virtualx-engine/servers/visual/visual_server_viewport.h
Hugo Locurcio 2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00

210 lines
7.5 KiB
C++

/*************************************************************************/
/* visual_server_viewport.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
#include "core/self_list.h"
#include "rasterizer.h"
#include "servers/arvr/arvr_interface.h"
#include "servers/visual_server.h"
class VisualServerViewport {
public:
struct CanvasBase : public RID_Data {
};
struct Viewport : public RID_Data {
RID self;
RID parent;
bool use_arvr; /* use arvr interface to override camera positioning and projection matrices and control output */
Size2i size;
RID camera;
RID scenario;
VS::ViewportUpdateMode update_mode;
RID render_target;
RID render_target_texture;
int viewport_to_screen;
Rect2 viewport_to_screen_rect;
bool viewport_render_direct_to_screen;
bool hide_scenario;
bool hide_canvas;
bool disable_environment;
bool disable_3d;
bool disable_3d_by_usage;
bool keep_3d_linear;
RID shadow_atlas;
int shadow_atlas_size;
int render_info[VS::VIEWPORT_RENDER_INFO_MAX];
VS::ViewportDebugDraw debug_draw;
VS::ViewportClearMode clear_mode;
bool transparent_bg;
struct CanvasKey {
int64_t stacking;
RID canvas;
bool operator<(const CanvasKey &p_canvas) const {
if (stacking == p_canvas.stacking)
return canvas < p_canvas.canvas;
return stacking < p_canvas.stacking;
}
CanvasKey() {
stacking = 0;
}
CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
canvas = p_canvas;
int64_t sign = p_layer < 0 ? -1 : 1;
stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
}
int get_layer() const { return stacking >> 32; }
};
struct CanvasData {
CanvasBase *canvas;
Transform2D transform;
int layer;
int sublayer;
};
Transform2D global_transform;
Map<RID, CanvasData> canvas_map;
Viewport() {
update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode = VS::VIEWPORT_CLEAR_ALWAYS;
transparent_bg = false;
disable_environment = false;
viewport_to_screen = 0;
shadow_atlas_size = 0;
disable_3d = false;
disable_3d_by_usage = false;
keep_3d_linear = false;
debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
for (int i = 0; i < VS::VIEWPORT_RENDER_INFO_MAX; i++) {
render_info[i] = 0;
}
use_arvr = false;
}
};
mutable RID_Owner<Viewport> viewport_owner;
struct ViewportSort {
_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
if (left_to_screen == right_to_screen) {
return p_left->parent == p_right->self;
}
return right_to_screen;
}
};
Vector<Viewport *> active_viewports;
private:
Color clear_color;
void _draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye);
void _draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye = ARVRInterface::EYE_MONO);
public:
RID viewport_create();
void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr);
void viewport_set_size(RID p_viewport, int p_width, int p_height);
void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0);
void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
void viewport_detach(RID p_viewport);
void viewport_set_active(RID p_viewport, bool p_active);
void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
void viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode);
void viewport_set_vflip(RID p_viewport, bool p_enable);
void viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode);
RID viewport_get_texture(RID p_viewport) const;
void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
void viewport_set_disable_environment(RID p_viewport, bool p_disable);
void viewport_set_disable_3d(RID p_viewport, bool p_disable);
void viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear);
void viewport_attach_camera(RID p_viewport, RID p_camera);
void viewport_set_scenario(RID p_viewport, RID p_scenario);
void viewport_attach_canvas(RID p_viewport, RID p_canvas);
void viewport_remove_canvas(RID p_viewport, RID p_canvas);
void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
void viewport_set_shadow_atlas_size(RID p_viewport, int p_size);
void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa);
void viewport_set_use_fxaa(RID p_viewport, bool p_fxaa);
void viewport_set_use_debanding(RID p_viewport, bool p_debanding);
void viewport_set_hdr(RID p_viewport, bool p_enabled);
void viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage);
virtual int viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info);
virtual void viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw);
void set_default_clear_color(const Color &p_color);
void draw_viewports();
bool free(RID p_rid);
VisualServerViewport();
virtual ~VisualServerViewport() {}
};
#endif // VISUALSERVERVIEWPORT_H