godot/servers/rendering/renderer_viewport.cpp

/**************************************************************************/
/*  renderer_viewport.cpp                                                 */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "renderer_viewport.h"

#include "core/config/project_settings.h"
#include "core/math/transform_interpolator.h"
#include "core/object/worker_thread_pool.h"
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
#include "storage/texture_storage.h"

static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {}

Vector<RendererViewport::Viewport *> RendererViewport::_sort_active_viewports() {}

void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {}

void RendererViewport::_draw_3d(Viewport *p_viewport) {}

void RendererViewport::_draw_viewport(Viewport *p_viewport) {}

void RendererViewport::draw_viewports(bool p_swap_buffers) {}

RID RendererViewport::viewport_allocate() {}

void RendererViewport::viewport_initialize(RID p_rid) {}

void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {}

void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) {}

void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) {}

void RendererViewport::viewport_set_texture_mipmap_bias(RID p_viewport, float p_mipmap_bias) {}

void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) {}

void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {}

void RendererViewport::_viewport_set_size(Viewport *p_viewport, int p_width, int p_height, uint32_t p_view_count) {}

bool RendererViewport::_viewport_requires_motion_vectors(Viewport *p_viewport) {}

void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {}

void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {}

void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {}

void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {}

void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {}

void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {}

RS::ViewportUpdateMode RendererViewport::viewport_get_update_mode(RID p_viewport) const {}

RID RendererViewport::viewport_get_render_target(RID p_viewport) const {}

RID RendererViewport::viewport_get_texture(RID p_viewport) const {}

RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {}

void RendererViewport::viewport_set_prev_camera_data(RID p_viewport, const RendererSceneRender::CameraData *p_camera_data) {}

const RendererSceneRender::CameraData *RendererViewport::viewport_get_prev_camera_data(RID p_viewport) {}

void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) {}

void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) {}

bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) {}

void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {}

void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {}

void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {}

void RendererViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {}

void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {}

void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {}

void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {}

void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {}

void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {}

void RendererViewport::viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {}

void RendererViewport::viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {}

void RendererViewport::viewport_set_msaa_2d(RID p_viewport, RS::ViewportMSAA p_msaa) {}

void RendererViewport::viewport_set_msaa_3d(RID p_viewport, RS::ViewportMSAA p_msaa) {}

void RendererViewport::viewport_set_use_hdr_2d(RID p_viewport, bool p_use_hdr_2d) {}

bool RendererViewport::viewport_is_using_hdr_2d(RID p_viewport) const {}

void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {}

void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) {}

void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {}

void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {}

void RendererViewport::viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) {}

void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {}

void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) {}

int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {}

void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {}

void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {}

float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {}

float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {}

void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {}

void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {}

void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {}
void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {}

void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {}

RID RendererViewport::viewport_find_from_screen_attachment(DisplayServer::WindowID p_id) const {}

void RendererViewport::viewport_set_vrs_mode(RID p_viewport, RS::ViewportVRSMode p_mode) {}

void RendererViewport::viewport_set_vrs_update_mode(RID p_viewport, RS::ViewportVRSUpdateMode p_mode) {}

void RendererViewport::viewport_set_vrs_texture(RID p_viewport, RID p_texture) {}

bool RendererViewport::free(RID p_rid) {}

void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {}

void RendererViewport::viewport_set_canvas_cull_mask(RID p_viewport, uint32_t p_canvas_cull_mask) {}

// Workaround for setting this on thread.
void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {}

int RendererViewport::get_total_objects_drawn() const {}
int RendererViewport::get_total_primitives_drawn() const {}
int RendererViewport::get_total_draw_calls_used() const {}

int RendererViewport::get_num_viewports_with_motion_vectors() const {}

RendererViewport::RendererViewport() {}