virtualx-engine/servers/visual/visual_server_raster.cpp
lawnjelly d2b1d29634 Physics interpolation - Move out of Scenario
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.

Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
2022-04-11 15:04:24 +01:00

230 lines
7.4 KiB
C++

/*************************************************************************/
/* visual_server_raster.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
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/* the following conditions: */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/*************************************************************************/
#include "visual_server_raster.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/sort_array.h"
#include "visual_server_canvas.h"
#include "visual_server_globals.h"
#include "visual_server_scene.h"
// careful, these may run in different threads than the visual server
int VisualServerRaster::changes[2] = { 0 };
/* BLACK BARS */
void VisualServerRaster::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) {
black_margin[MARGIN_LEFT] = p_left;
black_margin[MARGIN_TOP] = p_top;
black_margin[MARGIN_RIGHT] = p_right;
black_margin[MARGIN_BOTTOM] = p_bottom;
}
void VisualServerRaster::black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) {
black_image[MARGIN_LEFT] = p_left;
black_image[MARGIN_TOP] = p_top;
black_image[MARGIN_RIGHT] = p_right;
black_image[MARGIN_BOTTOM] = p_bottom;
}
void VisualServerRaster::_draw_margins() {
VSG::canvas_render->draw_window_margins(black_margin, black_image);
};
/* FREE */
void VisualServerRaster::free(RID p_rid) {
if (VSG::storage->free(p_rid)) {
return;
}
if (VSG::canvas->free(p_rid)) {
return;
}
if (VSG::viewport->free(p_rid)) {
return;
}
if (VSG::scene->free(p_rid)) {
return;
}
if (VSG::scene_render->free(p_rid)) {
return;
}
}
/* EVENT QUEUING */
void VisualServerRaster::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
ERR_FAIL_NULL(p_where);
FrameDrawnCallbacks fdc;
fdc.object = p_where->get_instance_id();
fdc.method = p_method;
fdc.param = p_userdata;
frame_drawn_callbacks.push_back(fdc);
}
void VisualServerRaster::draw(bool p_swap_buffers, double frame_step) {
//needs to be done before changes is reset to 0, to not force the editor to redraw
VS::get_singleton()->emit_signal("frame_pre_draw");
changes[0] = 0;
changes[1] = 0;
VSG::rasterizer->begin_frame(frame_step);
VSG::scene->update_dirty_instances(); //update scene stuff
VSG::viewport->draw_viewports();
VSG::scene->render_probes();
_draw_margins();
VSG::rasterizer->end_frame(p_swap_buffers);
while (frame_drawn_callbacks.front()) {
Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object);
if (obj) {
Variant::CallError ce;
const Variant *v = &frame_drawn_callbacks.front()->get().param;
obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce);
if (ce.error != Variant::CallError::CALL_OK) {
String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce);
ERR_PRINT("Error calling frame drawn function: " + err);
}
}
frame_drawn_callbacks.pop_front();
}
VS::get_singleton()->emit_signal("frame_post_draw");
}
void VisualServerRaster::sync() {
}
bool VisualServerRaster::has_changed(ChangedPriority p_priority) const {
switch (p_priority) {
default: {
return (changes[0] > 0) || (changes[1] > 0);
} break;
case CHANGED_PRIORITY_LOW: {
return changes[0] > 0;
} break;
case CHANGED_PRIORITY_HIGH: {
return changes[1] > 0;
} break;
}
}
void VisualServerRaster::init() {
VSG::rasterizer->initialize();
}
void VisualServerRaster::finish() {
if (test_cube.is_valid()) {
free(test_cube);
}
VSG::rasterizer->finalize();
}
/* STATUS INFORMATION */
uint64_t VisualServerRaster::get_render_info(RenderInfo p_info) {
return VSG::storage->get_render_info(p_info);
}
String VisualServerRaster::get_video_adapter_name() const {
return VSG::storage->get_video_adapter_name();
}
String VisualServerRaster::get_video_adapter_vendor() const {
return VSG::storage->get_video_adapter_vendor();
}
/* TESTING */
void VisualServerRaster::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
redraw_request();
VSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter);
}
void VisualServerRaster::set_default_clear_color(const Color &p_color) {
VSG::viewport->set_default_clear_color(p_color);
}
void VisualServerRaster::set_shader_time_scale(float p_scale) {
VSG::rasterizer->set_shader_time_scale(p_scale);
}
bool VisualServerRaster::has_feature(Features p_feature) const {
return false;
}
RID VisualServerRaster::get_test_cube() {
if (!test_cube.is_valid()) {
test_cube = _make_test_cube();
}
return test_cube;
}
bool VisualServerRaster::has_os_feature(const String &p_feature) const {
return VSG::storage->has_os_feature(p_feature);
}
void VisualServerRaster::set_debug_generate_wireframes(bool p_generate) {
VSG::storage->set_debug_generate_wireframes(p_generate);
}
void VisualServerRaster::call_set_use_vsync(bool p_enable) {
OS::get_singleton()->_set_use_vsync(p_enable);
}
bool VisualServerRaster::is_low_end() const {
return VSG::rasterizer->is_low_end();
}
VisualServerRaster::VisualServerRaster() {
VSG::canvas = memnew(VisualServerCanvas);
VSG::viewport = memnew(VisualServerViewport);
VSG::scene = memnew(VisualServerScene);
VSG::rasterizer = Rasterizer::create();
VSG::storage = VSG::rasterizer->get_storage();
VSG::canvas_render = VSG::rasterizer->get_canvas();
VSG::scene_render = VSG::rasterizer->get_scene();
for (int i = 0; i < 4; i++) {
black_margin[i] = 0;
black_image[i] = RID();
}
}
VisualServerRaster::~VisualServerRaster() {
memdelete(VSG::canvas);
memdelete(VSG::viewport);
memdelete(VSG::rasterizer);
memdelete(VSG::scene);
}