21ea1c3835
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
305 lines
11 KiB
C++
305 lines
11 KiB
C++
/*************************************************************************/
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/* renderer_viewport.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERER_VIEWPORT_H
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#define RENDERER_VIEWPORT_H
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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#include "servers/xr/xr_interface.h"
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class RendererViewport {
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public:
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struct CanvasBase {
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};
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struct Viewport {
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RID self;
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RID parent;
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bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */
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Size2i internal_size;
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Size2i size;
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RID camera;
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RID scenario;
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RS::ViewportScaling3DMode scaling_3d_mode;
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float scaling_3d_scale = 1.0;
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float fsr_sharpness = 0.2f;
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float fsr_mipmap_bias = 0.0f;
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bool fsr_enabled;
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RS::ViewportUpdateMode update_mode;
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RID render_target;
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RID render_target_texture;
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RID render_buffers;
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RS::ViewportMSAA msaa;
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RS::ViewportScreenSpaceAA screen_space_aa;
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bool use_taa;
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bool use_debanding;
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RendererSceneRender::CameraData prev_camera_data;
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uint64_t prev_camera_data_frame = 0;
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bool use_occlusion_culling;
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bool occlusion_buffer_dirty;
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DisplayServer::WindowID viewport_to_screen;
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Rect2 viewport_to_screen_rect;
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bool viewport_render_direct_to_screen;
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bool disable_2d = false;
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bool disable_environment = false;
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bool disable_3d = false;
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bool measure_render_time;
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bool snap_2d_transforms_to_pixel;
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bool snap_2d_vertices_to_pixel;
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uint64_t time_cpu_begin;
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uint64_t time_cpu_end;
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uint64_t time_gpu_begin;
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uint64_t time_gpu_end;
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RID shadow_atlas;
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int shadow_atlas_size;
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bool shadow_atlas_16_bits = true;
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bool sdf_active;
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float mesh_lod_threshold = 1.0;
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uint64_t last_pass = 0;
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RS::ViewportDebugDraw debug_draw;
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RS::ViewportClearMode clear_mode;
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RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
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RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
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bool transparent_bg;
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struct CanvasKey {
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int64_t stacking;
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RID canvas;
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bool operator<(const CanvasKey &p_canvas) const {
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if (stacking == p_canvas.stacking) {
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return canvas < p_canvas.canvas;
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}
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return stacking < p_canvas.stacking;
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}
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CanvasKey() {
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stacking = 0;
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}
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CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
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canvas = p_canvas;
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int64_t sign = p_layer < 0 ? -1 : 1;
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stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
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}
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int get_layer() const { return stacking >> 32; }
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};
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struct CanvasData {
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CanvasBase *canvas = nullptr;
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Transform2D transform;
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int layer;
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int sublayer;
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};
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Transform2D global_transform;
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HashMap<RID, CanvasData> canvas_map;
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RendererScene::RenderInfo render_info;
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Viewport() {
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update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
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clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
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transparent_bg = false;
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viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
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shadow_atlas_size = 0;
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measure_render_time = false;
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debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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msaa = RS::VIEWPORT_MSAA_DISABLED;
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screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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use_debanding = false;
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use_occlusion_culling = false;
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occlusion_buffer_dirty = true;
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snap_2d_transforms_to_pixel = false;
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snap_2d_vertices_to_pixel = false;
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use_xr = false;
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sdf_active = false;
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time_cpu_begin = 0;
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time_cpu_end = 0;
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time_gpu_begin = 0;
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time_gpu_end = 0;
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}
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uint32_t get_view_count();
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};
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HashMap<String, RID> timestamp_vp_map;
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uint64_t draw_viewports_pass = 0;
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mutable RID_Owner<Viewport, true> viewport_owner;
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struct ViewportSort {
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_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
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bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
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bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
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if (left_to_screen == right_to_screen) {
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return p_right->parent == p_left->self;
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}
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return (right_to_screen ? 0 : 1) < (left_to_screen ? 0 : 1);
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}
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};
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Vector<Viewport *> active_viewports;
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int total_objects_drawn = 0;
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int total_vertices_drawn = 0;
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int total_draw_calls_used = 0;
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private:
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void _configure_3d_render_buffers(Viewport *p_viewport);
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void _draw_3d(Viewport *p_viewport);
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void _draw_viewport(Viewport *p_viewport);
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int occlusion_rays_per_thread = 512;
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void _resize_occlusion_culling_buffer(const Size2i &p_size);
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public:
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RID viewport_allocate();
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void viewport_initialize(RID p_rid);
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void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
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void viewport_set_size(RID p_viewport, int p_width, int p_height);
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void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
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void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
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void viewport_set_active(RID p_viewport, bool p_active);
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void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
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void viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode);
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void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale);
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void viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness);
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void viewport_set_fsr_mipmap_bias(RID p_viewport, float p_mipmap_bias);
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void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode);
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void viewport_set_vflip(RID p_viewport, bool p_enable);
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void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
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RID viewport_get_texture(RID p_viewport) const;
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RID viewport_get_occluder_debug_texture(RID p_viewport) const;
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void viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data);
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const RendererSceneRender::CameraData *viewport_get_prev_camera_data(RID p_viewport);
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void viewport_set_disable_2d(RID p_viewport, bool p_disable);
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void viewport_set_disable_environment(RID p_viewport, bool p_disable);
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void viewport_set_disable_3d(RID p_viewport, bool p_disable);
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void viewport_attach_camera(RID p_viewport, RID p_camera);
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void viewport_set_scenario(RID p_viewport, RID p_scenario);
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void viewport_attach_canvas(RID p_viewport, RID p_canvas);
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void viewport_remove_canvas(RID p_viewport, RID p_canvas);
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void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
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void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
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void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
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void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
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void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true);
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void viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
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void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
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void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
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void viewport_set_use_taa(RID p_viewport, bool p_use_taa);
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void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
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void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
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void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
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void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
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void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels);
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virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
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virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
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void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
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float viewport_get_measured_render_time_cpu(RID p_viewport) const;
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float viewport_get_measured_render_time_gpu(RID p_viewport) const;
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void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
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void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
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void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
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void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
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void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale);
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virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const;
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void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
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void set_default_clear_color(const Color &p_color);
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void draw_viewports();
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bool free(RID p_rid);
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int get_total_objects_drawn() const;
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int get_total_vertices_drawn() const;
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int get_total_draw_calls_used() const;
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// Workaround for setting this on thread.
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void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
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RendererViewport();
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virtual ~RendererViewport() {}
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};
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#endif // RENDERER_VIEWPORT_H
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