1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
750 lines
30 KiB
C++
750 lines
30 KiB
C++
/**************************************************************************/
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/* visual_server_viewport.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "visual_server_viewport.h"
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#include "core/project_settings.h"
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#include "visual_server_canvas.h"
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#include "visual_server_globals.h"
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#include "visual_server_scene.h"
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static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
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Transform2D xf = p_viewport->global_transform;
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float scale = 1.0;
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if (p_viewport->canvas_map.has(p_canvas->parent)) {
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Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
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xf = xf * c_xform;
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scale = p_canvas->parent_scale;
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}
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Transform2D c_xform = p_canvas_data->transform;
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xf = xf * c_xform;
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if (scale != 1.0 && !VSG::canvas->disable_scale) {
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Vector2 pivot = p_vp_size * 0.5;
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Transform2D xfpivot;
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xfpivot.set_origin(pivot);
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Transform2D xfscale;
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xfscale.scale(Vector2(scale, scale));
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xf = xfpivot.affine_inverse() * xf;
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xf = xfscale * xf;
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xf = xfpivot * xf;
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}
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return xf;
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}
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void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
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Ref<ARVRInterface> arvr_interface;
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if (ARVRServer::get_singleton() != nullptr) {
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arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
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}
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if (p_viewport->use_arvr && arvr_interface.is_valid()) {
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VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
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} else {
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VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
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}
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}
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void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
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/* Camera should always be BEFORE any other 3D */
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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
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int scenario_canvas_max_layer = 0;
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if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
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VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
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ERR_FAIL_COND(!scenario);
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if (VSG::scene_render->is_environment(scenario->environment)) {
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scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;
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scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
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}
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}
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bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);
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if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
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VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);
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if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
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p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
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}
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}
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if (!scenario_draw_canvas_bg && can_draw_3d) {
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_draw_3d(p_viewport, p_eye);
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}
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if (!p_viewport->hide_canvas) {
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Map<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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RasterizerCanvas::Light *lights = nullptr;
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RasterizerCanvas::Light *lights_with_shadow = nullptr;
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RasterizerCanvas::Light *lights_with_mask = nullptr;
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Rect2 shadow_rect;
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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//find lights in canvas
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for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
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RasterizerCanvas::Light *cl = F->get();
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if (cl->enabled && cl->texture.is_valid()) {
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//not super efficient..
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Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture);
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// Skip using lights with texture of 0 size
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if (!tsize.x || !tsize.y) {
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continue;
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}
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tsize *= cl->scale;
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Vector2 offset = tsize / 2.0;
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cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
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cl->xform_cache = xf * cl->xform;
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if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
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cl->filter_next_ptr = lights;
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lights = cl;
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cl->texture_cache = nullptr;
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Transform2D scale;
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scale.scale(cl->rect_cache.size);
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scale.elements[2] = cl->rect_cache.position;
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cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
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cl->light_shader_pos = cl->xform_cache[2];
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if (cl->shadow_buffer.is_valid()) {
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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);
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} 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;
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cl->radius_cache = cl->rect_cache.size.length();
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}
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if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {
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cl->mask_next_ptr = lights_with_mask;
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lights_with_mask = cl;
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}
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}
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VSG::canvas_render->light_internal_update(cl->light_internal, cl);
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}
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}
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canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
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}
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if (lights_with_shadow) {
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//update shadows if any
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RasterizerCanvas::LightOccluderInstance *occluders = nullptr;
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//make list of occluders
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
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if (!F->get()->enabled) {
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continue;
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}
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F->get()->xform_cache = xf * F->get()->xform;
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if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
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F->get()->next = occluders;
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occluders = F->get();
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}
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}
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}
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//update the light shadowmaps with them
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RasterizerCanvas::Light *light = lights_with_shadow;
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while (light) {
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VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);
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light = light->shadows_next_ptr;
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}
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//VSG::canvas_render->reset_canvas();
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}
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VSG::rasterizer->restore_render_target(!scenario_draw_canvas_bg && can_draw_3d);
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if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
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if (!can_draw_3d) {
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VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
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} else {
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_draw_3d(p_viewport, p_eye);
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}
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scenario_draw_canvas_bg = false;
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}
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for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);
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Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
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RasterizerCanvas::Light *canvas_lights = nullptr;
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RasterizerCanvas::Light *ptr = lights;
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int canvas_layer_id = E->get()->layer;
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while (ptr) {
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if (canvas_layer_id >= ptr->layer_min && canvas_layer_id <= ptr->layer_max) {
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ptr->next_ptr = canvas_lights;
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canvas_lights = ptr;
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}
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ptr = ptr->filter_next_ptr;
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}
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VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect, canvas_layer_id);
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if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
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if (!can_draw_3d) {
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VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
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} else {
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_draw_3d(p_viewport, p_eye);
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}
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scenario_draw_canvas_bg = false;
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}
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}
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if (scenario_draw_canvas_bg) {
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if (!can_draw_3d) {
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VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
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} else {
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_draw_3d(p_viewport, p_eye);
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}
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}
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//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
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}
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}
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void VisualServerViewport::draw_viewports() {
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// get our arvr interface in case we need it
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Ref<ARVRInterface> arvr_interface;
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if (ARVRServer::get_singleton() != nullptr) {
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arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
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// process all our active interfaces
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ARVRServer::get_singleton()->_process();
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}
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if (Engine::get_singleton()->is_editor_hint()) {
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clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
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}
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//sort viewports
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active_viewports.sort_custom<ViewportSort>();
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//draw viewports
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for (int i = 0; i < active_viewports.size(); i++) {
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Viewport *vp = active_viewports[i];
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if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED) {
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continue;
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}
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ERR_CONTINUE(!vp->render_target.is_valid());
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if (vp->use_arvr) {
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// In ARVR mode it is our interface that controls our size
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if (arvr_interface.is_valid()) {
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// override our size, make sure it matches our required size
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vp->size = arvr_interface->get_render_targetsize();
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} else {
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// reset this, we can't render the output without a valid interface (this will likely be so when we're in the editor)
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vp->size = Vector2(0, 0);
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}
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}
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bool visible = vp->viewport_to_screen_rect != Rect2() || vp->update_mode == VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == VS::VIEWPORT_UPDATE_ONCE || (vp->update_mode == VS::VIEWPORT_UPDATE_WHEN_VISIBLE && VSG::storage->render_target_was_used(vp->render_target));
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visible = visible && vp->size.x > 1 && vp->size.y > 1;
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if (!visible) {
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continue;
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}
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VSG::storage->render_target_clear_used(vp->render_target);
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if (vp->use_arvr && arvr_interface.is_valid()) {
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VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
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// render mono or left eye first
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ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;
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// check for an external texture destination for our left eye/mono
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VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono), arvr_interface->get_external_depth_for_eye(leftOrMono));
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// set our render target as current
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VSG::rasterizer->set_current_render_target(vp->render_target);
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// and draw left eye/mono
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_draw_viewport(vp, leftOrMono);
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arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
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// render right eye
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if (leftOrMono == ARVRInterface::EYE_LEFT) {
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// check for an external texture destination for our right eye
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VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT), arvr_interface->get_external_depth_for_eye(ARVRInterface::EYE_RIGHT));
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// commit for eye may have changed the render target
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VSG::rasterizer->set_current_render_target(vp->render_target);
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_draw_viewport(vp, ARVRInterface::EYE_RIGHT);
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arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
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}
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// and for our frame timing, mark when we've finished committing our eyes
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ARVRServer::get_singleton()->_mark_commit();
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} else {
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VSG::storage->render_target_set_external_texture(vp->render_target, 0, 0);
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VSG::rasterizer->set_current_render_target(vp->render_target);
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VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
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VSG::storage->render_info_begin_capture();
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// render standard mono camera
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_draw_viewport(vp);
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VSG::storage->render_info_end_capture();
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vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_ITEMS_IN_FRAME);
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vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_DRAW_CALLS_IN_FRAME);
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if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) {
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//copy to screen if set as such
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VSG::rasterizer->set_current_render_target(RID());
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VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen);
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}
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}
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if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) {
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vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED;
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}
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VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED);
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}
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}
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RID VisualServerViewport::viewport_create() {
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Viewport *viewport = memnew(Viewport);
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RID rid = viewport_owner.make_rid(viewport);
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viewport->self = rid;
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viewport->hide_scenario = false;
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viewport->hide_canvas = false;
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viewport->render_target = VSG::storage->render_target_create();
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viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();
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viewport->viewport_render_direct_to_screen = false;
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return rid;
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}
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void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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if (viewport->use_arvr == p_use_arvr) {
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return;
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}
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viewport->use_arvr = p_use_arvr;
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if (!viewport->use_arvr && viewport->size.width > 0 && viewport->size.height > 0) {
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// No longer controlled by our XR server, make sure we reset it
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VSG::storage->render_target_set_size(viewport->render_target, viewport->size.width, viewport->size.height);
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}
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}
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|
void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
|
|
ERR_FAIL_COND(p_width < 0 && p_height < 0);
|
|
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->size = Size2(p_width, p_height);
|
|
if (!viewport->use_arvr) {
|
|
// Only update if this is not controlled by our XR server
|
|
VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
|
|
}
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_active(RID p_viewport, bool p_active) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
if (p_active) {
|
|
ERR_FAIL_COND_MSG(active_viewports.find(viewport) != -1, "Can't make active a Viewport that is already active.");
|
|
active_viewports.push_back(viewport);
|
|
} else {
|
|
active_viewports.erase(viewport);
|
|
}
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->parent = p_parent_viewport;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->clear_mode = p_clear_mode;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, int p_screen) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
// If using GLES2 we can optimize this operation by rendering directly to system_fbo
|
|
// instead of rendering to fbo and copying to system_fbo after
|
|
if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
|
|
VSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
|
|
VSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
|
|
}
|
|
|
|
viewport->viewport_to_screen_rect = p_rect;
|
|
viewport->viewport_to_screen = p_screen;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
if (p_enable == viewport->viewport_render_direct_to_screen) {
|
|
return;
|
|
}
|
|
|
|
// if disabled, reset render_target size and position
|
|
if (!p_enable) {
|
|
VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
|
|
VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
|
|
}
|
|
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
|
|
viewport->viewport_render_direct_to_screen = p_enable;
|
|
|
|
// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
|
|
if (VSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
|
|
VSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
|
|
VSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
|
|
}
|
|
}
|
|
|
|
void VisualServerViewport::viewport_detach(RID p_viewport) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
// if render_direct_to_screen was used, reset size and position
|
|
if (VSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
|
|
VSG::storage->render_target_set_position(viewport->render_target, 0, 0);
|
|
VSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
|
|
}
|
|
|
|
viewport->viewport_to_screen_rect = Rect2();
|
|
viewport->viewport_to_screen = 0;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->update_mode = p_mode;
|
|
}
|
|
void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable);
|
|
}
|
|
|
|
RID VisualServerViewport::viewport_get_texture(RID p_viewport) const {
|
|
const Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND_V(!viewport, RID());
|
|
|
|
return VSG::storage->render_target_get_texture(viewport->render_target);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->hide_scenario = p_hide;
|
|
}
|
|
void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->hide_canvas = p_hide;
|
|
}
|
|
void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->disable_environment = p_disable;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->disable_3d = p_disable;
|
|
//VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
|
|
//this should be just for disabling rendering of 3D, to actually disable it, set usage
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->keep_3d_linear = p_keep_3d_linear;
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_KEEP_3D_LINEAR, p_keep_3d_linear);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->camera = p_camera;
|
|
}
|
|
void VisualServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->scenario = p_scenario;
|
|
}
|
|
void VisualServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
|
|
VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
|
|
ERR_FAIL_COND(!canvas);
|
|
|
|
canvas->viewports.insert(p_viewport);
|
|
viewport->canvas_map[p_canvas] = Viewport::CanvasData();
|
|
viewport->canvas_map[p_canvas].layer = 0;
|
|
viewport->canvas_map[p_canvas].sublayer = 0;
|
|
viewport->canvas_map[p_canvas].canvas = canvas;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
|
|
ERR_FAIL_COND(!canvas);
|
|
|
|
viewport->canvas_map.erase(p_canvas);
|
|
canvas->viewports.erase(p_viewport);
|
|
}
|
|
void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
|
|
viewport->canvas_map[p_canvas].transform = p_offset;
|
|
}
|
|
void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
|
|
viewport->transparent_bg = p_enabled;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->global_transform = p_transform;
|
|
}
|
|
void VisualServerViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
|
|
viewport->canvas_map[p_canvas].layer = p_layer;
|
|
viewport->canvas_map[p_canvas].sublayer = p_sublayer;
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->shadow_atlas_size = p_size;
|
|
|
|
VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_use_fxaa(RID p_viewport, bool p_fxaa) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_use_fxaa(viewport->render_target, p_fxaa);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_use_debanding(RID p_viewport, bool p_debanding) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_use_debanding(viewport->render_target, p_debanding);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_sharpen_intensity(RID p_viewport, float p_intensity) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_sharpen_intensity(viewport->render_target, p_intensity);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_use_32_bpc_depth(RID p_viewport, bool p_enabled) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_USE_32_BPC_DEPTH, p_enabled);
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
switch (p_usage) {
|
|
case VS::VIEWPORT_USAGE_2D: {
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
|
|
|
|
viewport->disable_3d_by_usage = true;
|
|
} break;
|
|
case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
|
|
viewport->disable_3d_by_usage = true;
|
|
} break;
|
|
case VS::VIEWPORT_USAGE_3D: {
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
|
|
viewport->disable_3d_by_usage = false;
|
|
} break;
|
|
case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
|
|
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
|
|
viewport->disable_3d_by_usage = false;
|
|
} break;
|
|
}
|
|
}
|
|
|
|
int VisualServerViewport::viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info) {
|
|
ERR_FAIL_INDEX_V(p_info, VS::VIEWPORT_RENDER_INFO_MAX, -1);
|
|
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
if (!viewport) {
|
|
return 0; //there should be a lock here..
|
|
}
|
|
|
|
return viewport->render_info[p_info];
|
|
}
|
|
|
|
void VisualServerViewport::viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw) {
|
|
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
|
ERR_FAIL_COND(!viewport);
|
|
|
|
viewport->debug_draw = p_draw;
|
|
}
|
|
|
|
bool VisualServerViewport::free(RID p_rid) {
|
|
if (viewport_owner.owns(p_rid)) {
|
|
Viewport *viewport = viewport_owner.getornull(p_rid);
|
|
|
|
VSG::storage->free(viewport->render_target);
|
|
VSG::scene_render->free(viewport->shadow_atlas);
|
|
|
|
while (viewport->canvas_map.front()) {
|
|
viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
|
|
}
|
|
|
|
viewport_set_scenario(p_rid, RID());
|
|
active_viewports.erase(viewport);
|
|
|
|
viewport_owner.free(p_rid);
|
|
memdelete(viewport);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void VisualServerViewport::set_default_clear_color(const Color &p_color) {
|
|
clear_color = p_color;
|
|
}
|
|
|
|
VisualServerViewport::VisualServerViewport() {
|
|
}
|