove_canvas ( RID p_viewport , RID p_canvas ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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RendererCanvasCull : : Canvas * canvas = RSG : : canvas - > canvas_owner . get_or_null ( p_canvas ) ;
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ERR_FAIL_NULL ( canvas ) ;
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viewport - > canvas_map . erase ( p_canvas ) ;
canvas - > viewports . erase ( p_viewport ) ;
}
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void RendererViewport : : viewport_set_canvas_transform ( RID p_viewport , RID p_canvas , const Transform2D & p_offset ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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ERR_FAIL_COND ( ! viewport - > canvas_map . has ( p_canvas ) ) ;
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viewport - > canvas_map [ p_canvas ] . transform = p_offset ;
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}
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void RendererViewport : : viewport_set_transparent_background ( RID p_viewport , bool p_enabled ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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RSG : : texture_storage - > render_target_set_transparent ( viewport - > render_target , p_enabled ) ;
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viewport - > transparent_bg = p_enabled ;
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}
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void RendererViewport : : viewport_set_global_canvas_transform ( RID p_viewport , const Transform2D & p_transform ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > global_transform = p_transform ;
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}
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void RendererViewport : : viewport_set_canvas_stacking ( RID p_viewport , RID p_canvas , int p_layer , int p_sublayer ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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ERR_FAIL_COND ( ! viewport - > canvas_map . has ( p_canvas ) ) ;
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viewport - > canvas_map [ p_canvas ] . layer = p_layer ;
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viewport - > canvas_map [ p_canvas ] . sublayer = p_sublayer ;
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}
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void RendererViewport : : viewport_set_positional_shadow_atlas_size ( RID p_viewport , int p_size , bool p_16_bits ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > shadow_atlas_size = p_size ;
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viewport - > shadow_atlas_16_bits = p_16_bits ;
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RSG : : light_storage - > shadow_atlas_set_size ( viewport - > shadow_atlas , viewport - > shadow_atlas_size , viewport - > shadow_atlas_16_bits ) ;
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}
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void RendererViewport : : viewport_set_positional_shadow_atlas_quadrant_subdivision ( RID p_viewport , int p_quadrant , int p_subdiv ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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RSG : : light_storage - > shadow_atlas_set_quadrant_subdivision ( viewport - > shadow_atlas , p_quadrant , p_subdiv ) ;
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}
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void RendererViewport : : viewport_set_msaa_2d ( RID p_viewport , RS : : ViewportMSAA p_msaa ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( viewport - > msaa_2d = = p_msaa ) {
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return ;
}
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viewport - > msaa_2d = p_msaa ;
RSG : : texture_storage - > render_target_set_msaa ( viewport - > render_target , p_msaa ) ;
}
void RendererViewport : : viewport_set_msaa_3d ( RID p_viewport , RS : : ViewportMSAA p_msaa ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( viewport - > msaa_3d = = p_msaa ) {
return ;
}
viewport - > msaa_3d = p_msaa ;
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_configure_3d_render_buffers ( viewport ) ;
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}
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void RendererViewport : : viewport_set_use_hdr_2d ( RID p_viewport , bool p_use_hdr_2d ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( viewport - > use_hdr_2d = = p_use_hdr_2d ) {
return ;
}
viewport - > use_hdr_2d = p_use_hdr_2d ;
RSG : : texture_storage - > render_target_set_use_hdr ( viewport - > render_target , p_use_hdr_2d ) ;
}
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void RendererViewport : : viewport_set_screen_space_aa ( RID p_viewport , RS : : ViewportScreenSpaceAA p_mode ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( viewport - > screen_space_aa = = p_mode ) {
return ;
}
viewport - > screen_space_aa = p_mode ;
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_configure_3d_render_buffers ( viewport ) ;
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}
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void RendererViewport : : viewport_set_use_taa ( RID p_viewport , bool p_use_taa ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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ERR_FAIL_COND_EDMSG ( OS : : get_singleton ( ) - > get_current_rendering_method ( ) ! = " forward_plus " , " TAA is only available when using the Forward+ renderer. " ) ;
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if ( viewport - > use_taa = = p_use_taa ) {
return ;
}
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bool motion_vectors_before = _viewport_requires_motion_vectors ( viewport ) ;
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viewport - > use_taa = p_use_taa ;
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bool motion_vectors_after = _viewport_requires_motion_vectors ( viewport ) ;
if ( motion_vectors_before ! = motion_vectors_after ) {
num_viewports_with_motion_vectors + = motion_vectors_after ? 1 : - 1 ;
}
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_configure_3d_render_buffers ( viewport ) ;
}
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void RendererViewport : : viewport_set_use_debanding ( RID p_viewport , bool p_use_debanding ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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if ( viewport - > use_debanding = = p_use_debanding ) {
return ;
}
viewport - > use_debanding = p_use_debanding ;
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_configure_3d_render_buffers ( viewport ) ;
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}
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void RendererViewport : : viewport_set_use_occlusion_culling ( RID p_viewport , bool p_use_occlusion_culling ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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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 ) ;
}
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void RendererViewport : : viewport_set_mesh_lod_threshold ( RID p_viewport , float p_pixels ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > mesh_lod_threshold = p_pixels ;
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}
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int RendererViewport : : viewport_get_render_info ( RID p_viewport , RS : : ViewportRenderInfoType p_type , RS : : ViewportRenderInfo p_info ) {
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ERR_FAIL_INDEX_V ( p_type , RS : : VIEWPORT_RENDER_INFO_TYPE_MAX , - 1 ) ;
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ERR_FAIL_INDEX_V ( p_info , RS : : VIEWPORT_RENDER_INFO_MAX , - 1 ) ;
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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if ( ! viewport ) {
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return 0 ; //there should be a lock here..
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}
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return viewport - > render_info . info [ p_type ] [ p_info ] ;
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}
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void RendererViewport : : viewport_set_debug_draw ( RID p_viewport , RS : : ViewportDebugDraw p_draw ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > debug_draw = p_draw ;
}
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void RendererViewport : : viewport_set_measure_render_time ( RID p_viewport , bool p_enable ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > measure_render_time = p_enable ;
}
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float RendererViewport : : viewport_get_measured_render_time_cpu ( RID p_viewport ) const {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL_V ( viewport , 0 ) ;
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return double ( viewport - > time_cpu_end - viewport - > time_cpu_begin ) / 1000.0 ;
}
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float RendererViewport : : viewport_get_measured_render_time_gpu ( RID p_viewport ) const {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL_V ( viewport , 0 ) ;
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return double ( ( viewport - > time_gpu_end - viewport - > time_gpu_begin ) / 1000 ) / 1000.0 ;
}
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void RendererViewport : : viewport_set_snap_2d_transforms_to_pixel ( RID p_viewport , bool p_enabled ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > snap_2d_transforms_to_pixel = p_enabled ;
}
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void RendererViewport : : viewport_set_snap_2d_vertices_to_pixel ( RID p_viewport , bool p_enabled ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > snap_2d_vertices_to_pixel = p_enabled ;
}
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void RendererViewport : : viewport_set_default_canvas_item_texture_filter ( RID p_viewport , RS : : CanvasItemTextureFilter p_filter ) {
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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).) " ) ;
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > texture_filter = p_filter ;
}
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void RendererViewport : : viewport_set_default_canvas_item_texture_repeat ( RID p_viewport , RS : : CanvasItemTextureRepeat p_repeat ) {
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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).) " ) ;
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > texture_repeat = p_repeat ;
}
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void RendererViewport : : viewport_set_sdf_oversize_and_scale ( RID p_viewport , RS : : ViewportSDFOversize p_size , RS : : ViewportSDFScale p_scale ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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RSG : : texture_storage - > render_target_set_sdf_size_and_scale ( viewport - > render_target , p_size , p_scale ) ;
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}
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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RID RendererViewport : : viewport_find_from_screen_attachment ( DisplayServer : : WindowID p_id ) const {
RID * rids = nullptr ;
uint32_t rid_count = viewport_owner . get_rid_count ( ) ;
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rids = ( RID * ) alloca ( sizeof ( RID ) * rid_count ) ;
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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viewport_owner . fill_owned_buffer ( rids ) ;
for ( uint32_t i = 0 ; i < rid_count ; i + + ) {
Viewport * viewport = viewport_owner . get_or_null ( rids [ i ] ) ;
if ( viewport - > viewport_to_screen = = p_id ) {
return rids [ i ] ;
}
}
return RID ( ) ;
}
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void RendererViewport : : viewport_set_vrs_mode ( RID p_viewport , RS : : ViewportVRSMode p_mode ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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RSG : : texture_storage - > render_target_set_vrs_mode ( viewport - > render_target , p_mode ) ;
_configure_3d_render_buffers ( viewport ) ;
}
void RendererViewport : : viewport_set_vrs_texture ( RID p_viewport , RID p_texture ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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RSG : : texture_storage - > render_target_set_vrs_texture ( viewport - > render_target , p_texture ) ;
_configure_3d_render_buffers ( viewport ) ;
}
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bool RendererViewport : : free ( RID p_rid ) {
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if ( viewport_owner . owns ( p_rid ) ) {
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Viewport * viewport = viewport_owner . get_or_null ( p_rid ) ;
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RSG : : texture_storage - > render_target_free ( viewport - > render_target ) ;
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RSG : : light_storage - > shadow_atlas_free ( viewport - > shadow_atlas ) ;
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if ( viewport - > render_buffers . is_valid ( ) ) {
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viewport - > render_buffers . unref ( ) ;
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}
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while ( viewport - > canvas_map . begin ( ) ) {
viewport_remove_canvas ( p_rid , viewport - > canvas_map . begin ( ) - > key ) ;
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}
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viewport_set_scenario ( p_rid , RID ( ) ) ;
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active_viewports . erase ( viewport ) ;
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sorted_active_viewports_dirty = true ;
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if ( viewport - > use_occlusion_culling ) {
RendererSceneOcclusionCull : : get_singleton ( ) - > remove_buffer ( p_rid ) ;
}
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if ( _viewport_requires_motion_vectors ( viewport ) ) {
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num_viewports_with_motion_vectors - - ;
}
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viewport_owner . free ( p_rid ) ;
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return true ;
}
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return false ;
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}
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void RendererViewport : : handle_timestamp ( String p_timestamp , uint64_t p_cpu_time , uint64_t p_gpu_time ) {
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RID * vp = timestamp_vp_map . getptr ( p_timestamp ) ;
if ( ! vp ) {
return ;
}
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Viewport * viewport = viewport_owner . get_or_null ( * vp ) ;
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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 ;
}
}
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void RendererViewport : : set_default_clear_color ( const Color & p_color ) {
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RSG : : texture_storage - > set_default_clear_color ( p_color ) ;
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}
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void RendererViewport : : viewport_set_canvas_cull_mask ( RID p_viewport , uint32_t p_canvas_cull_mask ) {
Viewport * viewport = viewport_owner . get_or_null ( p_viewport ) ;
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ERR_FAIL_NULL ( viewport ) ;
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viewport - > canvas_cull_mask = p_canvas_cull_mask ;
}
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// 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 ) ;
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}
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int RendererViewport : : get_total_objects_drawn ( ) const {
return total_objects_drawn ;
}
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int RendererViewport : : get_total_primitives_drawn ( ) const {
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return total_vertices_drawn ;
}
int RendererViewport : : get_total_draw_calls_used ( ) const {
return total_draw_calls_used ;
}
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int RendererViewport : : get_num_viewports_with_motion_vectors ( ) const {
return num_viewports_with_motion_vectors ;
}
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RendererViewport : : RendererViewport ( ) {
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occlusion_rays_per_thread = GLOBAL_GET ( " rendering/occlusion_culling/occlusion_rays_per_thread " ) ;
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}