1/**************************************************************************/
2/* renderer_viewport.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef RENDERER_VIEWPORT_H
32#define RENDERER_VIEWPORT_H
33
34#include "core/templates/local_vector.h"
35#include "core/templates/rid_owner.h"
36#include "core/templates/self_list.h"
37#include "servers/rendering/renderer_scene_render.h"
38#include "servers/rendering/rendering_method.h"
39#include "servers/rendering_server.h"
40#include "servers/xr/xr_interface.h"
41#include "storage/render_scene_buffers.h"
42
43class RendererViewport {
44public:
45 struct CanvasBase {
46 };
47
48 struct Viewport {
49 RID self;
50 RID parent;
51
52 // use xr interface to override camera positioning and projection matrices and control output
53 bool use_xr = false;
54
55 Size2i internal_size;
56 Size2i size;
57 uint32_t view_count;
58 RID camera;
59 RID scenario;
60
61 RS::ViewportScaling3DMode scaling_3d_mode = RenderingServer::VIEWPORT_SCALING_3D_MODE_BILINEAR;
62 float scaling_3d_scale = 1.0;
63 float fsr_sharpness = 0.2f;
64 float texture_mipmap_bias = 0.0f;
65 bool fsr_enabled = false;
66 RS::ViewportUpdateMode update_mode = RenderingServer::VIEWPORT_UPDATE_WHEN_VISIBLE;
67 RID render_target;
68 RID render_target_texture;
69 Ref<RenderSceneBuffers> render_buffers;
70
71 RS::ViewportMSAA msaa_2d = RenderingServer::VIEWPORT_MSAA_DISABLED;
72 RS::ViewportMSAA msaa_3d = RenderingServer::VIEWPORT_MSAA_DISABLED;
73 RS::ViewportScreenSpaceAA screen_space_aa = RenderingServer::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
74 bool use_taa = false;
75 bool use_debanding = false;
76
77 RendererSceneRender::CameraData prev_camera_data;
78 uint64_t prev_camera_data_frame = 0;
79
80 bool use_occlusion_culling = false;
81 bool occlusion_buffer_dirty = false;
82
83 DisplayServer::WindowID viewport_to_screen;
84 Rect2 viewport_to_screen_rect;
85 bool viewport_render_direct_to_screen;
86
87 bool disable_2d = false;
88 RS::ViewportEnvironmentMode disable_environment = RS::VIEWPORT_ENVIRONMENT_INHERIT;
89 bool disable_3d = false;
90 bool measure_render_time = false;
91
92 bool snap_2d_transforms_to_pixel = false;
93 bool snap_2d_vertices_to_pixel = false;
94
95 uint64_t time_cpu_begin;
96 uint64_t time_cpu_end;
97
98 uint64_t time_gpu_begin;
99 uint64_t time_gpu_end;
100
101 RID shadow_atlas;
102 int shadow_atlas_size = 2048;
103 bool shadow_atlas_16_bits = true;
104
105 bool sdf_active = false;
106
107 float mesh_lod_threshold = 1.0;
108
109 uint64_t last_pass = 0;
110
111 RS::ViewportDebugDraw debug_draw = RenderingServer::VIEWPORT_DEBUG_DRAW_DISABLED;
112
113 RS::ViewportClearMode clear_mode = RenderingServer::VIEWPORT_CLEAR_ALWAYS;
114
115 RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
116 RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
117
118 bool transparent_bg = false;
119 bool use_hdr_2d = false;
120
121 uint32_t canvas_cull_mask = 0xffffffff;
122
123 struct CanvasKey {
124 int64_t stacking;
125 RID canvas;
126 bool operator<(const CanvasKey &p_canvas) const {
127 if (stacking == p_canvas.stacking) {
128 return canvas < p_canvas.canvas;
129 }
130 return stacking < p_canvas.stacking;
131 }
132 CanvasKey() {
133 stacking = 0;
134 }
135 CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
136 canvas = p_canvas;
137 int64_t sign = p_layer < 0 ? -1 : 1;
138 stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
139 }
140 int get_layer() const { return stacking >> 32; }
141 };
142
143 struct CanvasData {
144 CanvasBase *canvas = nullptr;
145 Transform2D transform;
146 int layer;
147 int sublayer;
148 };
149
150 Transform2D global_transform;
151
152 HashMap<RID, CanvasData> canvas_map;
153
154 RenderingMethod::RenderInfo render_info;
155
156 Viewport() {
157 view_count = 1;
158 update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
159 clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
160 transparent_bg = false;
161 use_hdr_2d = false;
162
163 viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
164 shadow_atlas_size = 0;
165 measure_render_time = false;
166
167 debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
168 screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
169 use_debanding = false;
170 use_occlusion_culling = false;
171 occlusion_buffer_dirty = true;
172
173 snap_2d_transforms_to_pixel = false;
174 snap_2d_vertices_to_pixel = false;
175
176 use_xr = false;
177 sdf_active = false;
178
179 time_cpu_begin = 0;
180 time_cpu_end = 0;
181
182 time_gpu_begin = 0;
183 time_gpu_end = 0;
184 }
185 };
186
187 HashMap<String, RID> timestamp_vp_map;
188
189 uint64_t draw_viewports_pass = 0;
190
191 mutable RID_Owner<Viewport, true> viewport_owner;
192
193 Vector<Viewport *> active_viewports;
194 Vector<Viewport *> sorted_active_viewports;
195 bool sorted_active_viewports_dirty = false;
196
197 int total_objects_drawn = 0;
198 int total_vertices_drawn = 0;
199 int total_draw_calls_used = 0;
200
201 int num_viewports_with_motion_vectors = 0;
202
203private:
204 Vector<Viewport *> _sort_active_viewports();
205 void _viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count);
206 void _configure_3d_render_buffers(Viewport *p_viewport);
207 void _draw_3d(Viewport *p_viewport);
208 void _draw_viewport(Viewport *p_viewport);
209
210 int occlusion_rays_per_thread = 512;
211
212 void _resize_occlusion_culling_buffer(const Size2i &p_size);
213
214public:
215 RID viewport_allocate();
216 void viewport_initialize(RID p_rid);
217
218 void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
219
220 void viewport_set_size(RID p_viewport, int p_width, int p_height);
221
222 void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
223 void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
224
225 void viewport_set_active(RID p_viewport, bool p_active);
226 void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
227
228 void viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode);
229 void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale);
230 void viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness);
231 void viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias);
232
233 void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode);
234 void viewport_set_vflip(RID p_viewport, bool p_enable);
235
236 void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
237
238 RID viewport_get_render_target(RID p_viewport) const;
239 RID viewport_get_texture(RID p_viewport) const;
240 RID viewport_get_occluder_debug_texture(RID p_viewport) const;
241
242 void viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data);
243 const RendererSceneRender::CameraData *viewport_get_prev_camera_data(RID p_viewport);
244
245 void viewport_set_disable_2d(RID p_viewport, bool p_disable);
246 void viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode);
247 void viewport_set_disable_3d(RID p_viewport, bool p_disable);
248
249 bool viewport_is_environment_disabled(Viewport *viewport);
250
251 void viewport_attach_camera(RID p_viewport, RID p_camera);
252 void viewport_set_scenario(RID p_viewport, RID p_scenario);
253 void viewport_attach_canvas(RID p_viewport, RID p_canvas);
254 void viewport_remove_canvas(RID p_viewport, RID p_canvas);
255 void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
256 void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
257 void viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d);
258
259 void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
260 void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
261
262 void viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask);
263
264 void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true);
265 void viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
266
267 void viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa);
268 void viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa);
269 void viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode);
270 void viewport_set_use_taa(RID p_viewport, bool p_use_taa);
271 void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding);
272 void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling);
273 void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread);
274 void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality);
275 void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels);
276
277 virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
278 virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
279
280 void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
281 float viewport_get_measured_render_time_cpu(RID p_viewport) const;
282 float viewport_get_measured_render_time_gpu(RID p_viewport) const;
283
284 void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
285 void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
286
287 void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
288 void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
289
290 void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale);
291
292 virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const;
293
294 void viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode);
295 void viewport_set_vrs_texture(RID p_viewport, RID p_texture);
296
297 void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
298
299 void set_default_clear_color(const Color &p_color);
300 void draw_viewports();
301
302 bool free(RID p_rid);
303
304 int get_total_objects_drawn() const;
305 int get_total_primitives_drawn() const;
306 int get_total_draw_calls_used() const;
307 int get_num_viewports_with_motion_vectors() const;
308
309 // Workaround for setting this on thread.
310 void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
311
312 RendererViewport();
313 virtual ~RendererViewport() {}
314};
315
316#endif // RENDERER_VIEWPORT_H
317